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Everything posted by LadyWYT
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You could try, I suppose, though whether it works or not I do not know. I would recommend just finding a pack of wolves, wiping them out, marking the area, and then coming back whenever you want to...erm..."harvest" wolves. They respawn fairly fast, and to help expedite the process you could probably dig out a pit and cage a bunny or other small prey animal in it to help bait the wolves into jumping in.
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Yes, or kind of. Once in a while the cart is empty. I recall seeing a few people report traders spawning in the cart roofs, although I've only seen the empty carts. In any case, if you leave the area for a while and come back later, the trader should be there. Regarding vanilla traders, if you manage to kill one, they do respawn eventually, I believe. As for mods though, I have no idea. Assuming this mod is the right mod though: https://mods.vintagestory.at/show/mod/3371 It looks like there is a "dead trader camp" included in the mix, so I'd say you just had a bad stroke of luck with the spawning and got the dead camp both times. However, judging by some of the comments left on the page, it also looks like that mod may be causing some traders to disappear from their wagons...in which case, I'm not sure if they'll respawn at all.
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Unable to place items into trading inventory.
LadyWYT replied to Raoul Reisdorff's topic in Questions
Welcome to the forums! What quality of diamond are you trying to sell to the trader? The gems that are panned from bony soil tend to all be low quality; I don't recall seeing any medium or high quality drops but I could be wrong. In any case, if the gem you are trying to sell isn't that specific quality(potential), the trader won't buy it. I'm guessing here that the diamond you have is low potential, and the trader has trades for medium and high potential diamonds only. -
How about instead of this, some sort of climbing mode? It would be very useful for traveling on foot and exploring caves(albeit perhaps in foolhardy fashion). The main drawback though is that you must have both hands free in order to climb. Climbing also speeds up your hunger rate, and I would also put some sort of limit to how far you can actually climb before getting too tired to keep clinging to the climbing surface(repurpose the oxygen meter here?). At most, I'd expect it to be most useful for scaling smaller mountains and searching surface ruins. Now on the other hand, the main drawback that I see to adding something like this is that it can potentially break some of the story locations we have. They weren't designed with free-climbing in mind, so outside of special rules that prevent climbing in specific locations(which will also break immersion), the locations themselves would probably need a massive redesign, which I don't think would be a good thing. I'd rather just keep what we have, and leave that kind of mechanic to the mod realm. As for your original suggestion...I wouldn't impose any speed penalty and just put it as an accessibility option. Auto-step up one block heights, instead of needing to jump. Could be interesting, but may be too much of a performance hit depending on what kind of coding accomplishing that would require. I'd rather have some sort of craftable item to mask your scent, or otherwise reduce the range at which natural creatures can detect you. Or just hold shift for defensive posture, like a shield. It's a neat concept, but I don't think it really works that well in terms of gameplay. Wolves generally come in packs, so making just one flee won't cut it. Sheep won't charge you unless you either get too close or attack them first. Boars...aside from being the least dangerous of the mentioned creatures in the game, there's a reason that boar spears exist IRL. The little prongs on the sides prevent the boar from ramming itself down the entire length of the spear to ruin your day, and real boar are VERY dangerous. I daresay this will probably get added sooner or later. That being said...I could also see ambient noises fading abruptly within a certain radius of monster creatures. Not that monsters really seem to bother wildlife at all, but it would be a nice touch and help keep the spooks spooky in the dark.
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Can we talk about how cool the mushrooms are in this game?!
LadyWYT replied to EsorOgramira's topic in Discussion
Which ones do I like? Whichever ones will keep me alive! If I had to pick a favorite though...probably the common morel. Those are both native to my area, and something that I have both foraged and eaten IRL. Very tasty, but can be gritty if you don't wash them good enough. Chicken-of-the-woods is a close second, just because it has "chicken" in the title and has a fun model. Tinderhoof is another one and I don't know why...probably because of the strange name and odd-looking model. As for an honorable mention...deathcaps. They were edible in the modded version of the other block game...by edible I mean they wouldn't kill you, but you still shouldn't eat them. A buddy of mine killed his character by eating one the first time he played this game, as a result. -
Are there going to be populated towns and villages in future updates?
LadyWYT replied to Dirty_Wizard's topic in Discussion
Aside from what's being added in 1.20(teased in the trailer)...yes, I would expect to see at least one major town and a couple of villages. As for the traders themselves, I don't expect them to actually move their wagons anywhere. As cool as it would be, it would be even more of a hassle for players to find the traders that have what they're looking for. The most update for them I would expect is a small model update, and possibly a creature or two tethered nearby that could believably haul their wagon. Regarding a quest system...I definitely think we'll get more quests, though I'm not sure that they will be repeatable. I'm fairly certain that quests will probably be limited to the main storyline, with a few offshoots here and there for the world to react to the player and their choices. So choose carefully when you are presented with a choice! You may only get to pick one particular option from certain selections in a playthrough. As for repeatable actions...I expect most of the repeatable player interactions with NPCs will be trading goods or purchasing services, in addition to the standard repeat of certain information. -
The current state of the temporal storms--this is a heavy one. It's currently 3 AM in the summertime in a temperate climate, so it's not like visibility would be the best anyway, but it's absolutely impossible to see much of anything with the dark blue-purple tint. Not even holding a lantern helped.
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To my knowledge, it does not. You are correct in that pumpkin vines will die once they reach growth stage 8. Typically they produce more than one pumpkin, and branch out a little more though. It looks like you gave the plant plenty of space here, so I'd say it's just really bad luck. You can at least turn the pumpkin back into a seed and replant though, and hope for a better crop. One thing I like to do with my pumpkin vines is keep the withered portions trimmed off. I'm not sure if that actually helps the plant or not, it's just something I do out of habit.
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You'll be fine going into the game with no external resources, and I'd actually recommend doing so. You almost certainly will be overwhelmed by the game itself though, but that's just the nature of things. As @Grummsh noted, the learning curve is very steep, and Vintage Story is not very forgiving of mistakes. However, I'd also say that most mistakes you really only make once, and quickly learn not to repeat. As for learning the game itself, there's a short tutorial that will teach you the basic controls of the game, as well as help you acquire your first tools. At that point, you have everything you need to actually progress throughout the rest of the game, and the game itself will stop holding your hand and let you figure out exactly how to do that. The handbook provides detailed information on most everything in the game, so whenever you get lost or have some downtime, it's not a bad idea to just flip through and make a plan of what to work on. Also, welcome to Vintage Story and the forums! Don't forget that if you get stuck in the game, you can always come here to ask questions. Most of us have been through the same struggles when we first started, and are happy to lend advice when needed.
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It's definitely a 1.20 thing, but I don't think it's quite working as intended yet, along with a handful of other things. Without spoiling too much, I know that a certain contraption can't be crafted despite having a recipe due to one part being currently unobtainable. Unless I really missed something. In any case, I cheated one in just to play around with it, and uh...oh boy, it was finicky on how it wanted to work.
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In my experience, running on unstable blocks like floating sand/gravel is usually fine. It's when you decide to start jumping that you get more than you bargained for.
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Resonance Archives - Did things change ? [SPOILERS]
LadyWYT replied to VonPanda's topic in Discussion
It's definitely too strong in this case. Wildlife has the same problem. Limited to bosses and high tier monsters, it's fine, because it's not something you'll encounter that often and adds some extra challenge. But not everything should be able to throw you around like a ragdoll. I did this fight as a Blackguard, and focused on melee since ranged turned out to be not that useful with my available equipment. While the fight wasn't too bad, I don't think that much knockback is intended either, so you are correct in that it's most likely a bug. Still, I think the hard knockback could be kept at least for bossfights. Limit it to certain attacks, make it a percentage chance, and make it so that if the player is blocking they have a much lower chance of being swatted around. -
It's a handy way to preserve fruit, if you don't have access to honey. If you distill it, you get stronger alcohol that keeps forever, which can also be distilled again to make aqua vitae. Aqua vitae makes the best bandages in the game, though they will dry out quickly. I believe 1.20 gave them a bit of a buff, in that you can now use a jug of aqua vitae to craft your bandages, making them a more viable option while adventuring. Definitely. I second this, and also...what about a "calming effect" for temporal storms? That is, it stops some of the wobbling around for a bit so you can see straight, without needing to adjust your settings.
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Welcome to the forums! It's one of those things that sounds fun at first, but consider how many tools you'll need to make in the early game, before you get to the sturdier late-game tools. It's quite a lot, and even if the animation for binding the tool pieces together(or just throwing everything into the crafting grid) only takes a few seconds each time...that's still going to add up. Whacking a tool part onto a stick isn't particularly immersive, but it's quick, and lets the player get back to whatever project has their attention. This mod is probably what you're looking for: https://mods.vintagestory.at/show/mod/10324 There's also this mod: https://mods.vintagestory.at/show/mod/7081
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Food poisoning maybe, if one insists on eating spoiled food. Lack of fruit in one's diet is already punished by missing out on the extra health from that nutrition. The main issue I see with both is that they're easily avoided; the average player is likely to eat a balanced diet and likely to avoid rancid food, so they'll likely never suffer the effects of those diseases unless they deliberately sabotage themselves. The main reason I don't think diseases should be added. It's not fun to get hit with a penalty you had no chance to prevent. And as I mentioned previously, the more common, less deadly diseases are easy enough to avoid just through basic gameplay that players aren't likely to deal with them at all. Again, I've got to disagree here. Livestock takes a long time to domesticate, and there are few things worse than checking on them and finding out that all your hard work has been undone by an ill-placed predator or unlucky lightning strike. If more challenge is needed here, then I would instead opt for making livestock lose some of their condition if you don't feed them for a very long time(several weeks/months). If diseases were added, this would probably need to be a feature. But I still maintain diseases are best left to the realm of mods, much like thirst.
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Welcome to the forums! To my knowledge, the only thing that's really changed is that they spawn with a little less frequency, I presume due to the two new monsters that got added. They're still very much around though. It's possible something got broken in the recent iteration of the 1.20 test version, but I have seen drifters out and about occasionally. I'll have to pay more attention though the next few times I play. The ones I've seen have been ones that crawled out of caves, and when I think about it...I haven't seen any at night in a while, or during temporal storms. I know nights look a bit brighter than they should, on average, and temporal storms have turned a deep blue color, so there are definitely some issues to be worked out.
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Ohhhhhh, I see what's going on now. You are correct, there is no recipe for a fire brick kiln door. There are recipes for the refractory brick kiln doors though, and the entry on beehive kilns specifies that refractory bricks are needed in the kiln's construction, rather than fire bricks. Which begs the question, why is there a fire brick kiln door? I'm assuming it's either an oversight that hasn't been removed, or is intended to be functional(albeit with a greater brick loss rate than refractory bricks) and just doesn't have its recipe implemented yet. Edit: After some tinkering around, it doesn't seem like the handbook is quite accurate on what you need to build the beehive kiln. You need refractory brick gratings, iron hatch doors, and a refractory brick door, but the main body of the kiln needs to be fire clay bricks, not refractory bricks. You'd think refractory bricks would work, but for whatever reason they don't.
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One of the most fun and frustrating things of Valheim! I dunno about adding it to Vintage Story though...it would make wind power more frustrating than it already can be, if wind direction affects windmills in addition to ships. Of course, you could just make windmills ignore wind direction, and only factor in wind speed, but in that case you're going to have players wondering why direction affects one and not the other. Not to mention a lot of animations potentially needing some rework. Personally, I'd keep the style we have now and just ignore wind direction. Celestial navigation would be awesome in general, especially for players who don't like to rely on the map. Useful for both land and sea, provided the weather is right for it.
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Well said. I'd also note that just because someone's machine could handle it, doesn't mean it's a good idea to leave bloatware in. Way too many modern games don't bother optimizing their software, so even if a high-end machine can handle it, it doesn't run that well in addition to shutting out those who may not have the fanciest hardware(but still better than absolute potato).
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Given that the eclipse we have in-game only lasts a couple of seconds, I think what we have is fine. I'm happy just having eclipses, even if they aren't 100% realistic. Technically, that's a partial eclipse, not a full one. There's still a lot of sun showing there, even if the sky is otherwise darkened.
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I'd be more inclined to have a guaranteed cutting and leave the original bush intact as well, but make the original bush need to grow back before it can produce fruit again. That way you still have the original bush in case the cutting fails to grow, but you'll also have to make the choice of whether to take cuttings for a garden or leave the bushes alone for a harvest of berries. As for the higher chance of growing opposed to fruit trees: berries spoil much faster than fruit trees, while producing crops faster. They also feel like something that's easier to propagate than a tree cutting. In any case, the comparative ease of getting the cuttings to grow doesn't mean you can just harvest all the nearby bushes without a care; you'll definitely want those berries for your first winter, and if you take cuttings from everything at the wrong time the original bushes may not grow back in time to produce much for crops. Either method you choose, the other main benefit is that it makes the early game more challenging since players now need to go forage for their food. The same food is still there to be found, of course, but if you have to go forage you could find some furry friends along the way if you aren't careful. I was. I do that a lot, and it's easy to do given my brain tends to operate much faster than my body. It might just be a quirk for me. I think I stared at most recipes that did that long enough to watch the full cycle, and it just stuck in my head from that point on. I've also found it fairly easy to pick up on the general pattern if there's a specific category of resource that it requires, like only iron-tier materials. This explanation of the issue makes a lot more sense to me, and yeah I can get on board with shuffling materials into categories like that. It would streamline a lot. I don't know about that. I've done similar, though it was when I was a newer player too. But one of the great things about Vintage Story, in my opinion, is that it's very good about catching the veterans off-guard as well as the newbies.
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That would be nice to have, though I would hope the fuel would last a lot longer than the one that lights up the Archive library. If it's too much of a hassle with resources, I see a lot of players skipping that and sticking to lanterns, saving the coal/charcoal for steel production and other industry.
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Resonance Archives - Did things change ? [SPOILERS]
LadyWYT replied to VonPanda's topic in Discussion
The message at the end of the Archive changed slightly, but otherwise that's the only real change I am aware of to the location itself. That happened to me as well, and I'm pretty sure it's a bug and not intended behavior. I've not noticed it being an issue with the wild animals, but monsters are able to swat the player and send them flying now regardless if you are actively blocking with a shield or not. It's not every hit, but it happens more often than not. Or I should say...it may technically be an intended mechanic, just a very overtuned one regarding how often it happens and in what circumstances. Getting smacked around by a giant clockwork construct in a specific location makes sense, getting flung around like a ragdoll by something half your size that is found most everywhere doesn't really. -
I'm not aware of any, and the leather block used in trader wagons is currently only obtainable through creative mode, I believe. The furniture I've seen people make in this game usually just uses whatever material has the best texture for the look they're trying to achieve; what the material itself actually is doesn't really matter. I've seen several people use wallpaper to achieve the look of textiles though, and placing a square of linen as a seat is also an option(though white is currently the only color, I'm pretty sure).
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I think so, but I've also only seen that happen once, and it was a modded world. So it could have easily been a mod that caused an issue with ore generation, and not just incredibly bad luck. The likely culprit is you haven't dug deep enough. I've seen the big copper deposits spawn near the mantle, so you may need to dig another 50 blocks or so before you find it. Make sure you're using the node search on your prospecting pick every so often--that will tell you for sure if there is any ore nearby or not.