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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Honestly, I'm not sure. I assume that it is, but it could have been changed to be a rare occurrence to prevent cheesing the bunny mechanics, or it could be bugged and no one's noticed. In any case, I know it was a thing at one time, so I always just fence in my fields and beehives to be on the safe side(plus it looks nice).
  2. Oh good, the Nadiyans won't be wondering where all their chickens went anymore!
  3. There are different flora and fauna you can find on mountaintops, as well as glaciers. Mountains are also required terrain for the first story location.
  4. It varies depending on world seed. Rock layers tend to cover a fair bit of territory, but it's also relatively common to have bauxite covering just one mountain, or patches of sandstone here and there...you get the idea. It's also very variable on resources too. Borax does spawn in sediment rock, but it's also very possible to get large swaths of sediment rock with very little borax to be found. The general rule I've observed for world generation is that most maps will have a handful of resources that are quite plentiful, but be lacking one or two critical things. It's fairly rare that you get everything you need within a thousand blocks of spawn, although it is possible.
  5. LadyWYT

    Coinage

    I like the idea, but I think it works much better as a mod than as an addition to the base game. Rusty gears already serve as currency in singleplayer, and minting your own coins for purely decorative purposes is...a bit too niche for what should be in vanilla singleplayer, really. Similar reasoning for multiplayer as well--rusty gears already serve as currency and are readily usable at both NPC merchants and the built-in auction house system. Likewise, there are also lore reasons that rusty gears have been adopted as the world's currency.
  6. Welcome to the forums! This is already somewhat of a thing. You need to fence off your crops or else animals will happily invade your farms and eat the plants. Likewise, you also need to make sure there are enough nutrients in the soil for the plant to grow; different plants require different types of nutrients, and low nutrient values mean longer growth times. Additionally, not all crops can tolerate the same climates. Some crops favor hot weather and can't take the cold, while some favor the cold and can't tolerate heat. If the weather gets too hot or too cold, the crop will be damaged and provide less yield at maturity, or it may even die from too much exposure. For late game farming, you can build greenhouses to extend growing seasons beyond what might be normal for your climate, and invest in terra preta for the highest coil nutrients and fastest growth times. Fertilizers can return nutrients to the soil and are more easily obtained, meaning that crop rotation becomes much less necessary.
  7. Welcome to the forums! As others have mentioned, you might try looking in a different direction, or take a crack at a different map--one that spawns you in something other than granite. Granite layers can cover quite a lot of territory depending on the map, and while those maps can fun in their own way, it may not be the challenge you're looking for at the moment. I will note though, that you really only need borax for steelmaking. If you're just after a material to begin leatherworking, you can purchase lime sometimes from commodites/survival goods traders. You can also get lime from grinding up seashells(two lime per shell), as well as sometimes find chalk/limestone rocks as loot in cracked vessels and ruins.
  8. At a glance, I like the new terrain. It's somehow a bit less jarring than it was previously, and will likely be a lot more fun to travel across. However, I do think players will want to play around with the settings a bit in order to get the land/ocean ratio they prefer, as the default heavily favors a lot of land and little ocean.
  9. I always feed them a bit every now and then while they're brooding, as it seems to help them stay put on the nest or otherwise return to the nest faster if they've been scared off. It's difficult to get through the first couple of chicken generations, but once you do it gets easier to raise them without hassle. I'll also note that you'll want to keep an eye on the chicken pen anyway to make sure there's not a fox or some other predator that's spooking them, as spooked chickens aren't always a player's fault. Bears and wolves are easy to notice, but foxes can be hard to spot, especially if there's a lot of tall grass or other plants around.
  10. Welcome to the forums! As @Krougal said, it's a known bug in 1.21 RC3. According to the report on github, it's been fixed for the next release. Whether the next release is the stable release of 1.21, or another unstable RC, remains to be seen.
  11. Could be, though I would chalk it up to just being a gameplay thing for balance. Gold and silver aren't particularly easy to acquire en masse like copper, tin, bismuth, and zinc, thus black bronze is the least attractive option in terms of material cost. However, if you give black bronze slightly better stats than the other types, now the player has more of a reason to pick black bronze over the other types. Probably this too. I'd also wager it's called bronze and not brass due to being part of the bronze tier of equipment. Players who are looking for the next step after copper will be searching bronze, not brass, and the only brass items you can really make at the moment are lanterns and torch holders. If you called it bismuth brass, it might be a more accurate name, but it would probably confuse many players and lead them to overlook the alloy when progressing.
  12. I'll also note that I asked Tyron in the announcement thread whether Vintage Story players would need to pay for the new game if it begins as a VS module but later becomes a separate game, if players would get it for free, or if players would get it at a significant discount. The answer seems to be that players who already own VS will get a copy of the new game for free, or at a significant discount--either option feels fair to me. It ensures that previous VS players don't have to fork over a lot of money for something they really already owned and played with for a while. @Thorfinn mentioned this a while back, and I didn't think too much of it at the time. However, after poking around in the code for modding purposes and watching updates roll out, I'm inclined to think it's a much more accurate description of what Vintage Story is than I first thought. Yes, it's still a game, but it's also very much a game engine in itself, that anyone with the grit and know-how could overhaul into a brand new game via a mod. It's not an entirely foreign concept either. People have done similar with mods for Skyrim; Enderall is technically a separate game, but it's also a total conversion mod for Skyrim. The Skywind and Skyblivion fan projects are also total conversion mods.
  13. Welcome to the forums! You can also smelt quartz you don't need into glass and sell it to some of the traders, making a tidy little profit over time.
  14. Just for the record, you can use the chisel tool to rename the chiseled blocks as well.
  15. For Cool climate zones, cattails do exist, but aren't common. You'll find them in the few warmer chunks that are scattered about. As for the arctic itself...you'll need to locate cracked vessels that hold arctic supplies. The other alternative is using a mod like Wildcraft: Trees and Shrubs, which adds special cane sticks from certain trees that can be used to craft handbaskets and basic storage chests. Unfortunately, that mod also hasn't been updated, and does not seem to work on the most recent game version. Krougal's hit the nail on the head though--the colder climate starts are for those looking for a more challenging game.
  16. When I first started playing, I delayed the full ten days, and started shortening it a bit as I got more experience with the game. Nowadays, I don't set any delay at all and just take whatever comes. Sometimes that means having nothing but high rift activity the first few nights, and sometimes it means having a full week or so of calm before calamity strikes.
  17. Given what I've seen while lurking on Github, that bug seems to be fixed. So I wouldn't be surprised if there's a stable release sometime within the next week.
  18. As a general rule, Blackguard needs one less swing to kill a target in melee combat, but will need one extra shot to kill a target at range. Keeping in mind too that not only do Blackguards have the health and melee boost, but they also don't suffer as much movement penalty from armor. Not as much as you might think. Sheep don't run away when you approach them, and will attack if provoked, so it's very easy to start a melee fight with them. Same case for boar, although boar will be aggressive without provocation if there are piglets around. Deer are more difficult to goad into a fight since most will flee at your approach, with male moose being the exception. However, male deer can still be goaded into a fight if you are close enough to warrant them charging, should they be attacked. Rabbits will take two shots, until you have a recurve bow(can be purchased from trader) and iron arrows, or a longbow and arrows better than iron. Bronze spear works as well, but copper does not. Chickens are the better small-game option for hunting at range, since they only require one shot from a basic flint spear.
  19. It depends on one's playstyle, I suppose. The bonus to mechanicals sounds good, in theory, however Blackguard will still hit harder in melee while being more durable at the same time. Likewise, Hunter(which also has the Fleetfooted bonus) will hit harder at range, and will have a much easier time landing shots due to increased range and accuracy. The main draw of Clockmaker in combat, in my opinion, is the locust pet. However, the locust pet is rather...underwhelming. They aren't that durable, even with the health boost they get, and they're easy to lose or otherwise will despawn after a time. You can also only have one locust at a time. I can also understand why the locust taming isn't terribly strong, as it would make it easy for Clockmaker to be too strong of pick compared to other classes. The bonus to translocator repair is okay, but it falls off rather quickly late game, when one has plenty of temporal gears. So as it stands now, Clockmaker is pretty weak at the moment, since there are other classes who can basically do the same thing but better. However, I will also note that while Clockmaker is heavily tied to working with machinery as its main theme...there's really not much in terms of machinery for them to tinker with. Once late game tech receives an update, I'd wager the class will see some improvement and be a more attractive pick than it is currently.
  20. Krougal perhaps said it best...there's no guarantee the game won't go the more fantastical route later on, but it depends on what story Tyron decides he wants to tell. So far, what's been presented is heavily rooted in realism and steampunky science-fiction, not magic. I'll also note that "magic" and magic-related concepts aren't listed on the roadmap; alchemy used to be listed and is a more magical concept, but was recently renamed herbalism. Two of eight story chapters might still be fairly early in development, however, I think enough has been presented to establish core concepts of the setting--post-apocalyptic survival against eldritch horrors, in a medieval setting. I don't really expect those concepts to change very much. If something like necromancy were added, and the player could build undead armies and whatnot, that's a pretty big change to the setting and opens up the question of...why can't the player cast fireballs or otherwise play the fantasy wizard role? It becomes much less realism with steampunk and science-fiction horror elements, and more just another standard generic fantasy setting. Mind you, there's nothing wrong with stereotypical fantasy, but that's not what Vintage Story is. For a proper "minion manager" class though...that kind of concept is perfect for a Clockmaker overhaul, since it's probably the most underwhelming class at the moment. The precedent is already there with the tuning spear and locust taming, but the concept could be pushed even further by allowing Clockmakers to build and maintain their own mechanical minions for combat or other limited roles(they shouldn't have minions for everything, as that would make them too strong of choice compared to other classes). Clockwork minions also fits the lore quite well, as there is plenty of evidence of clockwork minions like bells, locusts, and the like being in service in the Old World before going rogue, and such creations being inspired by a separate clockwork dimension itself.
  21. I'd think it's less a question of whether or not Vintage Story is a simulation game, and more a question of how much realism can a game simulate and still be fun for the majority of players.
  22. Welcome to the forums! The foods are all the same in terms of how much they feed the animal; the only part that matters there is having the appropriate food type for the animal in question. Likewise, the food doesn't provide any special effects or anything. The only difference there is, is that some food spoils much faster than others. Fruit mash will spoil quite quickly, so your animals need to be able to finish all portions within a couple of days, or you'll be needing to empty rot from the troughs. Vegetables last longer, and grain lasts even longer than vegetables. Hay doesn't expire at all, however, it's only suitable for sheep.
  23. To my knowledge, Tyron himself used to be a Hytale developer, and parted ways with the Hytale team due to creative differences. So I'd wager that's at least one reason he's attempting to absorb some of Hytale's talent into Anego Studios and create a gamemode similar to what Hytale was supposed to be. I'd probably do similar if I were in his shoes, honestly. Hytale was/is a great concept, that a LOT of people were looking forward to, that ultimately failed due to mismanagement, if I'm not mistaken. As I've understood Tyron's posts on the matter, the team that's working on the new Adventure Mode concept is separate from the team that works on Vintage Story itself. It's similar to Homo Sapiens game mode in that matter too, in that it's technically a different game but using Vintage Story as the engine to power it. If it's popular enough, then it would get split off into it's own proper game, instead of just being an alternate mode for Vintage Story. That being said, yes, there is a chance it could fail, and it would be disappointing for Hytale fans. However, that could be said for any project, really. Given Tyron's current success with Vintage Story, I'd expect there to be success with Adventure Mode as well. I'd also say there's quite a demand for a more fantasy-based gamemode in the VS community itself, given the number of fantasy-themed mods on the database, fantasy-RPG servers, and suggestions about adding more fantasy content to the base game itself. Like Homo Sapiens, it might not be everyone's cup of tea, but it'll be nice to have as an option for those who prefer that kind of setting, or just want a change of pace from the standard game.
  24. I think it might be, but it's very rare. As @Moltrey and @Zane Mordien both already mentioned, there is a certain ruin type that it can spawn in, that looks like a little raised garden bed with a broken path, or something to that effect. That being said, the rare times I saw it spawn in that ruin, it was only a couple of blocks, and the similar ruins I've seen of late have not had any to find. So it may still spawn, but be a very rare occurrence, or it may be something that was patched out of the game in a recent version.
  25. LadyWYT

    New Idea

    Restorable clutter? In any case, welcome to the forums! You can always edit the title of the thread by editing your original post. I like the idea, but @Facethief is right--it's a concept that's mentioned fairly often, both in Suggestions and other parts of the forum. I don't know that I'd make every clutter item able to be restored to a pristine state, however, it's a concept that makes a good case for adding something like soap to the game. That way a player can salvage the clutter as-is with the glue system we currently have(you can enable/disable the glue requirement at the world's creation), and if they want something even nicer, they can use soap on the salvaged clutter to wash it up into something prettier or more usable.
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