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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Absolutely yes! If nothing else, just a method to climb vertical surfaces in general(without ladders). The drawback could be that it has a very high stamina cost to use, and perhaps you have a limited amount of time that you can actually move while clinging to the surface; ie, a minor stamina bar similar to the breath bar while underwater, in that you can't climb while it's empty. Climbing gear could help offset these effects. Climbing in general would be super useful for exploration, and more fun than just sticking ladders everywhere(although ladders would be a safer option). The main drawback to climbing like that though, aside from high stamina usage, is that it leaves you a sitting duck for ranged(or flying?) opponents.
  2. Honestly, I'd just let whittling be a quick, simple method to turn sticks into wood shavings, that can then be refined into wood pulp(paper), used to start fires, used to grow mushrooms, etc. It'd also be a decent way to pass the time during winter, or whenever you just need something easy to do while waiting on something(or someone!) else. Assuming that Vintage Story adds a proper sawmill to its list of machines to build, a sawmill would mostly replace whittling with sawdust as a byproduct. The main issue with requiring branches/sticks to be further refined before they can used for things like tool handles, ladders, etc. is...a lot of those things you need to make quite a lot of, quite often. Especially in the earlier stages of gameplay, when it comes to tool handles. While it might be kinda fun for the first few items, it's going to get very tedious, very fast if you need to constantly stop your progress elsewhere just to make sticks, and unlike other tedious gameplay loops I don't see that kind of loop being very rewarding to complete.
  3. It depends...sometimes the bottom falls out of the cloud overhead and it starts dumping buckets of rains with little to no wind. It's also not unusual for strong winds to accompany heavy rain, though the strongest wind is generally due to the squall line moving through. That being said, for a violent storm with lots of rain, I would certainly expect strong winds to go with it.
  4. Probably just bad luck. If you see a baby one spawn, try to catch it, in case it grows up to be a ewe. Otherwise, I'd keep killing off the rams and checking the location every so often to see if a ewe has spawned. If you want to be really cheesy...kill the rams, log out of the world, and log back in. It should reset all the spawns. Rinse and repeat until you get the ewe you're looking for. Also loving that flower garden in the background!
  5. Really, for this one, I think all you'd have to do is cut any music that's currently playing and start playing the faint Rust ambience instead, for the initial warning. That effect is already in the game once enough of your stability has drained, and will remain in effect as long as stability remains below the required threshold. In this case though, your stability value wouldn't matter, and the ambience condition would continue until the storm actually arrives. Once the storm passes, everything goes back to business as usual. I think this could make a great game setting option, although I'm not really sure about the lore ramifications. You'd think the storms would be more random than they are, but I've also wondered if there's not a specific lore reason on why they seem to follow such a regular schedule. Definitely agree with this, save for the Jonas tech being a clockmaker-exclusive. Some sort of device to track when the next storm will be would be awesome, especially if you've taken a break from a particular world for a while and forgotten when the last temporal storm was. As for Jonas tech and clockmakers...I'd rather keep Jonas tech as end-tier tech for all classes, and give clockmakers either the ability to craft Jonas parts, or some more unique toys for accomplishing tasks/interacting with the world.
  6. Welcome! All good points(and things that bug me in similar fashion), though as I understand it, Vintage Story is only around 10% of the full game it's supposed to be right now. It's also got a very small dev team. So while I'm pretty sure that all these will be added at some point in the future, they're also already covered by mods until then, as @Thorfinn has listed. I dunno, seems pretty realistic to me, even for a medieval setting. If it's food, and you can figure out how to grow it efficiently at-scale, why not plant huge fields of it!
  7. I'm reminded of how Subnautica handles inventory on death. Your current inventory is essentially "saved" whenever you're at a "checkpoint area"--that is, your base. I'm not sure if you actually have to sleep to "save" your inventory, or if you just have to visit your base. In any case, if you die while away from home, you'll keep the "saved" inventory and only drop any items you've acquired since leaving home. A system like that for Vintage Story could make for a nice "in-between" option for how inventory is handled on death; you'd not have to start over with your gear if you happen to die, but trips away from home would still be risky since you could lose any resources you acquired along the way. Now that being said...a flaw of that system is it's quite easy to avoid the inventory loss by simply setting up bases everywhere. You could change what qualifies as a "base" by requiring installation of specific Jonas tech to act as a checkpoint, but that rather defeats the purpose given that Jonas tech is late-game. There's also already existing Jonas tech that makes retrieving your stuff a lot easier if you happened to die--the Terminus Teleporter. I'd wager retrieving stuff on death may also get a bit easier with the introduction of mounts, since those seem to be intended to function as mobile bases themselves. Therefore, my guess is that mounts will make it easier to retrieve your stuff in the mid-game, provided you took your mount with you while traveling, and the Terminus Teleporter will still maintain its function as an upgrade option for this scenario in the late-game. Just as a side ramble though...I get the distinct impression that death in Vintage Story is supposed to be rather harsh by default. It's supposed to be at least somewhat of a struggle to survive, and while experience does make the game a bit easier, it's still very quick to punish cockiness or complacency. That being said, there's also a reason there are so many customization options available, including mods if the options don't already exist in the game itself.
  8. Horses. Definitely horses. I know we've got elks as mounts, which is cool, but I like the traditional horses.
  9. I believe so, yes.
  10. You may need to dig the rock as well; the treasure can be pretty deep down. Easiest way to find is probably go to the exact coordinates listed and use ladders to dig a shaft straight down until you find the treasure chest.
  11. https://mods.vintagestory.at/show/mod/14390 This mod probably comes close to what you're suggesting. It's not really a benefit to eating sweets, as much as it is a benefit to trying a variety of foods.
  12. In its current state? Yes. It's going to be harder, of course, since you're going to be lacking at least one full bar of nutrition(dairy, protein can be acquired via peanuts/soy). The best armor you're going to be able to craft is gambeson, so fighting at range is probably recommended(although how you'd acquire arrows, I'm not sure). Lighting is going to end up being limited to torches, and preserving food is also going to be difficult since you have no way to seal your crocks. Keep in mind that vegan(as I understand it) avoids animal products entirely, which is going to end up ruling out beeswax in addition to leather, milk, cheese, etc. You should still be able to find and clear the Resonance Archive though. Now in regards to "full tech development" as the primary goal for beating the game...that depends heavily on how you define that. Is it acquiring Jonas tech? Is it acquiring steel? Or is it building machinery like helve hammers and milling systems? I believe you should be able to craft the Jonas tech devices without the need for animal products, although I could be wrong. Steel should also be reachable without the need for animal product, provided acquiring steel armor isn't part of the goal(even if you find some in a ruin, it would still have used leather in its fabrication, which breaks the vegan rule). If the machinery is part of the goal though, then the answer is no, you're not going to be able to beat the game using vegan rules, unless you have mods that allow you to craft the necessary items without using animal products. The easier gameplay challenge is probably just enforcing vegetarian rules, which is still going to mean no consumption of meat/fat and no harming animals except in self defense. So dairy nutrition would be an option, and eggs could help satisfy protein needs in addition to peanuts and soybeans. In regards to bones, fat, and hide...those would probably qualify as usable, provided you're salvaging a carcass instead of killing the creature yourself(though trader purchases might be an option here). Carcass salvage is also the way to go to get feathers for arrows.
  13. So what you're saying is, Don Quixote was right all along.
  14. I'd be more inclined to attach small temporary buffs to fancier foods. Sugary desserts aren't particularly valuable when it comes to nutrition, and I would expect them to at least be a bit complicated to make(may just take some effort to acquire and refine ingredients, such as bees for honey, etc). Attaching something like a boost to attack strength for a couple hours, to a sugary pastry, would make it an attractive snack to eat if you intend to be fighting. The main drawback though(outside of a lack of nutrition/satiating food), is that most foods you can't eat unless you're hungry. What I'd probably opt for instead, if I could...I'd go with this, but implement some fitness sliders to the player character(similar to what the Sims does). And similar to the Sims, those values could be set at character creation to add further customization options, with the choices the player makes after influencing whether or not the character continues to maintain that appearance. So a character that overindulges in sweets frequently or otherwise overloads on more calories than they need will eventually wind up as butterballs, whereas characters will more balanced diets will probably be more fit. I'd probably also expect a character's fitness to be primarily cosmetic, with only small benefits or drawbacks depending on their current state. Likewise, I'd also expect changes like those to be achieved much more gradually than they are in the Sims, so no wolfing down 20 pizzas in one sitting or running on a treadmill for a few hours to go from one extreme to the other. All that being said...I'd be a little surprised if a system like what I just outlined did make it into Vintage Story, whether in an official update or through a mod.
  15. I believe villages are going to be implemented at some point; they're on the roadmap, and the traders themselves refer to settlements of human survivors scattered about, though it's also made quite clear that such settlements are few and far between. I don't think it's going to be a case like the other block game though, where you can just get lucky with spawning next to one and have a pre-built base, or run around the land skipping a lot of gameplay loops due to village loot(since villages are common in that game). Likewise, I also don't expect the player to be able to turn a Vintage Story settlement into their own personal...um...corporate slaves, like they can in the other block game(seriously, for those who don't know, Minecraft villager trading is notoriously overpowered and allows you to skip so much gameplay when it comes to acquiring gear). What I would expect from a Vintage Story village is a small settlement that, while it may not be struggling to survive, it's quite small and basic, with perhaps an innate suspicion towards outsiders(especially ones that look as strange as seraphs). There's likely a dedicated guard presence to defend the villages from the supernatural mobs as well as any hostile wildlife that strays too close, as well as the usual societal lowlifes and visitors who decide that they can just do whatever they want. That is to say, I would expect some sort of reputation system, where players need to perhaps complete a few tasks for the villagers in order to open up trade options or other benefits, or otherwise see themselves barred from the settlement entirely if they decide to partake in mischief. While I do like this idea, I get the feeling that villages are going to be story pieces on par with the Resonance Archive, if not even more involved than that. I could be wrong, but I think the intention of the game's story is to struggle to survive at least through the first year, and not have the option of joining "civilization" until sometime later(post-Archive exploration, at minimum). The handbook may be a bit overwhelming to new players at first, but it's still perhaps the most concise way to contain all the information a player needs about multiple gameplay concepts that frequently intertwine with one another. That's not to say an NPC couldn't provide some sort of tutorial, but I think the more story-friendly option is having NPCs perhaps reference some of the more obscure tips and tricks regarding gameplay loops. It's not just a question of power/toughness. They also need to be smart enough to avoid a lot of basic situations that can kill them in the first place. Otherwise, you're essentially just coding a nigh-invincible nincompoop that's going to break the player's immersion as soon as the player witnesses said NPC chilling out in a drifter mosh pit. Incidentally, self-preservation is a huge problem for Minecraft villagers. It's not unusual for them to die from falling damage(such as being able to climb up on a roof, then jumping off...multiple times) or pricking themselves to death on nearby cacti. Or even just charging off into the nearest cave and dying to the monsters within. That's why most players end up just kidnapping villagers and shoving them in a coffin-sized jail cell, if they intend to be utilizing villager trading in their gameplay(trading with the villagers, not trading the villagers themselves).
  16. LadyWYT

    Saw horse

    Like this mod? https://mods.vintagestory.at/show/mod/4353 I'd be okay with it, especially if it offers a good way to facilitate crafting fancier furniture(that actually functions). Of course, I'd also add a sawmill as a piece of machinery that can be built later on, to help reduce the amount of labor needed to create boards and things. Whacking things into a crafting grid may not be the most immersive thing in the world, but it tends to be less tedious when it comes to items that you'll be be needing quite a lot of rather frequently. That be what the wolves are for, heh heh.
  17. LadyWYT

    Why

    Welcome to the forums! I'm never gonna unsee that now, until it's fixed. On the brightside, you could place a full block instead and chisel it to get the same look without the texture issues.
  18. Would certainly be an interesting alternative to composting, or a method to utilize while turning compost into terra preta. You'd need a good way to contain the fire in a certain area though, otherwise you're going to end up burning down a lot more than you intend to.
  19. Fair. I was thinking mainly in terms of traveling around or mining/scavenging expeditions, where you might want a food source that is both filling and carries several servings to a single stack. That being said, meat pies are more filling than fruit pies in this scenario, it just depends on what one has on hand and feels like eating. Definitely agree on the balance aspect though, and I think the logistics of travel in Vintage Story help balance it even further. Inventory space will limit what you can take with you, and the spoilage factor makes some foods much better than others for long trips. However, packing your food optimally for travel usually means you'll suffer some nutrition loss in 2-3 categories, unless you either devote more space to food variety or forage while traveling. It's a lot easier to keep all nutrition needs met at your base, but of course, you can't really experience the game's story if you never leave the safety of home.
  20. I mean...I didn't have to share those special meals with my friend when he was playing Vintage Story--he ate those shrooms all by himself!
  21. Ooo, I like this one! Especially if there's some sort of reputation system implemented for the player, otherwise I see some players resorting to killing the trader in order to avoid paying to get their stuff back(since traders do respawn after some time).
  22. Could be because the recipe code only requires a metal, and doesn't specify an actual metal type? I would assume though that if that is the case, there will probably be some conditions set later to limit which metals can be used for certain things, to prevent players from crafting useless items. Of course, there could be armor types added for those metals as well, I just wouldn't expect them to be very good at all.
  23. The "best" is probably turning them into pies. Pies last quite a while, and you can carry several many slices in one stack. Plus each slice offers a solid chunk of fruit nutrition, along with reasonable grain nutrition, and does not need a bowl/other dish in order to transport/eat it. This is really the best recommendation though. Why go to the trouble of cooking it if you're not interested in eating it(aside from pure survival needs)? While you can min-max the game, it tends to bleed the fun out of what the game has to offer. Additionally, Vintage Story is fairly good at keeping its gameplay balanced, so while there might be an option that's technically "best" overall, it may not be the best option in all cases. And oftentimes, the "best" may only be somewhat better than its rival options.
  24. Welcome to the forums! Lead can be used in the molybdochalkos alloys for lanterns too, if you want the dark look without sinking the resources into black bronze. Otherwise, it's mostly used for leaded glass panes and solder for the distiller. Unless I'm mistaken, lead is also a critical component in some of the Jonas tech. In regards to armor...lead is a soft metal and easily deformed, hence the much lower melting point than other metals. It's also heavier than iron or steel, and I'm fairly certain heavier than bronze as well. Based on those qualities alone, it doesn't make sense to make armor out of it, so I would wager any further uses implemented will probably be in relation to more Jonas tech.
  25. What @Alder said. If I'm after mushrooms specifically and find a good forage spot, I mark it down and come back every so often to harvest. However, if I'm just after vegetable nutrition, conventional farm vegetables like turnips and cabbage are much, much better.
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