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Everything posted by LadyWYT
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Celestial Navigation (and primative cartography)
LadyWYT replied to EmperorPingu's topic in Suggestions
Navigating via stars at night would be cool, although I'm not sure that any of the constellations would be ones that we're familiar with, due to the whole...world-rearranging catastrophe and all. I'm not sure what the code behind it would be though, in regards to hemispheres and seasonal changes. Compass/lodestone/sunstone. The sunstone could be used in overcast/stormy weather to get a bearing on the sun's location, and used to navigate from there. It'd also give another use for quartz. Lodestone/compass are pretty interchangeable; they could reliably point the way north regardless of weather. The only thing that might affect them is large deposits of iron nearby. I'd expect a compass to be acquired later in the game, given its utility. Of course, one flaw I see with these methods--the minimap pretty much renders them obsolete, outside of doing it for funsies. If you're playing without the minimap though, these navigation methods become a lot more useful. -
In addition to heading south with shears, you might also check in with any nearby agriculture traders. They sell tree seeds from time to time, and you may find one selling walnuts(though I don't recall if those are in the loot table or not).
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Welcome! Are you playing on 1.19(the current, stable release), or the 1.20 pre-release? If you're playing on the pre-release, it's possible you've found a bug, as pre-releases aren't stable and often have a lot of rough issues to sort out before they're properly ready for launch. If you're playing on 1.19--first I would make sure that you have at least one empty space in your inventory(which is probably only the hotbar when first starting). If there isn't space for you to pick up the newly created axe head, it will just fall to the ground after creation, and should be visible nearby. Now if that's not the case, I would move any world files you care about to a separate folder, and reinstall Vintage Story entirely. Start a new world(no mods!), and try again; it should work. It doesn't happen very often, but sometimes things get messed up in the code, and the fastest way to fix it is usually backing up any of the game files you care about and starting over with a fresh installation.
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Or instead of extra inventory slots, lean into the cosmetic route more heavily and allow certain items to be displayed on belts when not in use. That is, tools like hammers and pickaxes on toolbelts, swords on the Blackguard belt(or other equivalent), etc. Whatever the first appropriate item that's on the hotbar, and not currently in use.
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On the one hand, it'd be neat if there was some added bonus, or eventual penalty(like, after 7 consecutive days awake) for lack of sleep, but at the same time I'm not sure it'd actually be that fun of a game mechanic. Reason I say that, is that I said similar about a thirst mechanic, and tried the mods that added it...and while it was fun, it just ended up being something that interrupted all the other gameplay loops I was trying to do. So as for how sleeping is now...I think it's actually fine. Aside from roleplaying, it's a quick way to pass the night(or a good chunk of it), especially if you're a more passive player and/or prefer doing most of your stuff during daylight hours. If you have the option enabled in the settings, it's also a good way to bypass the temporal storms, if you're not a fan of those but still want the other lore content. I've also found sleeping to be a good way to recover health naturally(despite there being no boost to regen while asleep, and assuming you didn't wear armor to bed), which lets me keep my bandages for emergencies and travels. If XSkills is installed, sleeping is also a good way to help acquire skill points faster, if you took the perk that gives that bonus. It's also a better system than what the other block game has. Minecraft will let you go three days without sleeping, and then phantoms start spawning, which are annoying to deal with. However, to counter those, you don't actually need to sleep, you just need to jump in a bed, and then jump back out, and it resets the counter. The problem with that though is that beds reset your spawn in Minecraft, and breaking the bed sets your spawn back to the worldspawn, until you change it again. So it ends up being a mechanic that actively gets in the way of players enjoying the other things the game has to offer, instead of being something that enrichs the other gameplay. I also agree with what some of the other posters here have pointed out about the multiplayer aspect--multiplayer isn't friendly to just skipping time, since all players online need to sleep at the same time for it to count. And most players don't want to just drop what they're doing to go find a bed. On small servers(ie, a handful of friends only) it can be easier to get everyone on the same page, but it's still a bit of a hassle. Now, you could just mod the server to allow sleeping to skip time if half the players sleep(or even as few as one player!), but the problem that poses is that now players who want/need nighttime for some reason have a frustrating time, because the nights are being skipped(although politely asking for it to be left night will usually solve this problem). Overall, it's not a very useful mechanic for multiplayer scenarios. It might be interesting as a difficulty toggle for singleplayer, but I think it's best left to the realm of mods, at least for now.
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Some of the items you can find in ruins, I think. I know I've found pieces of hunter garb as a blackguard. Otherwise, you're probably out of luck unless you either create a new world, or pop into creative mode for a moment and spawn the items back in.
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Very much this too! When it comes to building, Vintage Story very much prioritizes building with local materials, given how harder it is to acquire materials. That also happens to have the interesting side effect of making things that aren't local more of a status symbol, even if it's not an uncommon resource. Now as for tech stuff that requires gold...finding one quartz vein with gold deposits will probably supply all the gold you really need. For lanterns, silver is a much cheaper lining option, and brass/tin bronze have similar golden coloring for the lantern frame itself, while being easy to obtain.
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This. Very much this. If you find a seam of quartz, do a node search in a couple of spots to see if there's anything else to be found there, if you don't see anything to otherwise indicate precious metal deposits buried within. You might also go looking for quartz seams in desert areas, as I seem to have better luck finding both gold and silver deposits in those areas than others.
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I've got a theory that unstable chunks may indicate the presence of a translocator, given that I've found quite a few in unstable chunks. They also seem to all teleport you to spots near trader wagons, so the presence of a trader wagon may indicate a translocator is somewhere nearby. I would also take both of those suggestions with several grains of salt, as I'm not sure that those are actual clues to finding them, or whether I was just getting lucky. But it's worth a shot.
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I would also say ruined villages are already in the game, they're just a bit more rare than the standard single-building ruins. They're also...quite ruined, so while there's enough stones left to tell there was a proper structure there at one point, there's not really much else worthy to note, save for the cracked vessels and bony soil you can find there.
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The fastest way to iron out the problem is probably to backup any previous worlds you want to keep, reinstall Vintage Story, and then reinstall and test your mods one at a time. That ensures you don't have something corrupted in the game files themselves, and the moment it does decide to crash on you, you'll know which mod is responsible.
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Didn't know I was being watched--good times indeed! This is my general assumption as well. You don't need to make a fancy meal to survive; berries, roots, and roast meat will keep you alive, and videogame logic usually pushes players to stick to the most convenient foods for efficiency. However, that kind of gameplay tends to get stale rather quickly, which can sour the rest of the game. Vintage Story handles it nicely by giving the players more reasons to opt for fancier foodstuffs and a varied diet, instead of just finding the easiest thing to get and sticking to that. A proper meal will have more satiation than the raw ingredients, and keep you from getting hungry as quickly. The varied diet will give you a bigger health pool to work with when it comes to surviving fights and accidents.
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I think he did!
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I would make some tools with more durability left in them, and try again. If one is too used up, you won't be able to craft the item.
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I'm pretty sure that if you're trying to power everything on one contraption, you'll need to build an ugly windmill tower, unless you're using mods. One windmill with full sails in the base game is able to power any of the machines, but when it comes to powering multiple things at once I don't believe one windmill alone is powerful enough to do that currently. It'd definitely be nice to have a larger windmill option though, even if it expensive.
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It's definitely more than 7 wide in the screenshots, but it should be within the dimensions for a greenhouse, according to the wiki. Unless, of course, the wiki is wrong, and it could be.
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Seems like something that could probably be tweaked by taking the latitude and rainfall of the area into account. I don't mind the colors though--I like seeing vibrant reds, oranges, and yellows before it all turns into brown for winter.
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I'm guessing it's due to the devs opting for a more "realistic" approach to how far the glider can go and how it handles in general, as opposed to opting for a rocket-boosted wings of convenience from the other block game. Unless I'm mistaken, I seem to recall several players complaining about the elytra's addition to Minecraft, in that it trivializes most other methods of travel. More airtime with the glider would be nice though. I think if it could glide further, it might prompt more players to build glider towers/spots high on mountains in order to travel around the nearby area quickly. Or if it could negate your fall damage heavily when deployed, it would offer an incentive for players to equip it when doing activities with a high fall risk. Alternatively...I doubt this would be implemented, but if there were, say, obvious thermal air currents similar to what the hang glider missions from Pilot Wings 64 had, and the glider handled in a similar fashion...that would be a rather interesting way to travel.
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I'd say toxicity just boils down to the mix of individuals that play on a server, and how that server is moderated. A good server will have rules in place to cater to the preferred playstyle of its community, and will have moderators in place to help maintain the desired order. A bad server happens when the rules aren't being applied fairly, whether that be moderators viewing themselves as above the law, playing favorites, not doing their job at all, etc. Even with good rules and moderators, there's still the occasional "bad apple" player from time to time. I don't think those arise from the game/server content as much as it is problems specific to that individual(which said problems usually stem from maturity issues). Humans battling other humans has happened in the game's lore, in the Old World prior to the calamity. It probably still happens among the survivors now, although I'd wager that anyone who makes themselves that kind of problem is dealt with rather swiftly. Plus in the face of potential extinction from eldritch monsters, most people have bigger problems to worry about than fighting each other, presumably. You are right though, in that when the subject does come up in lore, it's always presented as a bad thing. And I do agree--I don't expect the devs to change that, given that the core theme of the game seems to be humans banding together to overcome adversity.
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I accidentally settled right next to the resonance archives
LadyWYT replied to Chalky's topic in Videos, Art or Screenshots
Well...that answers my question as to whether anyone's tried to find it without using the map. Though I'm curious where the original world spawn is. I'm guessing somewhere to the northwest? The RA tends to want to generate a few thousand blocks to the southeast of spawn in my experience. -
Yep. They get under the trees, kill any animals that wander too close, then get trapped by the carcasses. Or they get trapped by snow. Or rocks/sticks. Still gives you a jolt though when you first encounter them!
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Futile Bauxite, a fresh start... and losing interest.
LadyWYT replied to Andael's topic in Discussion
I'm pretty sure bauxite can be under other sedimentary layers, as I could swear that I've dug into bauxite layers before. It just tends to be much easier to spot when it's the top layer. I don't think it's coincidence, although I think the rusty gears tend to more point to a ruin being nearby, and not necessarily a translocator. Of course, it could just as easily be happenstance, in that some poor soul died there a long time ago. -
Huh...can't say I've seen that issue before. I would backup any worlds you're attached to in a separate folder from Vintage Story, delete the game, and reinstall. It's probably the fastest way to fix anything that's gone wrong in the code.