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Everything posted by LadyWYT
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I may need to amend my previous post, as I've just filled a pit kiln and ignited it with an adult rabbit inside. It's not dead(yet), and doesn't appear to be on fire, so perhaps I was wrong and the adults can survive it too, provided they were already in the pit kiln to begin with. The only reason I figured it out in the first place is that I got tired of killing the rabbits that fell into the holes in order to use my pit kilns. The adults at least provide a bit of meat and sometimes hide, but the baby ones just burn a point of weapon durability.
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Doggone it, I was just fixing to go to bed when another Dave theory struck me after looking stuff up while writing a different thread. "I've begun to see things, even when I'm not gazing through the Lens. Walking down the halls, looking at the prints, suddenly my vision shifts and I'm in a world I cannot comprehend. I am in the other world, and it is leaking into this one."--Jonax Falx, "Breakdown" Now I'm not entirely sure what the Lens is, aside from a device that Falx invented and likely used to look around this other dimension to help find inspiration(and possibly materials) for his projects. Nor does Dave exactly look like a mobile telescope, assuming that the Lens is even capable of moving around. But now I'm wondering if Dave is perhaps some sort of sensory device associated with the Lens, monitoring whatever goes on in the Rust world. It would explain why we only see him through rifts and temporal storms, and why he doesn't really seem to do anything other than walk around. The only problem is that given Dave seems to be a rather large construction, it's a little strange that he's not really mentioned elsewhere. Granted, that lore could be getting added later, or Dave could have been a secret project, but it seems like it'd be rather difficult to keep a project that big a complete secret.
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I have this sneaking hunch that one of our main goals will be to find and shut down the Salvation Engine somehow. We know from the Salvation tapestry and other lore pieces that Jonas Falx created some sort of machine that sent his followers(presumably) forward in time in an effort to save humanity(and turning said followers into seraphs in the process). Now as to how the machine accomplished that task or whether it's still operational remains to be seen; at minimum, it's capable of turning humans into other entities and spitting them out somewhere else in the timeline. You know what other entities pop up out of nowhere? Drifters. Now, we never see seraphs pop out of any rifts or anything; they just appear out of thin air so it's not quite the same. Likewise, it's somewhat ambiguous as to what created the drifters in the first place. The Rot Beast tapestry and other bits of lore suggest they're beasts and humans that were infected and mutated by the Rot plague. In the segment "Breakdown", we read Falx describing the "other world" leaking into ours as he works--the effects most notable in his inventions first. Now if the Salvation Engine could mutate humans into seraphs somehow(the positive outcome?), then it stands to reason that it could mutate the infected into the metal-riddled monstrosities that are drifters. And if Falx and his followers were all catapulted forward in time by this machine...presumably no one was there to turn it off. Assuming that the Engine kept running after this point, it stands to reason that perhaps it eventually fell prey to the Rust dimension's influence and started warping the Rot monsters into the drifters we encounter today. It would also explain how the rifts open and close in the first place, and perhaps why the temporal storms happen. If it's a machine that's being ever more corrupted or slowly breaking down, it would stand to reason that its effects will become much worse and more unpredictable over time. If that turns out to be the case, I can only assume that it's going to be critical to find the thing and shut it down, if not destroy it completely. As for what effect shutting it down might have on seraphs, I'm not sure. I suppose that depends on whether or not it's responsible for a seraph's ability to create "returning points" and otherwise stay anchored in the world, among other things. I'm guessing that at this point though, we're probably operating independently of the machine, although I could be wrong and our connection to the machine might be what pulls us(but no one else) into temporal storms. What's more of a curiosity to me though is the theory about the Engine potentially being responsible for creating both seraphs and drifters and dumping them into the world in similar manners. If that indeed turns out to be correct, the implications there are fairly major, as it would mean that the players themselves are technically eldritch monstrosities as well.
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Did you know that you can fire pit kilns with baby bunnies inside and they won't die? I'm guessing it's due to pit kilns only counting the top layer as the fiery part, so adults will clip through that layer and burn to death but the juveniles won't.
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Oh yeah, I'm not saying those scenarios can't happen. I was speaking more on a generality from what I've experienced. There's a reason I don't go delving underground until I have some good weapons and armor! Hearing anything that remotely sounds mechanical is enough to make me nope out of a cave and come back later, in many cases.
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I'm just gonna imagine there's an awesome barnyard rave and that's why there's a critter pit.
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Oh, well in that case I totally left him alone in the tree to mind his own business. *whistles innocently*
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I was about to say, I'm not really sure the exact depth that they spawn. Typically, I tend to see them around y=50 or lower, but they may be found a bit higher than that. They're a rare spawn, so you shouldn't be encountering them too often--I would say bells are worse to deal with. My general rule of thumb when exploring caves is that if I don't have decent armor(at least bronze, preferably iron), I'm not inclined to venture deeper than y=60. At least in the caves, that is. If I'm digging a mine shaft through solid rock looking for an ore node, then I'll go all the way to bedrock if need be since there's nothing going to spawn in the shaft with me. Also, while sawblade locusts have the same jump attack as their brethren and are therefore harder to keep at a distance, they are a bit noisy and their eyes glow in the dark. So there's a good chance you'll be able to see or hear it and get to safety before it has a chance to notice and attack you.
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I dunno how interesting it actually is, but I found a Curvy Bone Joe tomb hogging the entrance to a cave like a stone igloo. Most ruins I've seen typically have recessed entrances.
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Your basic locusts(either normal or corrupted--they both resemble mobile light bulbs and will produce light when they've noticed a target) have cages that they spawn from when the player is within range. I'm not sure of the exact radius, but it feels like it's somewhere around 10-15 blocks. Breaking the cage will stop them from spawning, but that's easier said than done as they have a fairly fast spawn rate and there are often more than one cage in the area. So it can be easy to get overwhelmed when dealing with them, especially if there are drifters in the area. As to where you typically find the cage spawners--sometimes there's one in certain underground ruins, but they also tend to spawn 1-3 at a time in caves and will have nests and metal spikes nearby as set dressing. I don't think the nests actually do anything aside from give you some loot if you break them, but the spikes will both hurt you and slow you down if you step on them. The nastier locusts are the sawblade locusts. Unlike their brethren, these ones don't have spawners and resemble scorpions rather than lightbulbs. They also do not light up the area around them when they lock on to a target. Since they don't have spawners and are a tier 3 enemy type, they'll spawn fairly deep underground similar to corrupt drifters(but never during temporal storms as of the time of writing this post). Unlike drifters though, they are a much rarer spawn and may drop a Jonas part on death.
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Speaking of bears...I found my first polar bear today! He seemed to be of a rare arboreal variety Who knew they lived in trees!
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The first question I have is if the FPS is tanking specifically whenever you move your mouse. If it is, the next question I have is what kind of mouse do you have? That's my first suspect as I went through similar issues a while back when upgrading my dinosaur to more modern hardware. It turned out to be a combination of missing a chipset driver update for the motherboard, and the mouse polling being cranked up way too high. I use a Corsair Harpoon and setting the polling to the lowest number seemed to solve the problem. If not the mouse though, then I'd take a look at the mods. Some mods tend to be more resource-hungry than others, or it could be a conflict or bug somewhere in the particular mod version.
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Oh yeah, for sure. If nothing else, it could just be a cosmetic menu that has alternate appearances that unlock for doing various things in the world(plus an option to hide the backpack entirely). There was a Minecraft mod that did similar--it added a backpack item, but it also had different appearances that you could unlock and apply for doing various things. Collecting enough honey would unlock the honeyjar appearance, while slaying the enderdragon would unlock an End crystal. Perhaps in the case of Vintage Story, you could have say, a librarian pack after reaching the library of the Resonance Archive. I mostly got the idea from some of the bag options that WoW had for storing items related to professions. Those bags were typically a bit bigger than the standard bags, but only held stuff related to that profession. So they were useful for keeping things sorted and gathering materials, at least in theory...I'm honestly not sure if anyone used them though at the time I played. It's tough to challenge the leather backpack as the default choice, given that it holds a lot and is relatively cheap and easy to acquire.
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I think this mod might cover what you're after: Restore Old Animations https://mods.vintagestory.at/show/mod/12339 If that doesn't work, this one might: No Hands https://mods.vintagestory.at/nohandsfp Hope it helps!
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Pretty much the same impressions I got, though I'm also guessing that they have some sort of personal vendetta against the Vintage Story developers for whatever reason(probably for not holding the exact same personal opinions about certain topics and forcing said opinions on the rest of the playerbase). I'll also note though, that given other details about the griefer in question posted in this thread, they seem to have been doxxing(or threatening to dox) the players they were griefing as well. Definitely not benevolent behavior. I will admit though, I'm a little on the fence about callout threads. They're useful for spotlighting major miscreants, but it's also all too easy to throw accusations around and try to incite the community against someone for ulterior motives(I've seen it happen in other places). Now that doesn't seem to be what happened here, as there is obvious proof of what the culprit did. The only other thing I'll note here is that it's refreshing to see the troublemaker get dealt with appropriately, and in a timely manner. I've seen some incidents in other games and forums where the exact opposite happened--the innocent players were the ones who actually got hit with punishment rather than the troublemakers.
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Since you mentioned MMOs, another option might be XSkills: https://mods.vintagestory.at/show/mod/247 While it doesn't treat iron and steel like other metals, exactly, it does have options to speed up manually working the iron blooms as well as making metalworking(and various other things) less tedious. The catch is that you'll have to level those skills first, which can take some time, and for some of the talents you'll need to pick a particular skill as your profession first. For the Metalworking skill, I believe that it's Blackguards and Clockmakers that get an innate boost to learning that skill faster. I use the mod myself and enjoy it quite a lot, as it gives rewards over time and makes doing certain things less tedious after your character becomes more skilled at it. In regards to the metalworking, it still takes a fair bit of time to reach the point where I can be turning blooms into ingots every few seconds, but once I get there smithing is a lot more satisfying. I also tend to do more of my blacksmithing during the winter months, when there's fewer other things to do. Standing next to a hot forge means the cold won't be an issue, and it's a whole lot easier to keep an eye on any steel refractories I have going.
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Just wait until it turns out to be a forest fire! Not that that's an actual possibility, but still... I think the most excitement I've had of late is attempting to locate all the Forlorn Hope hideouts that seem to be near where I settled. The last one I found due to a chunk loading error; exploring the ruin lead to the discovery of the Forlorn Hope Talisman and a cave tunnel leading further down into a dropoff into another cave system. What's in that cave system, I dunno, but it had at least six corrupted locust cage spawners and a handful of other locust nests clogging a tunnel nexus, so there's bound to be some sort of goodies down there aside from the nickel deposits. I also about had a panic attack in that same world during a temporal storm. It was dark, and there was a blizzard, so even with a lantern the visibility wasn't that great. I was busy fighting drifters and saw something BIG and covered in frost coming at me out of the corner of my eye. Took me a moment to realize it was a bear and not some rare Rust monstrosity(which, isn't possible at this point in time anyway as no big Rust monsters have been implemented and I don't have any mods that add things like that). Otherwise it's been pretty quiet. I have a steel scale chestpiece that I found in a ruin and repaired, and have been acquiring more steel to turn into better armor soon, so the danger level of things has been cut pretty dramatically. I'm more at risk to getting overconfident and dying to stupid at this point.
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That's odd. I could've sworn it was a vanilla thing, but I wonder if it's something added by the XSkills(or other) mods. I say XSkills, because that's one of the main mods that I play with, and I try to keep a short list of vanilla+ type mods. One world I left it out and I recall not being able to see the percentage of completion on bloomeries anymore. At the same time, it really seems data like that should be a vanilla feature, so I'm not sure. It could just be a bug, but it's the first thing I would check, if you've run mods like XSkills before and aren't using them now.
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Until we get some, there are a couple mods that kinda cover this area: https://mods.vintagestory.at/show/mod/12391 https://mods.vintagestory.at/show/mod/1061 The second one is pretty old, but according to a recent comment it apparently still works in 1.19. Now all that being said...I'd love an antler rack-pack on my back! Or one that's obviously made from a wolf/bear pelt. Not only would it look really cool, but it'd give me more things to do with all the hunting trophies I inevitably collect(seriously, if I play with the Stone Age Fauna mods my base ends up looking more like a Bass Pro than an actual home). At the very least, some more function-specific bags similar to the mining bag would be great. A forage bag could hold berries, reeds, grass, seeds, and all the other plant harvestables. A quiver could be similar, in that it only holds arrows, but be unique in that it can be worn in the belt slot rather than taking up a bag slot. Perhaps a hunting bag could be crafted using some salt in its recipe, and be used to hold animal products and keep them fresh for a bit longer(thus extending the hunting trip possibilities). You could probably also have a special bag that utilizes a handful of temporal gears and other more expensive materials in its construction, but serves to preserve its inventory if the player dies(soulbound inventory slots, essentially). I'd probably also make it an unique equip, in that you can only wear one at a time(but boost the amount of inventory it can hold by a slot or two perhaps). Or perhaps you can have them in every bag slot, but every time you die they lose a chunk of durability unless recharged with a temporal gear(maybe 3 gears per bag to craft, bag breaks after 3 deaths, adding a gear to a damaged bag restores one charge). Should the bag break, it spills its inventory at the death site. And of course...can't forget the good ol' beer keg pack! This one would store liquid, presumably of the adult beverage variety. Why you'd want to sacrifice a bag slot to do this...I really don't know I'm guessing it'd be mostly for grins, giggles, and other shenanigans given that it's a lot more efficient to transport liquids via bucket(10 L per bucket, 4 buckets per stack which equates to each inventory slot being worth 40 L).
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I don't know if setting animal aggression to neutral in the world settings would make the deer stop running away, or if it just stops all animals from attacking you unprovoked. It's worth a shot though, and as @Streetwind said, there's also the Malefactor class, which is able to get a bit closer to animals without them noticing. In regards to mods, I'm not aware of any that currently exist that do what you describe. There is XSkills though: https://mods.vintagestory.at/show/mod/247 XSkills has a talent you can take(I think it's under the Husbandry section) that further reduces the range that animals are able to detect you. You'll need to acquire enough experience working with animals in order to take that talent, which can take some time, but I do find the mod rather fun to play with as it gives a way to further progress your character over time. I'm also guessing that if you picked Malefactor and took both talents that decrease animal detection range, you'd probably be able to almost pet the deer before they run away, although I can't be certain as I've not tried it.
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Maaaaaaaybe...now all I need is a way to make chicken sandwiches! Thank you! I'll probably find something lighter-colored later to add to it so it stands out a little better.
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Like @ifoz said, currently the only use for titanium is powdering it for the construction of the highest-tier refractory bricks. What other uses it may have remains to be seen. If you want more use for it in the meantime, you'll need to find a mod for that.
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Finally got a coop cobbled together! I'll probably make it a little fancier later on when the chickens are tamer.
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Hematite dropping out of nowhere during temporal storm?
LadyWYT replied to Unbeliever69's topic in Discussion
It'll keep them out if you pile it high enough, though whether anything can hit through it I'm not entirely sure. I don't think anything can. As for single layers keeping them out, I'm not aware of any that do at this moment, although if the opening in question is only one block then a single layer probably will keep them out while allowing hits(from both sides). In regards to the quartz--I know the regular quartz stacks. I would assume the others do as well. If it works you'll have to rate what kind of , heh heh. I'm really curious now as to whether it's a workable strategy. -
Waaaaaaaaaait a minute... *squints suspiciously* Indiana Jones, is that you?!