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Everything posted by LadyWYT
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Wow, that's...that's a lot of drifters. I didn't know the resonator could be attacked, but that does leave me wondering...what made you decide to try attacking it to begin with? Was it an accident and you kept hitting it to see what happened, or some other notion? In any case, probably time for a bug report. If you happen to be using mods, you might want to disable them and test on a fresh world to ensure that the bug is repeatable in vanilla before reporting, since the first question you'll be asked otherwise is "does it happen without mods".
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I've not done a playthrough like this, but I just wanted to mention this mod in case you weren't aware: https://mods.vintagestory.at/show/mod/42149 It goes beyond the in-game book and ink/quill and allows you to make actual doodles and stuff. Haven't tried it(yet) so I don't know how well it works, but worth considering for this kind of playthrough.
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I mean despite the fact that cars and other motor vehicles are the main method of modern transport, horses and carriages still have their place. The Amish community, obviously, uses them heavily, we have touring carriages at various parks and festivals, traditional cowboys and mounted police, etc. There's also Mackinac Island, where motor vehicles aren't allowed except for certain emergency services. So yeah, safe to say that while AI might become a more widespread tool, it's not going to replace actual human involvement.
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I'm not sure how one is supposed to acquire and use this material before they get iron, since I mean...it requires iron to produce. Sidegrades aren't necessarily bad, but when they're easier to obtain or obviously more cost-effective than the general intended method of progression, I wouldn't really call them the best addition. Lore aside, if steel nuggets could be purchased from traders and worked into iron to get a material that's on the same level as steel...I'm probably not going to bother with steel anymore unless I absolutely have to, since there's no real point. If it remained a tier 3 material, then it obviously falls behind steel since it won't be able to mine/process ores like chromite and ilmenite and won't hold up to nightmare+ enemies. In this case, I can't say that I'd bother with the material at all, since iron would be cheaper, if not faster, to produce and meteoric iron is just a better version of plain iron. I think a better solution would probably be to tweak meteoric iron to allow it to be worked on a bronze anvil instead. That way, the player can access iron earlier, in more limited quantities, while they work on locating a proper iron deposit or securing a source of bauxite and borax for steel production. I would even say that borax should be a resource sold by traders, since it's a multi-purpose material and not something typically needed in large quantities.
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From a lore standpoint, steel is practically a lost art, with ironworking itself being a niche, sought-after skill and the majority of people having bronze gear, at best. But from a practical standpoint, why would I want to buy steel, which is expensive, and then make an item that is worse than steel, rather than just making the steel weapon itself and having something that will last longer? If the steel is cheap to purchase, or only a nugget or two is required to make a "steel" item, and the durability is only a little worse(which can be easily mitigated by quenching for durability), then it might feel worth it for the player to craft, but introduces a bigger problem: now steel isn't going to feel like it's worth the effort, since it's a more labor-intensive process for the same results. Some players will already ignore steel because they don't feel it's worth the labor involved, so I don't think it's ideal to encourage even more players to skip steel by offering a cheap way to get the same stats but with less effort. Also worth noting that meteoric iron already fills this niche too. It's better than iron and takes less effort to refine than either iron or steel, with less durability and slightly less attack than steel equipment. What keeps it balanced is that the player has to find and mine meteors for it, so supply is very limited and the player will need to seek out new sources when they run low. In contrast, trader goods are infinite--there's only so much that can be purchased at a time, yes, but the trader will refresh their stock periodically and the player can farm gears easily enough.
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Well look at it this way: remove "mod" and replace it with other products, like food, cars, clothing, etc. How something was made can make a big difference in whether or not someone wants to use the product, even if the product itself is objectively good. You don't have to agree with someone's reasoning on why they choose to use or not use a product, but it's important to make sure that potential customers have enough information to make an informed decision about their choice. To use food as an example, the food might be very tasty and didn't make me sick after eating it, but if it was made in a dirty kitchen or used a lot of filler ingredients/sourced things from questionable places, or the business doesn't treat their staff in a way I think is fair, then I'm not going to be inclined to give them my money. Though I think it's also fair to point out that if questionable practices were used in the creation of the product, the product's quality most likely isn't going to be very good either, since quality products require quality methods to produce.
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One thing I want to note on this example: mistakes can happen in either case, but humans can be held accountable for mistakes or otherwise negligent behavior. Can't really do that with computers, at least, not as easily. A computer will do exactly what it was told to do, because it can't actually think about consequences. A human is capable of considering the implications of instructions and choosing whether or not to act on them, and how.
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What constitutes acceptable use of AI in mod development is going to vary based on the individual. Some might be okay with heavy AI use in code but not for artistic assets, some might be okay with using AI to generate artistic assets but not code, some might be okay with both and some might be okay with neither, etc. Depends on who you ask. I would say no, and also say this is a case that doesn't really need a disclaimer either since it's not an AI writing the code or generating other assets. In this case, you're the one putting in the effort to look up information and then writing and testing the code to make sure it works. That's the important part, since putting in that effort also means you're more likely to catch errors, or at least fix them when bugs do show up. Again, depends on who you ask. I wouldn't say this is slop, for similar reasons as above. You're putting in the work yourself to understand the code and create the stuff yourself--the AI is simply a tool that's helping you look up the information needed. Once again, it depends on who you ask. In my opinion, no, this is still not AI slop and still doesn't require a disclaimer about AI use, but it is at the point you may want to consider adding a disclaimer about AI and how you used it. The reason I say that it's fine, is that while the AI might have built a starting part, you're still doing the actual work yourself and making sure the end result is quality. The AI is just a tool you're using to gather information and organize it into an easier starting point. The reason I say you might want to consider adding a disclaimer about the AI and how it was used at this point though, is that there are people out there who really don't want to use stuff that AI has directly helped generate assets for, even if those assets were heavily edited by a human. So labeling, even if perhaps not technically necessary, helps them to make an informed choice about the mod they're about to use. I'm just gonna try to answer both of these at the same time, because they go hand in hand. If an AI has been used to generate some code/assets as a starting point, and the results modified by a human to ensure quality, I think it's a good idea to be open about how AI was used in order to make sure that people can make informed choices about the product, but it's not absolutely necessary either. If AI was used to generate most of the code and/or other assets, with little editing, then it's no longer just being used as a starting point and needs to be labeled, as at that point it's the AI doing most, if not all, the work. I think the main problem is that a lot of people offload all the mental work onto the AI as well as the physical, accepting whatever the AI spits out as "good enough" without bothering to actually check code to make sure that it works or edit images/sounds to ensure that there's no mistakes, etc. Some will also use AI as a convenient way to cut out the human element and keep costs low, in an effort to make more money. No one likes low-quality products, especially not when it seems to be a result of cutting corners to chase fame and money or lack of care by whoever made it. For me personally, I'm not a fan of AI use, so I'll generally ignore stuff that's clearly labeled as AI or otherwise appears to be AI. That being said, it also depends on how the AI was used, which is where clear labeling comes in handy. AI content is still a hard sell, but if it looks like the creator took the time to edit the assets and check code to make sure that the final product is as good as it can be, then I'm more likely to use the product since the creator clearly cared about the product and did their best to ensure quality. THIS. Hot take incoming, but at this point I'm also just as inclined to ignore stuff that advertises itself as "well at least it's not AI!", since in many cases the product is low quality and I'm really not a fan of things that appear to be labors of spite rather than love. Just because I don't want AI products doesn't mean I stopped caring about the quality of said product, and if the best advertising a product has is "well at least it's not ____", that immediately tells me the product has no real merits of its own to stand on. Basically, whatever tools someone is using to make a product, make sure that the tools are used appropriately and that the product is as good as it can possibly be. There's always going to be haters, but if it's clear that someone took the time and effort to produce quality, then there shouldn't really be any issues.
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Welcome to the forums and the game! In addition to what others have already noted about commands, I do want to note that you don't always need a command to teleport to your last point of death either. Assuming that you're playing with lore content enabled, building the terminus teleporter will allow you to teleport back to your last point of death, for the price of one temporal gear. It's late game tech, to be sure, but could be a fun goal to work towards.
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I'm pretty sure this is the kind of feature that would be added with herbalism, since then there would be a practical reason to grow flowers in addition to the cosmetic reason.
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I'm not opposed to having a poor-quality iron source, but I doubt many players would be thrilled about needing multiple blooms to make a single ingot. The problem here is that the player needs steel to make this work, and if they have steel then they not only have iron, but a better material than plain iron to boot. I don't really see how this is a good alternative to iron or steel.
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Clothing traders should probably buy cloth and dye materials
LadyWYT replied to ifoz's topic in Suggestions
I think this depends heavily on the shades of reds and purples in question. In some cases the price depended on what ingredients were required to get the color in question, as well as how bright the color was as well. Bright colors tended to be a little more demanding on time and resources to get, so they were often more expensive as a result. Probably also worth noting too that color terminology was a little different in medieval times as well, so "red" and "purple" could very well refer to the same color in some cases. Does all that really matter for a videogame? Not really, but it's fun to read about. -
I like the general idea, but... This is probably the biggest concern for me. When creatures spawn in a very specific place, then it's very easy to build a "farm" for that creature, unless the area is placed under protection. It's not ideal to give the player the ability to make an easy "farm" like this, nor is it ideal to place everything under chunk protection as that leads to frustration when the player can't modify simple things for their own use. I think what I would rather see, is bear behavior modified to be more dependent on the time of year. In the summer and fall, bears might be less aggressive toward the player since they've had plenty to eat, so aggression here would probably be due to players starting a fight or otherwise not respecting the bear's space. In the winter, bears might seek out caves and sleep most of the time, and be highly aggressive if they are active or otherwise disturbed. In the springtime, bears would be more aggressive due to coming out of hibernation and being VERY HUNGRY, so they're probably not going to be too picky about what counts as a meal. Female bears with cubs would have heightened aggression, which is an even scarier prospect if the cubs are inclined to be curious and investigate the player. This behavior would probably only be relevant for the spring and early summer--by late summer/fall the cubs could have grown enough to lower that aggression back to normal levels, at least from a gameplay perspective. Polar bears should be the exception to the above, and actively hunt the player, since they are one of the few animals to regard humans as food. Seraphs might not be human anymore, but they still qualify as a good meal, if the bear can manage to catch them. Wolves I'd really like to see use pack tactics more. A lone wolf will still obviously fight if it feels threatened and has no good escape options, but otherwise a wolf that's interested in hunting the player ought to howl for its pack mates and then attack with a numbers advantage. Even better if the wolves use hit-and-run tactics, taking turns harrying the player rather than all of them dogpiling at once.
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I would say I wouldn't mind, and then I remember how expensive some stuff is. Especially at luxury and artisan merchants. When it comes to currency I'd rather stack it all into one slot rather than need to take up multiple slots just to do a lot of shopping.
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Partly. It makes sense that if you need to make a lot of something, you want to it to be both cheap and have enough supply that you can mass-produce it, and you'd also want it to be something you can produce domestically in the event of a blockade. That being said, at this time history, standing out on the battlefield was incredibly important, as that made it easy to tell which side was which. So having a bright red coat as part of the uniform makes a lot of sense as well.
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Welcome to the forums! It depends entirely on preferred playstyle and game settings. In my case, I play roughly the Standard defaults, and spend the first day or two running around mapping the territory around spawn before picking a spot and settling down. I don't like to wander too far from spawn, since accidents do happen and that'll be a very long walk home/to get my stuff when a death does occur. For the longterm, I generally like to keep things consolidated to one base, as I like to pack a lot of details into my builds(when I can) and I also prefer to keep things in one general area. Plus it's nice to just have a little spot to call home.
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Given what the in-game model is when placed on a shelf, they're the same size as rusty gears, which seem to be about the size of a man's hand. So fairly large, and would probably be a little awkward to wear like a wampum belt or something. That being said, the player can easily carry a gear around by turning one into an amulet and wearing it, or tying three into a string and attaching it to an elk. Technically, temporal gears also stack as well, but this only happens when they are dropping as loot and once separated they can't be stacked again. Overall I like the idea, but I'm also a little skeptical. I'm guessing part of the reason that temporal gears don't stack is to make the player be a little more careful in how they choose to use them or otherwise prepare for adventures. If they stacked the same as rusty gears you could shove a thousand into your pocket and never need to make your elk carry them or otherwise be careful about where you set your spawn.
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Should a melee spear really do less damage than a thrown spear?
LadyWYT replied to DeanF's topic in Suggestions
I suppose now might be a good time to drop a friendly reminder that the Ignore User feature is a thing on the forums. Quite useful for when you encounter other users you just cannot get along with for whatever reason. You can hover over the user's avatar to see the option, or otherwise go to your profile and add them to the list manually. -
The problem is that's a regular water source, I do believe, and not rapids. You need rapids to power the watermill. I'm not sure that rapids can spawn underground either. In any case, the way to tell the difference between the two is that rapids will be a brighter blue and have a much louder, more energetic sound to them than regular water flow.
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I like the feather bed idea. It could be really useful for making more comfortable beds that allow the player to sleep longer(do we really want to rely on beds that have been collecting who-knows-what for years in a dirty ruin?), as well as be a useful survival tool in colder climates, where the lack of warm bedding might put the player more at risk of catching cold.
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You don't even have to go this far. /gm 3 will pop the player into spectator mode, at which point the player can clip through blocks and easily take a peek under the surface to see where the treasure is. /gm 1 to switch back to survival mode once safely back on the surface.
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Like @DoctorSnakes already noted, there's not a way to craft sticks in the game. The player will need to either scavenge forests for them, or use shears to clear leaves before chopping trees. The shears, I do believe, are the intended method for stick acquisition in the late game. As for why the player can't craft sticks, I assume it's due to a desire to get the player out and foraging in the early game, which is risky, rather than be able to make everything they did from the safety of a shelter. It might also be to help push the player towards building a beehive kiln for mass production of ceramics(pit kilns require a lot of sticks), but it could also be as simple as the devs wanting to move away from Minecraft-type crafting recipes. In any case, for those wanting to craft sticks, there's several dozen mods for that on the database, with new ones getting made fairly often.
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Echoing what others have already said, this doesn't really fit with what the current design philosophy seems to be--that is, the player is supposed to be actually performing the actions to accomplish tasks, and not just clicking a button to make the magic happen. It's at least partly why stuff like scraping pelts on the ground or crushing ore on the ground with a hammer is being introduced. I would also note that allowing the player to click a button to light a fire provided they have a torch/firestarter in their inventory is probably also going to lead to exploits, particularly with the firestarter since it can take a few tries to actually get a fire going with one. Clicking a button to do so is likely to be instant fire, which kinda defeats the purpose. I wouldn't mind seeing a proper tinderbox though, or more durable firestarter in the form of flint and steel. I mean...that's fairly realistic to how fires work though, minus removing the fuel once it's been added. No. The fire shouldn't magically stop burning just because the player walked away--that could easily lead to potential exploits, or player frustration in the event they walked away to do something else while items were heating only to return and find nothing happened because they walked a little too far away. And if nothing is cooking in the fire and the player isn't warming themselves...why would the fire still be fueled in the first place? I get that sometimes players forget about fires and waste fuel--I did this yesterday when smelting copper and had to resmelt. However, paying attention to what you're doing and planning actions carefully is a major part of what makes Vintage Story an uncompromising survival game. No, for similar reasons as above. This is more fitting to Minecraft, and not a game that is supposed to be heavily based in realism and focused on uncompromising survival. Part of that realism is learning how to manage fires and fuel wisely to accomplish what you need to do.
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I don't know that they need to have less stock if they're closer to civilization. Higher prices should be enough, given that their stock has probably changed hands several times before it got to them, and everyone's making sure they get their cut. The traders also don't want to sell out of their goods too fast, as that means they aren't turning as much profit as they could and can also be a turn-off for customers as well(who wants to visit a merchant that never has anything to sell?). I dunno. The player is more likely to encounter the ones in the wilderness, so from a game balance standpoint, the player is probably going to be more interested in buying what they can't easily obtain, rather than stuff they could easily make themselves. From a "realistic" standpoint, I think the wilderness traders could have some of the fancier stuff in stock, but perhaps at a lower prices since the items in question haven't been through as many middlemen yet. In that case, they can afford to charge a lower price, since customers are a little more rare and fancy items are a little harder to sell unless one is just passing them on to the next trader that comes through. The lower prices also give players a reason to go out of their way to go visit those traders, instead of just relying on the ones closest to pockets of civilization. One thing I would really like to see, is traders selling more climate-specific items as exotic goods. I don't really care about buying oak or maple wood, as I can easily go for a walk and get as much as I need most of the time, since I play temperate climate. I want access to stuff like ebony, purpleheart, and kapok without having to travel all the way to the tropics to get it, and I don't really care if it's expensive to buy it like that either.