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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Wild crops do grow, but it's very slow. You're really better off harvesting them for whatever seeds you can get, and then planting those seeds in a proper farm. That sounds about right for what medium fertility soil should produce in a growing season, when it comes to the faster maturing crops. I presume that the reasoning for such a slow maturation rate on wild crops is to spur players to actually build proper farms in order to survive, instead of just hoovering up all the wild crops come fall and having a large stash of food for the winter without much effort. If you kill enough drifters... Or just getting lucky with ruin loot, or haggling with traders. Buying linen might be expensive, but if I'm not using the gears for anything else it can help add another length of sails to the early windmill.
  2. Not really...it's mostly just a lot of traveling until you find white rocks. You do need to look in biomes that have sedimentary rock though, not igneous. If the rock type is granite, andesite, or some other kind of hard rock you'll need to keep moving, as limestone won't spawn here. One thing I have noticed though is that limestone likes to spawn with bauxite, and both like to spawn with slate on occasion. So if you see rock layers that are orange, chocolate, and white, there's your limestone. It's probably just bad luck; Vintage Story be like that sometimes. I'm assuming that you're after limestone for leatherworking? If that's the case you don't actually need limestone itself, although it is nice to have. Borax is more efficient at tanning, and also needed later on for blacksmithing work. Chalk and marble can both be ground into lime as well, I believe, although marble is quite rare so you'll probably want to save that for building. Seashells can also be ground into lime(two per shell); despite this being a tedious method, it's still useful if you're not having luck finding a source of lime otherwise. Last but not least, if you have some spare rusty gears, you can visit a survival goods trader and potentially purchase lime, provided there is some for sale. I think commodities traders might sell it too, but I'm not 100% sure. Sometimes you can also find limestone rocks in ruins loot, but the chances of that are very slim, so you're better off with either haggling with traders or searching for one of the other options above. Also welcome to the forums!
  3. This is what I'm wondering as well. Given that the game starts beginning of May, June isn't a very long time, even assuming planting things on the very first day. Hovering over the plant in question should tell you what growth stage it's at currently, and trees should give you an approximation of when they will sprout/mature once sprouted. Reeds probably take a week or two; they grow fairly fast compared to other plants, but don't give any kind of indication of when they'll grow back once harvested.
  4. LadyWYT

    No antlers?

    So I think I figured it out. It wasn't a mod messing anything up, as I backed up my saves and started over with a fresh install. It seems the antler/horn mechanics have changed just a bit sometime between now and 1.19's first release, probably to make them more of a trophy item than things you can get several chests full of from wiping out the local wildlife. Come springtime in game I was able to pick up a set of shed moose antlers, so I now have a nice home decoration! In regards to horns, I'm assuming it's like @Grummsh noted earlier--a much rarer drop from hunting, and I assume that probably applies to antlers as well.
  5. Pretty much this. You get points for creating threads and posting comments. You don't get any points from reacting to other posts, but you do get points from the reactions that other players give your posts. I don't know if having your post selected as the answer to a question gives you any points toward forum ranks, but the number of answers you've helped find will be listed on your profile. Essentially, just be a good sport and participate in the community to increase your rank.
  6. Disagree here. I used to know someone in the other block game who, instead of eating food to replenish stamina, would just kill his character to reset the stamina meter instead. As a result, he never had to set up any kind of food source either. I'm pretty sure this is one of the main reasons that there is both a nutrition and stamina penalty in Vintage Story; it's a much more challenging game, and resetting the stamina meter every time one dies doesn't really encourage securing good food sources. As for the health penalty...a few extra hitpoints can sometimes be the difference between life and death, especially early on when the player lacks good equipment. The main idea is to avoid death in the first place, even with the standard unlimited lives, and penalizing the nutrition bonuses on death helps prevent the player from using that as a convenient way to heal to full health. As for restoring lost nutrition--no, it's not terribly hard, but nutrition bonuses can only be earned by eating food when you're hungry, so it does take some time to fill the bars again. Especially after multiple deaths in a row. There is a game rule to keep inventory on death, which can be enabled or disabled at any time. Aside from that, potential loss of items is a very good incentive to avoid dying to begin with. I will also note that not all items are lost either; clothing and armor is retained on death, though it suffers a penalty to remaining durability. If you're going far afield, it's a good idea to make sure you're properly geared for the outing by equipping armor, packing bandages, or even bringing along a temporal gear to reset your spawn if you expect to be doing something very dangerous(use wisely!) Aside from that, you can also craft backup equipment, if you have the resources, and for a late game option you can also utilize the terminus teleporter in order to teleport to your last point of death. As I mentioned previously, this is already a feature for clothing and armor. Those stay with you through death, though they will take damage should you die. I don't think applying the same rules to all items though would discourage players from dying; if anything it would do the opposite. For those who really don't want to risk losing their stuff, "keep inventory on death" is already an option. I don't like losing my stuff either, but personally I play with the "keep inventory" rule turned off, as I've found playing with it turned on causes me to be a lot more reckless with my gameplay. I'll make a counter-offer: instead of buying stuff back from traders, have a tool/weapon upgrade utilizing Jonas tech, that allows that item to remain on your person should you die. The main drawback though is that the item will still eventually break, and there's currently no way for players to repair tools and weapons themselves(although there is a repair method in the game). Now you could add an "unbreakable" functionality with that upgrade, and simply require the player to recharge the item with a temporal gear to restore its function once all durability has been exhausted. However, I'm not really a fan of that idea, as I'm not really sure it fits with the overall theme of the game. I think it's fine as-is. Late game it's not really much of a factor, since as you noted earlier, the player has their food supply well taken care of. However, I would also argue that a lot of things that were challenging in the early game aren't much of a challenge in the late game, provided that one doesn't get complacent. And as you've noted here, the nutrition penalty isn't much of a drawback by itself, but when combined with the other factors such as stamina and item loss, it becomes a bigger setback. It can be punishing, yes, but the idea is to plan ahead and avoid situations that could lead to dealing with those consequences, if you can.
  7. One strategy I did forget : 1. Bring a friend 2. Run faster than said friend
  8. Half the ones I butcher have fat, or so it seems to me. The bushmeat is just convenient protein, or turns into rot with the hides I don't need. Plus if you can manage to kill off the wolves, you don't need to worry about them until they respawn--hence why some might go to the effort of hunting them down instead of avoiding them. True, and a decent strategy, but I'd also say it hinges on preferred playstyle and player skill. More cautious players will probably choose to avoid the deep woods, while more brazen ones might not care or even deliberately seek out dangerous wildlife. The same logic applies to early armor and shields--some prefer the added protection, while others would prefer not to spend the resources or deal with the hunger penalties. Likewise, some strategies might be "better" than others, but also be a lot riskier and require a higher level of player skill in order to use successfully. At the end of the day though, I'd say the best strategy is whichever one keeps you alive.
  9. That's strange...I've not had any issues using the red clay for clayforming, either in that version or the versions after.
  10. Gotcha. There could potentially be clipping issues, but it still sounds more like it's just an equipment factor. The crude shield will slow things down, but otherwise isn't very good at really stopping attacks(aside from rocks thrown by drifters). It'll give you a better chance to stay alive when attacked, but you'll almost certainly be injured in the process. My general approach to wolves and other hostile wildlife is to avoid them when I can, and otherwise attack them at range, one at a time, when I have to deal with them. Early in the game, the shield and improvised armor are my last resorts, and if there's more than one hostile animal the chances of survival are slim. The only other thing I can think of that may be happening here(as far as I'm aware, anyway), is that when you get hit by something, the game randomly decides which slot you take damage: head, body, or legs. If you don't have armor in the slot that it chooses, then you'll take the full damage from the attack. According to the wiki, the crude shield only has a 90% active block protection, so it's still possible for an attack or two to end up getting around the shield and hit you in one of the other slots.
  11. You can generate the story structures, yes, if they don't already exist in your world. I think you can also regenerate the story structures that are already there as well, as I seem to recall someone doing so with the Resonance Archive for their server. I'm not sure that you can generate other structures, or regenerate entire chunks though.
  12. I've been playing the current 1.20 iteration and not run into any major hiccups or glitches, barring one time I had the world crash in a certain area(which worked fine after reloading the world, no further issues). So I would say it plays fine, but of course it's always best to wait for the stable release if you're intending to play on older worlds, or otherwise intend to sink a lot of time into a new world. As for when it'll release...as @Thorfinn already said: when it's ready. Given that the current version is a release candidate, that generally means that all the major pieces are in place, and the only things left are bug fixes and minor tweaks. In the case of 1.20, there are a few minor bits that still need polishing on the new lore stuff, but most everything that is supposed to be there is there. My guess would be we might see a stable release sometime after New Year's.
  13. I don't know if it tells you where it spawns them, but assuming you have to run the command for each separate location...oh yeah, it's going to spoil some major plot points if you do that in 1.20. For those who don't really don't want spoilers, I would recommend either starting a fresh world to ensure the new stuff generates without commands, OR if you have a friend/family member handy(that you trust to do this) get them to run the command in your world instead. And like @Divočák mentioned, if you're willing to figure out WorldEdit, you can copy your base over to a new world and have the best of both options, as it were.
  14. I like them. They're adorably goofy, and which one I pick depends on the character I want to play. I don't think there's a lore reason for why the voices are portrayed by instruments, though there IS a lore reason for why there's very different melodies for certain characters, let's say. As for why instruments...I presume it's just a style choice, similar to the one made in Don't Starve. It also leaves a lot more room to use one's imagination to fill in details on the characters too. If I had to change anything though, I'd probably tune the sounds just a bit so they don't sound so...flat. But then again, I don't know that much about music, so I don't know if that accurately describes what I'm thinking of or not. Otherwise I'd just add a few more instrument options, like maybe a cello or violin.
  15. Tagging on to what @Thorfinn said, you can also enable sleeping through storms, if you don't want to disable temporal mechanics entirely. Then you can choose whether or not you want to skip the storm, or go hunting monsters for gears and Jonas parts.
  16. That was Thorfinn, actually I meant that the stable 1.20 release shouldn't be too far away, since "release candidate" usually means cleaning up residual bugs and very minor tweaks, nothing more. So I'd expect to see it sometime after New Year's. You are correct though, in that the full game isn't expected to be finished for several years.
  17. Welcome to the forums! For pottery/brick colors, I believe it may take certain types as clay, as well as firing in a beehive kiln. Pit kilns are limited in the colors they can produce. As for patterned bricks...no clue. I've only just started scratching the surface on new building materials. I suppose it's possible a few things could be creative mode only, but I'm more inclined to suspect that perhaps not all recipes have been implemented in this build yet. The release candidate contains most all the content that it's supposed to have, but there's still a few things to be properly finished before it launches. Wish I had a better answer. I'll have to pay closer attention the next time I'm playing.
  18. There's already a lead system in the works with the rope, I think. I want to say you can lead a tamed elk around with a rope in the latest update, but I'm not entirely sure as that's one thing I've not yet tried. If I recall correctly though, the ropes are still a little janky, hence the current lack of leads.
  19. Which shield is it? It occurred to me that I forgot to mention damage tiers earlier. Wolves have tier 2 damage, which if I recall correctly, means that you'll need tier 2 armor/shield to really make their attacks trivial. Lower tier equipment is still better than nothing, but won't be nearly as effective against higher tier enemies.
  20. One thing I will note about the elk--while enemies don't seem to target the elk, I would recommend making a stable or holding pen to park it in when you're at home. The elk does stay in one spot, generally, but if you have a trough of food somewhere nearby it will notice and make a beeline for it. Also speaking of bears and fences...they can swat things through fences, if the target is standing close enough. One of my sheep got mauled by a bear yesterday, which was disappointing. Looks like I'll be building a fortified perimeter, which is ideal anyway given there's a cave nearby that will produce a monster or two every now and then. Edit: I correct myself--the elk will wander a bit when unmounted. So definitely a good idea to build a pen or stable to keep it in whenever you're not currently out on an adventure.
  21. Summoning @ifoz for expert opinion! In my experience, I've not found anything particularly noteworthy about those ruins other than they're just a landmark, but then again, I've not gone trying to dig them up either. You could switch your gamemode to spectator for a moment and poke around to see if there's any loot to be found. If there is, then you can switch back to survival and go digging, but if not, then you can switch back to survival and continue playing as normal. Just make sure that you aren't clipped into the terrain or hovering too far above the ground when you switch back to survival mode; wouldn't do to awkwardly go splat.
  22. You need to be actively blocking and facing the enemy head-on to get the most out of your shield. The effectiveness also depends on what kind of shield you're using; better quality shields will block more incoming damage and last longer. I'll also note that it helps to wear armor when using a shield as well, as that will further mitigate any damage that wasn't blocked by the shield. I'm assuming though that you're referring to the crude shield for early game defense against hostile wildlife. In this case, the same logic applies as above--you want to be facing the attacker and actively blocking in order to get the most out of the shield. It's certainly not going to soak up all the damage, but the idea is that it mitigates enough to allow you to survive the encounter. Pair with improvised armor to increase your survival chances a little more. I will also note though that the tradeoff to using a shield is that it will increase your hunger rate, and remove your off-hand slot as an option for holding a light source. In the later stages of the game, neither one is a particularly big deal, but early on the hunger penalty can pose issues if you have problems securing food sources.
  23. Can confirm that the features listed in the trailer are available in the release candidate. Can also confirm that I've played through the main portion of the story. The only real rough spot I've noticed so far is that a few of the minor fluff bits are missing from the new lore/story stuff, but the main portion is playable to the end. I'll definitely need to give it another run through, as I'm fairly certain there are at least two different ways to complete it, and I would also expect a couple of pieces to be fine-tuned a bit more as they felt just a bit off. In any case though, I'm guessing that the friends were upset because they were expecting the stable release, and not the release candidate. Which, since we have a release candidate, I would expect the stable release soon, although perhaps not until after New Year's. We'll see. In the meantime though, despite the release candidate technically being an unstable version, I don't expect to see anything aside from bug fixes and a few minor tweaks, so I'm guessing that worlds created in that version will carry over to the stable release.
  24. LadyWYT

    No antlers?

    I did see a note on the wiki that indicated antlers will shed after full growth, and can be picked up by the player. I don't recall that being a thing when 1.19 originally launched, so I'm also wondering if that's what might have changed in one of the patches. IE, players are supposed to find shed antlers to display, as a nifty little treasure item, instead of getting a pair of antlers every time they shoot a male deer(which is honestly pretty easy). Either way I just want my antlers to decorate with. I could just cheat some in, of course, but it's a lot more fun to hunt them down...plus I typically need the meat anyway.
  25. Personally the delay in pixel shaping doesn't bother me, and I'm a twitchy player a good chunk of the time. To me the delay is barely noticeable because it's so small, and the little bit that I might notice helps keep me focused on more precise actions instead of speeding through everything. I'm not Tyron either, but if I had to guess, it might be in place to provide a more immersive experience for the crafting. It takes time to shape pottery(speaking from experience here), same as it takes time to butcher a carcass, or pick berries, or complete any of the other tasks the game requires. Now Vintage Story could have made the completions instant, like how the other block game handles things, but it would lose its soul in doing so, I think. Not saying that everything needs to take a lot of time to complete, but one of the main vibes of Vintage Story, in my opinion, is that players are supposed to be intentional in their actions, and not just throwing things together on a whim. Having a small, definite cooldown might also make it easier to animate the actions as well.
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