-
Posts
5016 -
Joined
-
Last visited
-
Days Won
217
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LadyWYT
-
If there were penalties for overheating, could do like Hydrate or Diedrate and give a cooling bonus to certain clothing items. Then things made specifically with cotton or linen could be good at cooling but not so great for staying warm, while wool could be good for warmth but not good for cooling off.
-
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
I think it's just a balance shift. Right now I'm working off the assumption that only one harvest will happen the first year, with subsequent years offering at least a couple of harvests. -
Is there a segment or two that you could turn into blueprints and then copy/paste those segments as needed to create new bridges? That would likely be easier than trying to copy the entire structure in this case.
-
Outside of mods, no. You can, however, use fertilizer to boost the farmland nutrients, and some fertilizers will permanently increase the amount of certain nutrients that the farmland can have.
-
Cotton would also be a very nice option for fiber crops, and could use the N nutrient rather than K like flax. Not only does it give an extra option for textile crops and fabric types, but it would be very useful in warmer climates where the player might want to grow rice(which uses K) as their staple grain crop.
-
First off, welcome to the forums! If you've nothing else to do, reading through the handbook and studying your map to make plans for the next day are good options, especially for new players. Just make sure that time is unpaused while reading or else it defeats the purpose. For farming, I do want to note that low fertility soil is passable for a basic farm, especially for faster growing crops like turnips and carrots. It's possible to survive winter without farming, but it's going to be very difficult. Starving to death over and over isn't really advised, since it lowers your overall health by halving your nutrition each death and otherwise heavily limits what you can do. Lack of sleep may or may not end up applying some sort of debuff in the future, we'll see. In the meantime, if you want to flesh out that mechanic more, you might consider checking out the SleepNeed mod. https://mods.vintagestory.at/sleepneed I feel like this is probably better suited to mods than a change for the vanilla game. The increased hunger when in cold temperatures isn't that bad, in my opinion, and easily countered by having a good store of food for the colder months. From a realism standpoint, the hunger increase makes sense given that the body is going to be burning more energy in order to keep itself warm, or otherwise burn more energy to move around in heavy layers/through thick snow. Can't really comment too much on sailboat controls since I don't really enjoy nautical content all that much. As for the flax though, I do want to note that grain crops are changing in 1.22 to have half the 1.21 yields but spawn in much bigger patches in the wild. All it really means is that players will want to till a large field for their grain crops rather than rely on the backyard vegetable patch. Regarding medium fertility soil, it's most often found in areas with high rainfall. These areas also tend to be very green in warm weather. But like I said before--low fertility soil will still work just fine for farming, but will need to be planted sooner rather than later to account for longer growing times. If using low fertility farmland, one might also consider using fertilizer to boost the soil nutrients and speed up crop growth. This is actually supposed to be a thing in 1.22, I believe. Linseed oil can be obtained from processing flax grain and can be used in place of fat for machinery parts, if I'm not mistaken. Aside from that, there are a few mods that add alternatives, I think, and Survival Goods/Commodities traders can also sell fat(I think), giving players an option to obtain the material without needing to kill animals. Olives are found in the dry, warm climates to the south. By default, the player starts in the temperate climate zone. Traveling several thousand blocks to the south will take you to warmer climates, though I'm not sure that olive trees will grow in the temperate zone, outside of a greenhouse that is. At world creation, you can also change your starting climate or shorten the polar-equator distance to make traveling between climate zones faster. A cauldron would be a nice thing to have in general, though it's not something I really expect to see until a proper cooking update. I'd like this too, though I suspect it's the kind of thing more likely to come with an update to end game tech in general. Not that spyglasses are end game tech, exactly, but lens crafting is a feature that could easily be utilized for eyeglass cosmetics as well as Jonas tech devices.
-
What'd we ever do to you? Besides eat most of the food... Though you might try leaving a berry pie or meaty stew out for the local Blackguards, if possible, though any unspoiled food tends to work as long as it qualifies as a meal. If you keep them fed they will keep the rusty creeps away from your base.
-
The fall track is my favorite, of the seasonal tracks. Latvia is also very nice. I used to dislike the summertime tracks, but they've grown on me, especially after so many harrowing temporal storms and cave expeditions. There's just something about crawling out of a dark hole back into the light of a bright summer day and getting blasted with cheerful, whimsical music like nothing is wrong in the world.
-
forging Quenching and tempering are overly gamified
LadyWYT replied to MKMoose's topic in Suggestions
Basically I'm struggling to picture how a system like this works in actual gameplay, so something like a handbook entry-style explanation or simplified walkthrough of how the process could unfold in regular gameplay is mostly what I'm looking for. All of the data above is useful for explaining how the process works in real life, but I'm just not sure how it's supposed to really plug into the actual gameplay, is all. The current process in 1.22 is a little videogamey, but it's also quite easy to read the handbook and tooltips to figure out quenching without fireclay increases the power, while quenching with fireclay increases the durability(and lowers the shatter chance, if I'm not mistaken?). Getting pieces back when the workpiece shatters seems like it could encourage players to take a little more risk if they want to try for a super high-quality item. To be fair, I think the workload to obtain such is great enough that most players won't try to push numbers that far since it's not really fun to do that, but as a once in a while thing? Sure. For my own gameplay I've been trending toward the lower end of the quenching buffs(around 25% power increase or so). It's enough of a boost to make a real difference in combat, without being a lot of risk or requiring a lot of extra forge time. In my own experience, half the time I'm going off the color of the work item when it comes to forging it. Yellow-orange to yellow is hot enough to turn an iron bloom into an ingot without needing to reheat. Bright orange if a helve hammer is being used. If the item is glowing white it's probably too hot, in reality, but from the gameplay standpoint it just means the player has the maximum amount of time to work on it before it'll need to be reheated. The only real thing that's come to mind is that the current system could probably be collapsed from multiple quenchings to boost stats, to just one. Quench without fireclay to boost power, or quench with clay to boost durability, but not both(though one power quench and one durability quench per item could be fine, potentially). Temperature could be refined to make a bigger difference in the stats and break chance during the quench. That is, quenching at the low end of the range could yield a small stat boost without a break chance, but quenching at the higher end will yield better stats at a higher risk of breakage due to the stress on the item. The higher stats could also have a much narrower range of temperature, meaning that the player will need to be careful about exactly when they choose to quench the item. And of course if the item breaks during the quench, the player can simply resmelt the nuggets back into something usable, rather than have it be an all-or-nothing process. It's still rather videogamey, but I think it removes at least some of the tedium while giving a little more opportunity for some player skill. Of course, maybe all the above has been said before and I just missed it. If ever there are earnable traits in the game, there could probably be one to reduce the shatter risk at quenching after the player has performed enough successful risky quenches or something. -
Bowtorns and drifter stones should be able to 'break' basic windows.
LadyWYT replied to Broccoli Clock's topic in Suggestions
Would probably produce some good stories for the funny story thread, for sure. I think it depends on the demeanor of the player and what kind of game they want to play at the time. I can see it being fun if one is in the right mood for it, but I can also see it being very frustrating for players that would rather have a bit more chill to their game. At the very least, if a mechanic like this was added, it should probably come with some sort of "mob griefing" rule, so that players can prevent monsters from interacting with doors and windows. I disagree. Shivers are rather large and their primary strength is being able to run down and overpower targets. The crawling drifters can already fit through one-block gaps, but can't climb very well. Locusts would be great for this job, but don't occur during temporal storms since they're not the right monster type. I think this specific job is better suited to some new kind of rotbeast, perhaps a "slither", in that it's similar to a shiver but smaller, slower, and very long, making it ideal for climbing up walls or crawling into small holes in search of a target. -
forging Quenching and tempering are overly gamified
LadyWYT replied to MKMoose's topic in Suggestions
@MKMoose While I do like the detailed writeup, I'm also going to bug you for a simpler explanation. I like the current system and find it quite fun and decently balanced, however, I wouldn't mind seeing something more skill-based either. The one modification I would make to the current system, I think, is rather than have work items shatter and vanish into thin air, they should just shatter into nuggets that can be smelted back down(which means that there needs to be a way to smelt steel nuggets back into ingots, but anyway). Doing so would allow the player to fail making the item, but still allow them to keep the material so that they can try again. Overall the main issue I run into with the writeup presented here, is similar to the one that Tyron seems to have expressed. It's pushing more into the "realism for the sake of realism" territory, rather than staying in the realm of "fun gameplay that is also realistic". Basically what kills the idea for me is there's so much information to process here that it becomes very hard to visualize trying to play something like this in the game itself, alongside all the other gameplay loops, and having fun without getting too frustrated. Or I suppose in other words, I'm not sure how all of the above information could fit into a single handbook entry that can easily be understood with a quick reading or two. I do want to note that this is already somewhat possible to do in the current game. I wouldn't recommend removing the temperature readout though, aside from an optional "hardcore" setting, since that could potentially cause some issues with colorblindness. -
I like it. It's the kind of change that pushes more toward realism, without getting so caught up in it that it becomes tedious. Though I would perhaps add a recipe for a larger barrel that utilizes more boards and a couple of metal hoops. Then the player can have some better options for storing liquids en masse.
-
They were supposed to be fixed to bear fruit in the first game year; I don't know about generating at full size. That being said, they're still bugged at the moment and not bearing fruit in the first year like they're supposed to. In some ways that's more realistic, however, I think this kind of change would overall be a detriment to gameplay balance. The seasonal harvest part is fine, and something I would eventually expect the game to implement. The lower satiety is the biggest problem, since berries are an important early game food source. Enough newer players seem to struggle to keep themselves fed that I'm not sure it's a good idea to make it an even harder task, at least in that manner. When paired with seasonal harvests, it's going to be especially brutal, given that the game starts in May and berries haven't necessarily brought forth yields yet. Basically, a change like this is likely to cut early game food supply by over half, and will probably be a little too punishing on newer players. There would need to be a few more food options, I think, to help give them a fighting chance and keep things balanced. As for the labor-intensive part...this is why it's ultimately better for the player to create their own berry patch at home, rather than rely on wild foraging to avoid dealing with the annual maintenance. Even with all the wild patches marked, harvesting them can easily take a handful of days since the player has to cover a wide territory(which exposes them to hostile wildlife and other threats) and wild bushes don't necessarily ripen at the same time. Having cultivated bushes at base saves a lot of time, since they all tend to ripen at once and all the player has to do is take a couple seconds to step outside and check them, and spend a few minutes harvesting if the berries are ripe. Adding a little bonemeal/other fertilizer once per year also only costs a minute or two, depending on the size of the berry patch, and is a cost that diminishes with time.
-
That's basically what I was getting at earlier, and others mentioned it as well. The nomad playstyle doesn't really work all that well at the moment since the game is currently balanced around the player being very self-sufficient with their own base of operations. Cookware and other pottery can be found in underground ruins, however, players aren't too likely to be exploring underground without decent equipment, and by the time they have decent equipment they don't really need basic pottery anymore. There's at least a good handful of things that traders should realistically buy and sell, like pottery, but for some reason they don't. Some of it I can understand, since the player shouldn't exactly be able to acquire a wealth of gears from selling cheap goods like small pelts, and probably shouldn't be relying on traders for purchasing absolutely every essential material. But having some basic cookware for sale sounds reasonable enough, and it'd also help in those maps where clay just doesn't want to show itself.
-
I think the answer to most of the questions is...it depends on the server. Some will use mods, some will not. Anego servers don't support mods at the moment, so servers purchased from Anego Studios will always be vanilla. Server etiquette will depend heavily on what kind of players inhabit the server and how well the server ruleset is actually enforced; as a general rule servers that encourage PvP will have a lot more griefing/aggravating behavior due to the nature of PvP gameplay itself. For servers in general? Not really. Each server will have its own set of rules on how players are expected to behave, and some will be more strict than others. As I understand it though, larger servers tend to have more problems with the spawn area getting picked clean, and while they may have plans in place to help new players out(like admin teleporting them to a fresh area) you may have better luck with a smaller server. Probably depends heavily on what kind of players play on the server and the general server rules. If land claims are allowed, other players(outside of admins) shouldn't be able to mess with your stuff as long as it's in a claimed area, to my knowledge. As to whether players settle close together or further apart...depends. Those looking for a more cooperative game will be inclined to settle closer together, if not share a base, while others may prefer to have their own space. Roleplaying servers may have special rules in place over who can settle where. This I'm not sure, but most should have the settings listed alongside the rules on Discord or a server advertisement or something. It's another case of it depends on the server in question. Some prefer to handle it as a group activity. Some probably don't care. Some reset the story locations periodically so that everyone can have a chance to do the content. Depends on the server, but unfortunately most seem to rely heavily on Discord for communication and information about the server. You don't have to disable your mods before joining a server, to my knowledge, unless you're trying to join a server hosted by Anego, in which case you may need to disable the mods yourself. Otherwise, I don't think it's necessary, but it's something I would recommend, since having mods enabled clientside can sometimes cause strange issues when playing on modded servers(had it happen a time or two). As a general rule though, the required mods will be downloaded and enabled automatically when you connect to the server. Generally, the mods installed on the server will be posted somewhere, either in the server advertisement or on Discord. Not really, but don't forget that if you can't find a server that strikes your fancy, starting your own is always an option. Personally, when it comes to multiplayer games, I prefer to play with people I'm already friends with, or at least familiar enough with to have an idea of their general personality. It cuts down on a lot of issues that tend to be common when dealing with the general public.
-
As a fertilizer, there's not really a point to bonemeal since it provides the P nutrient. Yes, there are crops that utilize that nutrient, like pumpkins, onions, and parsnips, but there's not really a need to fertilize crops either outside of flax, since linen is incredibly useful. Compost takes a while to actually make; potash can be difficult to find and so can the traders that sell it; saltpeter can be dangerous since it's found deep in the caves, but the player would probably rather use this for flax or blasting powder. Bone broth, bone glue, and other things would be good uses for bones as well, and I daresay we'll see them at some point in the future, but at least some of them seem like they would require systems that aren't really in the game yet(like bone carving). Overall, using bonemeal as an annual fertilizer doesn't seem entirely unrealistic, especially not from a gameplay standpoint. Bones are easy to acquire, and it's something to do with them in the short term. Needing to care a little for the bushes to keep them productive also makes them feel more like plants, and not so much leafy vending machines. And like I said before, I'd like to see pruning as well, but I think it's better suited as additional maintenance mechanic to help bushes become productive more quickly, or train them to acquire better traits over time(potentially even losing bad traits they may have started with). Trying to swap fertilizing for pruning now seems like it would not only remove that kind of potential depth, but would probably delay the 1.22 release since the code and art assets would need reworking to accommodate. Removing the maintenance requirement entirely just makes the bushes less interesting.
-
I think just letting the player use raw or rendered fat to oil hides is enough. No need to try to complicate it further by adding extra durability or warmth to pelts made with rendered fat, as doing so would probably require a lot of tweaks to the clothing system. I dunno. Nomads do make camps for a day or two, sometimes more if the area is good enough, so making some basic pottery via pit kiln in that time doesn't seem unreasonable. Though when it comes to many manufactured goods, it seems more realistic to rely on trade for acquiring those things too. The main problem there, I think, is that traders don't really sell things like barrels and cookpots, and don't really buy things that nomads could more easily supply(like pelts, meat, fat, etc).
-
The only nitpick I have is the visuals. I don't think they have any significant flaws so I voted in favor of them on the first question, but I also voted in favor of them on the second question since the visuals for black currants and white currants could use just a little more contrast to make the berries stand out better. It's not really a huge deal since the tooltip gives the information about bush status, and the other bushes don't have that issue, but a little polish is needed. Everything else I've found to be quite enjoyable. I'd prefer this too, but I don't think the game is quite developed enough to go adding that feature yet. What I've been enjoying is getting 4-5 berries per healthy bush, as a Blackguard. Before 1.22 it was 3-4 berries per bush, which wasn't really a problem, but it's just not as satisfying as getting the bigger handfuls. In contrast, the struggling bushes give about 2 berries on average, but I still harvest them anyway and still have more than I can really eat. As for marking berry patches I don't really bother as I'm good at remembering where they are, but I have found it quite useful(and fun) to mark down the better patches so I know where to go later for taking cuttings. Pretty much this. Having an actual use for that bonemeal is going to be so nice, and annual maintenance isn't a big deal. Likewise, fertilizing berry fields isn't exactly unrealistic, as far as I can tell, so I'd rather have the bonemeal use and save pruning for a later update as another option for getting bushes to a bountiful state faster or training them for the Heavy Bearer trait(+15% yields) over time. I'm also not convinced that switching the annual fertilizer requirement to an annual pruning requirement would actually solve very many of the complaints either(plus it would make bonemeal a lot less useful). The general impression I've gotten from reading many of them is that it's less about the method itself and more about needing to actually take care of the cultivated bushes once in a while to keep them productive.
-
If you're playing with lore content enabled, Survival Goods and Commodities traders will sometimes have tin, bismuth, and zinc for sale, all of which can be used to create bronze alloys. Some traders will also sell bronze picks--I think the Survival Goods traders sell these but I'm not 100% certain. Panning bony soil can also yield nuggets of silver and gold--two of each can create enough black bronze for a pick or other tool. When digging up ore deposits, it's a good idea to bring a prospecting pick and use the Node Search feature to see if there is any ore remaining. Also keep in mind that most ores spawn in flat discs, and rough terrain can offset those discs, so you may need to dig higher or lower in order to claim all of the ore blocks.
-
Welcome to the forums! Try switching to creative mode to see if you can delete the old sailboat, then spawn in a new one. That should hopefully fix it.
-
Tagging on to what @PoisonedPawn777 already said--halite already spawns in natural deposits, but only in layers of sediment rock. The thicker the sediment layers, the better. It also tends to be difficult to find via prospecting, in that it's easy to find readings but hard to actually find the deposits. I think the optimal strategy here is to find a reading and then go explore the nearby caves to see if any deposits are exposed--my friend and I have stumbled across halite deposits in this fashion. If you're in a warmer climate, it's also worth searching the deserts for dry lake beds, as those will also contain halite deposits. In those cases, it's just a matter of digging underneath the sand and gravel in areas that look suspiciously like former lakes--the halite should be right underneath. I will note though this really only applies to 1.22, as the dry lake bed spawns seem to be bugged in 1.21.
-
I know a great name for such: "Silent But Deadly"
-
Glad to see the rift behavior is finally fixed. That being said...I'll also miss the bugged rifts a little bit. It was pretty fun having them be invisible but still able to affect the player, and I wouldn't mind seeing an option for such in the Temporal Stability settings at world creation.
-
This is true, however, the inefficient nature of it is why I didn't bother mentioning it. The bronze bit that @MKMoose mentioned earlier I didn't know though.
-
Welcome to the forums and the game! You're not really doing anything wrong, but I will note that terrain and biomes in Vintage Story work in a more realistic fashion. That is, biomes are determined by the latitude and local rainfall. The default start is the temperate zone, so going north will take you to taiga and polar regions, while heading south will take you to the warmer tropical regions around the equator. Areas without much rain will be deserts and gravel plains, while areas with more rainfall are more likely to have forests and lush plains. By default the polar-equator distance is 100k blocks, meaning you'll need to travel around 10-20k blocks or so before you really start to see much of a change in the climate. I will note though that you can always change certain settings at world gen to get different experiences. The option to change the starting climate can be found under the "Player spawn and death" settings tab. Under the "World generation" tab, you can change the polar-equator to be bigger or smaller, as well as change the global temperature and rainfall to get hotter/colder or drier/wetter worlds. Changing the "Climate distribution" option to "Patchwork" instead of "Realistic" will result in a more Minecraft-style world, where cold and hot biome types spawn in random patterns and no longer follow latitude rules.
- 1 reply
-
- 1
-