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Everything posted by LadyWYT
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That's probably something you could bake into the end of the tutorial. That way new players are made aware of it(assuming they do the tutorial, anyway), and seasoned players won't be getting annoyed with it every time they start a new world.
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Well I mean...he got removed from Minecraft, so it stands to reason he found a new home somewhere else. I wouldn't worry too much though, unless you start finding extinguished torches that you didn't place. Keep an eye on your gears too--I hear he likes to redecorate.
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I'm guessing that there will probably be some more immersive ways to learn some of the gameplay loops in the future, but I agree with @Thorfinn. Vintage Story has a steep learning curve and requires the player to learn a hefty amount of knowledge in order to truly master the game. The handbook is the best method for making all the information you'll need available in a convenient, unobtrusive format. Haven't played in a while and forgot a recipe? It's easy to look up. Starting a new world? You don't need to have an NPC hold your hand and go through a tutorial; you can just jump right into the actual gameplay. The thing about Skyrim(and similar games) is that the list of craftable items is much more limited, and crafting itself is much less effort than what Vintage Story demands. For Skyrim in particular, the crafting system as a whole has been simplified from its predecessors in order to be more accessible to more casual players. When there are fewer things to manage, it's a little easier to work in a short immersive tutorial quest to familiarize the player with the systems. This! This has been a frustration of mine for both Subnautica and Valheim! I try to manage my inventory in this types of games so I try not to pick up things that I don't think I'll need. In Subnautica, this resulted in me getting stuck for several hours of gameplay when I was trying to craft benzene, I think it was. Basically, I could see the recipe so I knew it existed, but I didn't know what I needed to craft it because the ingredients were listed as unknown. I ended up getting frustrated and just looking it up, only to find out that the blood kelp pods were what was missing in order to unlock and craft the recipe properly. Same story with Valheim, although a bit less frustration involved. I spent several hours running around with the crude bow after defeating Eikthyr, due to not realizing that there was a better bow option available. I had to cut down a pine tree in the Black Forest area before I figured it out, as there was nothing to really suggest that those trees would give a different type of wood. In regards to NPC quests needing to be completed to unlock recipes for progression, in the name of immersion...I'm reminded of what in WoW when the quest NPCs would get killed by enemy players or disappear after someone else completed the quest. It could take a while for them to respawn, which meant you had to either sit there and wait, or go find something else to do. Now in Vintage Story I suppose you could mitigate the problem a bit by not allowing anything to attack the NPCs, but that shatters immersion in a whole different way. Aside from the immersion aspect though...there's nothing like unskippable tutorials to kill a game's replayability.
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What I have mine set to, although I run Fullscreen and not Windowed(was just for screencap). I'm not sure what hardware you're running, but I would assume since our settings our similar that it's similar to mine: Ryzan 5, Radeon 590, and 16 GB of RAM. Possibly. As I recall, Better Ruins adds a lot of items to the game(or at least, the blueprints that let you craft uncraftable items?). It also generates some larger, more detailed structures than vanilla, and some of them are proper dungeons leading underground that you will need to clear out if you want the loot/space. I don't think they're quite at the scale of the Resonance Archive, but one of the reasons that the Archive tends to drop frames is due to all of the chiseled detailing, I believe. So it's very possible that the Better Ruins could be the cause of the lag. The next time you notice a framerate drop/stutter, it may be worth popping into spectator mode and taking a quick look around to see if there's any massive structures that might be the cause.
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Without going too deep into spoiler territory--I'm not sure that the player characters are native to the world. The player characters are seraphs rather than humans, which is the reason for the oddly colored skin, eye colors, and height difference between the player and the traders. As for why the drifters have them and the player character does not...I would chalk it up to drifters essentially worshiping the technology, or perhaps wresting it from the hands of some poor soul that came before you. The player character, on the other hand, has reappeared in the current world after an unspecified amount of time, having escaped whatever calamity befell the Old World. Assuming it was a narrow escape, it stands to reason that the player character has nothing but the clothes on their backs to work with at the start. However, I could also see this changing in a future update, perhaps as an option to start with a temporal gear(or some other one-use item) to set your spawn.
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Can you snap a shot of your graphics settings? That might help narrow down the cause, though I'm wondering if it has more to do with how much of the world has been explored. My current game doesn't have those mods, but has a handful of others and has similar issues. I don't think any of the mods are really performance-heavy, and the graphics settings aren't terribly extravagant(hardware is decent). I have explored quite a lot of the world though, and activated at least five translocators, so I'm wondering if that's perhaps keeping more chunks active/loaded than there are at the beginning of a game. However, I'll also note that the dropped frames aren't always an issue--sometimes when I reboot the client, reload the world, or even just play for a while the game will sort itself out. I will also note that in my case, it could still be a lurking issue with my mouse, although I've not noticed it causing the issues I was having before.
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New player - having a lot of trouble with the game. Any suggestions?
LadyWYT replied to thatnub0541's topic in Discussion
I forgot about that. Whoops! This is basically what I did on the first several worlds I had. The game was still challenging, but it was more fun because it was a little more forgiving of the mistakes I made while learning. -
Welcome to the forums! Out of curiosity, have you tried the Homo Sapiens game mode? It removes the temporality mechanic, traders, and the rest of the lore stuff in favor of a pure survival experience. You could probably pair it with the Outlaws mod(and others) to have a more "realistic" survival experience without the supernatural elements. Personally, I've found the temporal mechanics an interesting take on the survival/adventure genres, as it's not quite science fiction, but it's not resorting to the "magic" excuse that a lot of games tend to. And while the drifters and automatons are creepy, the game doesn't feel like it really delves into horror territory. A lot is left up to your imagination, and the pieces of lore that do exist have to be found and pieced together by the player themselves. As for the drifters...they do annoy me, but they've become oddly endearing as well. I light my base fairly well, so they don't tend to spawn indoors, and the way the rift activity works means that they don't always spawn at night either. Much less hassle to get things done when it's dark out. I'd also say don't be shy about using console commands when needed or modding the game to fit your personal taste. The game was built with that in mind.
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I answered in the other thread, but I'll post the same answer here in case others who read this need it: To change your spawn point in Vintage Story, you will need to acquire a temporal gear. These are rare items that can drop from drifters(the more powerful the drifter, the more chance one has of dropping) or from panning, be found in ruins, or be purchased from certain traders(I believe it's the treasure hunters that can sell them). By default, a spawn point that is set via temporal gear will only last through 20 respawns, so if you've died several times since last setting your spawn you'll want to refresh it with a new gear. Or you can change that particular value in the world configuration options. The other option is finding a mod that changes the respawn mechanic to tie your spawn point to whichever bed you last slept in(or whichever changes the mod makes), rather than using a temporal gear.
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New player - having a lot of trouble with the game. Any suggestions?
LadyWYT replied to thatnub0541's topic in Discussion
You need a temporal gear, which is a rare item that drops from drifters, from panning, occasional dungeon loot, or as a sale item from certain traders(treasure hunter, I think). By default the reset spawn point will only last through 20 respawns, but you can always change this in the world configuration options. The other option is finding a mod that changes the respawn mechanics to be tied to whichever bed you slept in last, instead of needing to use a temporal gear. -
This might be what you're looking for: https://mods.vintagestory.at/show/mod/7942 Now in regards to the Resonance Archive, I don't really have an answer there other than a rule for players to ignore it, or using the Homo Sapiens game mode and building all ruins from scratch.
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If you're going with a smaller world size and were able to generate something close to what you were looking for, I'd try fleshing the rest of it out manually via creative mode. That way you can delete the traders and anything else on the island that you don't want, while adding extra resources that you'll want to find later. You can also build extra set pieces into the world that way as well, such as an abandoned mine, hot springs, active lava zone, etc. Depending on how long you intend to run the server, you may want to enter creative mode once in a while anyway to replenish unrenewable resources(such as ores in a mine) as a form of maintenance. There might be some barrier blocks or something you could access via creative mode, if you haven't already set the world boundary itself to 5k x 5k. Otherwise, you'll probably need to use an honor system and trust that everyone will stay put in the designated area.
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This is true. However, all of the plate helmets in-game(that I'm aware of) are depicted with visors, which is what I was referring to in my initial post. That being said, having some helmet styles that aren't locked to specific materials would be awesome!
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For as long as people stay interested in the game. Just look at Minecraft(as @ifoz mentioned) and Skyrim; both of those games are well over a decade old and still going strong. There are also games that are even older than those two, that still have a dedicated playerbase. If the core gameplay is good, people will keep playing, and mods just add to the experience. https://www.vintagestory.at/roadmap.html/ https://www.vintagestory.at/faq.html/ As others here have mentioned, and as the links above confirm, Vintage Story is still quite early in its development. I seem to recall reading somewhere that only 10% or so of the game is finished. As for the game engine itself, it's custom-built by the developers, and not something pre-existing like Bethesda's Creation engine. The general impression I have is that the devs are building the engine as the game progresses, ensuring that the most important pieces are there first(like lighting and the modding API) and then refining later. The next update(1.20) should result in some major updates to the engine, as mounts are being added as well as more ambient mobs(crickets, frogs, and the like--their generation is different than the entities we already have, like butterflies).
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I think the trailer we currently have still holds up very well. It covers enough to showcase what the game is primarily about and get people interested, without spoiling absolutely everything. Now if you're talking about the feature trailers for updates--I don't expect to see one of those drop for 1.20 until 1.20 is almost ready for release. If I recall correctly, the trailer for 1.19 dropped a couple of weeks before 1.19 itself was released.
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It's been a while since I've used Primitive Survival, but assuming no changes since I played: I do believe the fish from that mod only spawn as loot for fish traps and fishing lines, and not as actual entities. Are there a lot of other creatures nearby? If I'm recalling correctly, only a certain number of mobs can be spawned in an area at one time, although the limit is rather generous. And given my past experience with mods that add more creatures, the new creatures tend to spawn with less frequency and in fewer numbers than the vanilla ones, though this is not always the case. I'd say just be patient and keep looking, especially in larger, deeper bodies of water or warmer climates(in the case of the manatees). You could also check the mod configs and increase the spawn chance if you're still not seeing them with the frequency you desire.
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Pretty much! The head and leg armor pieces will still incur penalties the heavier it is, but not nearly as much as the chestpiece. I think the helmet is currently the piece that has the least amount of penalty applied, although I could be wrong. My typical strategy for just running around on the surface tends to be equipping a high tier chestpiece(scale, chain, or brigandine), and then equipping lighter pieces of armor for the legs/head or leaving those slots empty altogether. The end result is somewhat faster movement(although I typically play Blackguard so armor penalties aren't as bad) without sacrificing too much protection, although if you get hit in the unarmored spots the battle can go south very quickly. I also don't recommend venturing into caves like that--that's a really good way to die.
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New player - having a lot of trouble with the game. Any suggestions?
LadyWYT replied to thatnub0541's topic in Discussion
As @ifoz said, it's a situational use since it will increase your hunger rate while you have it equipped in the offhand slot, and you'll need to be actively blocking with it for it to be of much use. The passive block chance isn't worth it. -
Or you were thinking ahead and made 36 storage slots for a campsite!
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New player - having a lot of trouble with the game. Any suggestions?
LadyWYT replied to thatnub0541's topic in Discussion
Don't forget the crude shield as well. It can help keep you alive if you need to fight your way out of a situation. -
Tagging on to what @xXx_Ape_xXx said about the reed baskets--you'll need to arrange the reeds in all three bottom slots and the left and right middle slots to form a U shape. You'll need 2 reeds per slot, for a total of 10 reeds per basket.
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It's just a little thing that crossed my mind, but an overlay for the first-person field of vision when wearing a helmet would not only be cool, but give more purpose to choice of headgear. As it stands now, the "choice" is mostly aesthetic, as there's not really a reason to wear something other than the most protective available. And while wearing the most protective option(plate helmet) is generally the most desirable choice, one of the main issues with plate helmets is that they heavily obscure one's field of vision. Other helmet options(such as chain and scale) would also obscure vision, but not nearly to the same extent, thus giving the player a reason to pick a different helmet style other than pure looks. Depending on how ambitious one wants to get, I suppose there's also the option to make the visor on a plate helm adjustable via hotkey. Which almost defeats the purpose of what I just said, really. However, I think you could probably balance it somewhat by keeping part of the field of vision obscured even with the visor up(perhaps the very upper portion and bits of the sides). Also possibly by disabling the player's ability to eat/drink while the visor is down. That way the plate helmets are still better protection overall(as they are in reality), but can be a bit more of a hassle to operate in than more open-faced designs(which is also true of reality).
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crops Aquatic crops: Water chestnut and Lotus root
LadyWYT replied to Doctor Antiquarium's topic in Suggestions
I tend to think of water chestnuts as being a vegetable rather than a fruit, similar to how tomatoes are considered vegetables despite being fruits. I do like the idea though! Especially lotus, since it could double as decoration. I think it's mostly the major plot points of the story(that we have so far) that take place in late medieval Europe. I've also seen references to the cultures of the East Asian steppes a time or two in some of the clothing, and a couple of the stories reference individuals from the Middle East. So I wouldn't say it's out of place at all, especially given the consideration that the setting is post-apocalypse and the world's been turned inside-out, essentially. We've also got things like pandas, bamboo, and hyenas that aren't endemic to Europe, but are easily found in-game, provided that you're in the right region. If I recall correctly, I think more crops is on the development roadmap. It's not a priority at the moment since there is already a solid variety and other gameplay systems that should be taken care of first. -
I don't know how big unstable areas tend to be, but I've had a couple worlds that had quite a lot of instability. I've also had worlds that were the opposite. Generally, the distribution of stable, unstable, and neutral chunks seems to be fairly even. I would say keep exploring your world, as both @Thorfinn and @Maelstrom have suggested; there's sure to be a stable region somewhere within a decent traveling distance. If the distribution isn't to your liking though, I would recommend starting a new world to see if the stability distribution is better. Another option you might consider is something like the XSkills mod. It has a talent tree for temporal stability that lets you slow down the rate of stability loss or speed up the rate of stability recovery. Just to make sure all the bases are covered though--if the gear is spinning counterclockwise(to the left) that means the region is unstable. If the gear is spinning clockwise(to the right), then the region is stable and generally an ideal spot to consider building a base in. If the gear isn't moving at all, the region is neutral.
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It doesn't hinder movement as much as you might think, although it depends a lot on how it's made. A lot of medieval fashion for men consists of knee-length(or shorter) tunics. The length can also serve as an indicator of the individual's wealth as well; more cloth means more money and vice versa. Now of course, you could easily have a tunic that deliberately hinders movement! Wealthy individuals would often have clothing designed to be impractical as a way of showing that they were wealthy enough to not need to work. It's how the really pointy shoes, high heels, and other strange fashion choices came to be so popular.