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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. It's supposed to work, but it's a bit janky and could some use tuning in my opinion. Similar to there being a short delay before your character drifts off to sleep, I'm fairly certain there is also a short delay before your character actually wakes up. So you'll need to hit shift fairly early if you don't want to sleep too many hours away. That being said...I also wouldn't be surprised if it was bugged at this time. In the meantime, I'd recommend just finding some things to do around the base while you wait for time to pass, if you don't want to sleep for the full duration, or find a safe spot to stick your character for a few minutes and let the game keep running while you go AFK.
  2. I don't know that ctrl + right-click empties a bowl of rot, but it should empty a bowl of water. I seem to recall sticking a dish of rot into an empty barrel slot emptied the rot into the barrel, although it's been ages since I've needed to clean a dish so I'm not certain if that would work or not. Honestly though, when it comes to getting rot for compost...I would just wash the bowl in the water and be done with it. It's only 1 unit worth of rot, and you need 64 rot to get 16 compost. It's much more efficient to let meat, unneeded hides, and unneeded berries rot, as those are all things that you can acquire with relative ease and that have a rather short shelf life. Speed up the time it takes to decompose by shoving the items in a box in the warmest spot you can find, preferably a greenhouse.
  3. Or let us build a larger, more sophisticated bloomery that we don't have to break in order to get the contents. That way we can smelt way more ore at once. In regards to how it's built and functions, it could be similar to the refractory and beehive kiln that we have already: a multiblock structure that requires some replacement of bricks after each firing, depending on brick quality. Now the main catch there, of course, is that you'll need more sophisticated materials to build a structure like that, and you'll also need a dedicated spot for it. No slapping it together and plunking it down anywhere like you can with the little bloomeries. At the very least, just give us back all of our bricks if we haven't fired the bloomery yet. I wasn't paying attention last time I played and broke my bloomeries thinking the iron was smelted...it very much wasn't since I loaded them but forgot to actually light them.
  4. Lanterns are your best friend. Oil lamps and torches do work, to be fair, but you'll need more of them to actually spawn-proof a room instead of just lighting it up. Also, when you get to the late-game, make sure you look into rift wards. They're a bit of a resource investment, to be sure, but they'll stop rifts from spawning in the area that they're placed(provided you power them), and thus cut down on monster spawns as well.
  5. Haha, no, not at this time anyhow. Just really good at picking through what's currently in the game, the forums, and guessing at what's possibly coming next.
  6. I'm pretty sure the drifters give me worse spooks than the Warden from Minecraft. Probably because Vintage Story lets me hear the spooks coming, but never lets me see them until it's too late.
  7. Those are adorable!
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. 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.
  23. 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.
  24. 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.
  25. LadyWYT

    Sailing

    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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