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Everything posted by LadyWYT
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Hematite dropping out of nowhere during temporal storm?
LadyWYT replied to Unbeliever69's topic in Discussion
Something definitely sounds a little fishy here. I'm guessing that, if it really happened, you either threw the hematite on the ground by mistake and didn't notice, or mistook some of the rust particles emitted from the ground to be hematite. The robotic beep-boop could be any number of things, as temporal storms distort all sounds into weird static. Most of the time, it's a drifter you're hearing. What I'm questioning is how exactly did a stack of hematite drop onto a pile of peat in front of you, if you were standing in a 1x1 area? Did you block the door with peat instead of using a proper door(which doesn't make sense as if you have iron, you have the means the make a proper door)? Was it piled outside the window(which I'm guessing was glass to keep the crawlers out)? I'm definitely with @Thorfinn on this one, in that something's just not adding up about your story. If it did actually happen as you say it did, you've either got a mod causing some issues, or encountered a one-in-a-million bug. -
They look kinda like a cross between a plague doctor mask and a tiki mask I can't say that I've ever really paid them much mind. I hate to say it but...small masks for small humans(children), most likely. Hard to say what the purpose would be. They could be a sort of safety measure against infections, although these don't really match the style of the other masks that are for that purpose. I'd say more likely that they may be more of a plaything to keep the kids busy and out of trouble. If that's the case, they could be patterned after some sort of creature, or perhaps mimicking actual protective gear that some of the adults might wear, similar to how kids IRL will dress up as doctors and whatnot. It probably also depends on the context of the ruin and who likely was living there.
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You are correct! Really? I don't think I've ever seen them do this. Then again, this might also explain how I seem to get so many pullets/hens from a batch of chicks Although I don't recall finding any rooster bodies in the pen either. I'll have to pay more attention next time I really get around to farming chickens. I know my usual strategy to wait until the next generation grows up and then butcher the previous generation, making sure to leave one rooster alive to breed with the new hens. That way I get both meat and feathers!
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In-game or IRL? Because IRL one chicken would only feed a person for a day if you killed it and ate it. And the drawback to that is you now have no chicken(or have one less chicken assuming you have multiple). Unless you have a LOT of chickens, they won't reproduce fast enough for you to kill one per day to get your protein. In regards to egg production--hens usually lay one egg per day, meaning you'd still need multiple chickens to get enough to keep yourself fed. Blackguard here! I don't generally have an issue acquiring food--I generally hunt a LOT(it's also one of my favorite things to do in the game) and make note of where the largest concentrations of berries and mushrooms are. I'm also fairly quick about getting a farm going, so when the harvest comes in there's plenty. And some crops also grow a lot faster than others. I also tend to opt for a meaty stew or a pie of some sort when possible, as these meals tend to be much more filling for a longer duration than others. I'll also note that if you are a Blackguard in a multiplayer setting, you'll probably want to befriend a hunter or malefactor if you're overly worried about food. True, a single healthy moose or other large animal should provide enough meat to sustain an individual for a while...if you're going purely by realism. The issue I see with increasing the animal yield in-game to better match real-life though is at that point the gameplay becomes majorly unbalanced because it's too easy to survive. All you'd have to do is kill one moose, or even a pig or sheep, and provided that you can use the meat before it goes bad you no longer have to worry about finding food for a week or two. If the meat does go bad, that's a lot more rot to compost, which speeds up the process of acquiring terra preta. There would also no longer be much need to hunt multiple animals, as you could now potentially get most of the fat and hide you'll need for a while from just one. And if you do end up needing more of either, that means more meat that will most likely just rot or otherwise go to waste. In short, I see it removing an engaging gameplay loop for the player, especially in the early game. The general challenge of the early game is just...surviving, which generally boils down to avoiding things that will kill you and finding enough to eat. It's not as simple as just finding one initial food source and being set for the rest of the game. In regards to classes, Blackguards and Tailors are going to end up having their biggest weaknesses(increased hunger and decreased animal loot, respectively) no longer matter. Hunters are going to be absolutely bonkers as they already get more yield per animal as part of their class traits. The only way I see it being very balanced is if you make large prey animals harder to find and kill in order to keep the player on their toes. However, while it might make hunting a bit more engaging, the drawback there is that players will likely get much more frustrated when trying to hunt, to say nothing about the hurdle it poses to finding animals to domesticate. I think what we have now for animal yields is fine, although fish could do with a higher drop rate(it doesn't make a lot of sense for half the fish to yield no meat). Is it particularly realistic? Not really, but it's high enough to cover most player needs and keep them engaged in that particular gameplay loop, without trivializing other gameplay loops. Once you get a farm planted and some livestock penned for taming, keeping a stable food supply is rather simple and you can more easily devote time and attention to other tasks. Out of curiosity, did you put the rot box in a greenhouse as well? That's where I generally end up putting mine, as it increases the temperature further and speeds up the decay process just a tad bit more. How much time it ends up saving though I have no idea, as I've not done the math.
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Speaking of raves... I caught these punks outside my front door. I think there were about 6-7 total, and they were unfortunately(or fortunately?) very real given that rift activity was high during a heavy temporal storm.
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I'm wondering if it was just an oversight on the devs, or if it's a mechanic that's been deliberately left to the wayside due to there not being a great way to travel over water yet. I know we have rafts, but they don't feel like a particularly good method of traveling very far over the water, nor do they feel like they would keep you very dry in the process(although they will for gameplay purposes). A simple fix would probably be a condition that if the outside temperature is below a certain threshold(like the freezing point, or perhaps slightly above), the player will lose body heat at a steady rate when soaking wet, provided they aren't within range of an appropriate heat source(like a campfire). I'd also tweak the heat loss to be at a slightly higher rate than if completely dry, both for further realism and to help incentivize the player to avoid going for a swim when it's cold.
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Age of Empires was definitely the first game that really captured my attention like the thread suggests, though for me II and III were my jam rather than the original due to the setting and QoL features. They also helped me develop my art skills as I would spend a lot of time doodling various units from the games. I think I even have some of my old strategies written done somewhere. For the Playstation though it was Crash Bandicoot and Spyro. I also ended up playing a lot of Gallop Racer(a Japanese horse racing game, for those who don't know) and Ecco the Dolphin: Defender of the Future. The setting of Ecco reminds me somewhat of Vintage Story, actually, and I wonder if the devs took any inspiration from those titles. When I went off to college I picked up Skyrim for the first time on a whim. I didn't know what an RPG was, so the fact that I actually got to make my own character and then choose how to play them boggled my mind! I think I must've spent a couple of hours at least just creating my first character--a calico Khajiit. I also ended up getting into Minecraft around the same time; I think I jumped in shortly after the Adventure Update launched and have played ever since(although I don't play it nearly as often as I used to). I wouldn't say that Vintage Story has quite replaced it, as the two have different things to offer, but Vintage Story tends to win more than Minecraft these days when I'm deciding which I want to play. To a lesser extent, I've racked up quite a bit of time in Planet Zoo as well. It took everything that was great about Zoo Tycoon and bumped it up to the next level, although it can get a little irritating when dealing with the protestors. They tend to show up because guests stressed an animal, and then stand next to said animal and scream, which only makes the problem worse. It's not so bad in franchise mode, where I have everything unlocked, but in challenge mode or scenarios it can make things more difficult.
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https://wiki.vintagestory.at/index.php/Cinematic_Camera This is probably what you're looking for. I've not messed with it so I can't really give more direction than that, unfortunately. Adding on to that though, you might also find this page useful for recording tips as well: https://wiki.vintagestory.at/index.php/Adjustable_FPS_Video_Recording If nothing else, if you've got a friend to help, you could have them play the cameraman while you walk around, or vice versa.
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I mean, I never would've noticed either if I hadn't taken a shortcut and been looking at character details while swimming. Knowing it's a thing now, I wonder how badly it breaks an actual polar survival challenge...probably by a good margin, I'd wager.
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So I'm playing in a cold climate and it's wintertime, and I seem to have stumbled across a strategy that really shouldn't work, but does somehow. Now the main drawback of exploring during the winter is the cold--even if you're dressed warmly you'll need to stop every so often and build a fire to warm up or find a trader cart/cave to take shelter in. The cold situation gets even more serious when soaking wet...or so I thought. Against my usual logic, I dove into a lake and swam across to save some travel time, rather than trying to walk around. As it so happens, I had the character window open while swimming and noticed the body temperature slowly ticking up rather than down, despite being immersed in freezing cold water in the dead of winter. Now it doesn't seem to matter whether or not I'm actually swimming, just as long as the water is deep enough to get the character wet. As soon as the character leaves the water, body temperature starts dropping. It's definitely something I expect to be fixed in a future update, but for now it's a funny way to deal with the cold! Or maybe this particular seraph is just part polar bear, who knows. It makes about as much sense as putting the empty bucket underwater and having it remain empty.
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From what I've seen, they tend to just wander around aimlessly when left to their own devices, avoiding direct sunlight whenever possible. Once in a while you'll see one sniff itself before flailing around in frustration, or one kneel for a moment seemingly sobbing. I've also heard that they will worship Jonas tech if some is nearby, though I've never actually witnessed it happen. As far as infighting, they don't seem prone to killing each other unprovoked, nor do they seem to particularly care whether or not they have a social group. Given the lore that we have to work with, they seem to be aggressive towards natural living entities and seraphs--anything that could qualify as prey although humans and seraphs seem to be the favorites to hunt. In regards to actual gameplay though I think that behavior either has yet to be fleshed out more, or has been deliberately omitted to avoid unneeded player frustration. It would be annoying after all to constantly wait for traders to respawn due to them getting killed by drifters, or having your livestock wiped out because a drifter spawned in your animal pens during a temporal storm.
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I don't know that chickens really need a rebalance, but it would be nice to have the option to feed them fruit and vegetables, especially since I have more fruit mash than I really know what to do with. Feeding them grain isn't really an issue though, as flax grain isn't as nutritious for the player to eat and it's easy to grow a lot of grain per farming tile. I think the main strength of chickens over other livestock is that they're a lot easier to catch and aren't nearly as dangerous, and they produce a good, steady source of protein via eggs. Even if you're just raising them to butcher, they mature a lot faster than other livestock and are currently the only creature to drop feathers, which you will need to make arrows. And unlike other livestock, you don't actually need the rooster for chickens to be a good food source--hens will produce eggs on their own if fed, although the eggs will not be able to hatch. Now that being said, you're going to get more meat per animal with sheep or pigs, although they're a bit more difficult to obtain and take longer to raise. If anything, I'd raise the total number of eggs a hen can hatch at once to five rather than three, in order to make chickens a more attractive meat source. Even with a buff though, there's always going to be a method that's the most optimal mathematically, and players who are min-maxing are almost always going to pick that option rather than the ones that might be more fun/aesthetically pleasing.
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I think this could be safely avoided in Vintage Story given that the NPCs seem to at least try to act like real people that live in the world, unlike...whatever it is villagers do in Minecraft. Villages haven't been added yet, but from what I've read in the "Ghosts" short story and gleaned from other lore tidbits, I get the impression that the remnants of humanity have carved their own havens from the Rust horrors and likely aren't too keen on leaving their homes just because someone asked them to. Especially not for a weird-looking stranger that showed up out of nowhere and doesn't seem to be human. Even assuming the villager in question trusts the player highly, I would still expect them to turn down an offer to move to the player's base, as there is safety in numbers in the village and the other villagers are also fellow humans. Now all that being said... This would actually be a cool option for players that want to play a more villainous character and return things to the Old World noble hierarchy. That would probably require the game to have different ending options depending on which choices the player makes throughout their adventure though, most likely, and I'm not sure how such a thing would even work on multiplayer. Perhaps it would just be as simple as having an "overall village reputation" which is counted as the average of all villager attitudes toward the player. Players who abuse/exploit the villagers too much might find themselves on the wrong side of the torches and pitchforks if they aren't careful! On the other hand, bullying one villager but being nice to the rest might mean that Ben the Blacksmith no longer sells you stuff, but Tim the Tavernkeep will still sell you a drink or a meal. Definitely agree here. Those villagers are frustrating to deal with, even on the best of days. And I hate just locking them away, but if I don't they generally wind up dead pretty quickly.
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This idea might be a little half baked but I wanna throw it out there anyway. Now I figure they'll probably be added to the tropical regions at some future point to help liven them up(and possible species like Japanese macaques for the more temperate zones), and assuming they are added I think they could provide some interesting utility for players who care to bother locating and taming them. By default I don't expect monkeys to do much other than be kinda goofy, provide a source of food, and potentially annoy players by stealing their items. Stolen items could be retrieved by either killing/injuring the thieving monkey, or by trading some sort of food item for the stolen item. Some species might even be actively hostile to players that get too close, or at least be similar to boars in that they're neutral unless attacked or have young nearby. As a food source I'd expect monkeys to be rather difficult to catch given their affinity for climbing trees. I could also see them being a potential pest for fruit crops, but I'm not sure that's the best idea without a practical way to keep them out of your crops. A wall could work, of course, but doesn't seem the most logical thing to use against something that is very good at climbing. In any case, the potential that most interests me is item sorting via living entities. Other games have had similar systems, whether it be a core part of vanilla gameplay(Minecraft's allay) or a mod(Thaumcraft's golems). First you'd need to tame a monkey; I figure you'd do this by acquiring a breeding pair(feed them fruit or vegetables) and raising at least one generation of offspring. Then it's probably a matter of using something like a command stick/whistle to mark storage containers for them to access and a simple interface to tell them which items to be sorting into where. I'm not too sure on how those specifics would work on the coding side of things--that's just a rough idea to try to explain the concept. As for what difference the generation of monkey makes, higher generation monkeys could sort things faster/sort more things at a time/keep track of more containers, thus giving the player a reason to pursue the higher generations rather than stick to low generations. In addition to sorting items, monkeys could also potentially help harvest certain crops, albeit getting a smaller percentage of harvest than if the player harvested it themselves(to account for the monkey eating part of the produce as they work). I'm not sure how many players would actually take advantage of a mechanic like that, but players who don't enjoy the farming aspect of the game that much might find it useful. Last but not least, and an entirely useless feature aside from being funny--you could equip tame monkeys with certain clothing items so they can be just as fashionable as you! Perhaps not every article of clothing in the game, as that would be a lot to account for, but maybe just a few of the shirts and hats. Or have a handful of pet accessories you could fashion specifically for your furry little friend(whether it's a monkey or some other creature).
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Currently, helve hammers can forge either plates or ingots, but not the more complex items(such as sawblades). They're meant to help mitigate the more tedious things to forge rather than automate the process entirely.
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I think it does, yeah, depending on your setup. It'd be the first thing I'd suspect if it worked previously and then just stopped. Some of the machinery requires more power in order to operate and the bit I've messed with helve hammers, they seem to be one of the ones that require more power than something like the pulverizer. And less wind does mean that the machines run slower, but there also has to be enough wind to make it run to begin with. The wind threshold needed depends on what you're trying to power.
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Looking at the HUD in the upper left corner, I'd say that there isn't currently enough wind to power it.
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For me it's generally not scenarios as much as it is either playing a specific character or wanting a specific build style/environment. Some of it's due to getting distracted easily, but a lot of it is due to singleplayer limitations and none of my friends being the roleplaying types for multiplayer. What I usually do is play with the mod XSkills and then pick a class and skills that fit whatever character I'm playing at the time. For the actual story stuff though...that happens outside of the game for the most part, either writing little snippets or drawing stuff. In-game I tend to do whatever though since it's generally just me to account for.
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Would it be able to have a pre generated real world?
LadyWYT replied to Stejer's topic in Suggestions
I think in some other games players have essentially built the map's landmasses from scratch and then used scripts to generate all the resources and whatnot on world creation. I don't know how feasible that is for Vintage Story, but I do agree that it's just a matter of time before someone figures out how to make a real-world map, whether it be players or the devs themselves. -
Help with player model mod!
LadyWYT replied to FurryFreedom's topic in [Legacy] Mods & Mod Development
They aren't exactly full-anthro or explicitly canine/vulpine, but these two mods have both been updated to 1.19 at least. How well they work, I don't know, but the kemono one seems like some players are working on fixing and keeping it updated. https://mods.vintagestory.at/show/mod/7291 https://mods.vintagestory.at/show/mod/10189 Otherwise I'm not sure how difficult it is to change the player model. I think it depends on how much you want to change the model from what the vanilla model is; a few tweaks that still retain something close to the original may be as simple as sculpting a few adjustments in a modeling program. If there's new parts that require movement or major changes to the vanilla model though that's likely going to require some animating as well. That way you don't have any stiff parts or broken vanilla animations. -
What @ifoz said entirely. I've done this so many times in the other block game and it's really frustrating to have to keep fixing things that got debarked by accident, since putting bark back on the logs really doesn't make sense. By requiring debarking to use a different tool(like the adze) and adding a small delay to stripping the log, that at least provides a safety net to prevent accidental debarkings. Sawmill! Honestly could keep the crafting mostly as-is and just add a sawmill that can be built to automate the crafting of firewood and boards, similar to how helve hammers automate the creation of plates and ingots.
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I mean...that's more coop than my chickens have I suppose I should go build them a real home now...
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I feel like having a dedicated splitting log is probably a better solution here, given that just placing a log and hitting it with an axe to begin carving is going to cause issues when building with wood(as now there is no way to remove a misplaced log). How you would go about making such a chopping block though, I'm not really sure. Perhaps sticking a log into the craft grid with an axe yields the chopping block? This one is best suited for the addition of the adze as a debarking tool. Otherwise, woodworking sounds cool, but I'm not sure how fun it would be in actual gameplay to shape everything like that whenever you need a wooden tool or part. It would be more immersive than just a crafting grid, for sure, but I could see it slowing down crafting to the point doing anything becomes more tedious than it is fun. I do like the concept of advanced woodworking in order to build the parts for machinery though. Since it's not something the player does that often either, it runs less risk of being tedious to the point of frustration. It's probably better to use the knife or other dedicated carving tool to make it though, rather than the axe. I'm also not sure how you would incorporate the resin and animal fat into component construction either. Perhaps melt a mixture in a cooking pot and then grease the finished piece with it?
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Oh man, I completely forgot about that lore bit. Now I'm imagining the hijinks that ensue from a Blackguard-Malefactor survivor duo!
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I'd like this too, though mostly because I'm not a fan of how the Falx blades look. Plus class-exclusive recipes really shouldn't have their unique components be craftable by just anyone(even if it's technically not that hard to make, like a sewing kit), as that's going to frustrate newer players who aren't aware of the crafting limits. The thing about the Falx blade is that it feels like it's supposed to be the canon lore weapon for fighting the supernatural stuff, which I can definitely appreciate. So I don't want to see it passed over entirely just because it looks a bit strange. I'd let regular swords have the same basic stats, but give the Falx blade and Blackguard shortsword damage bonuses against supernatural mobs in order to stay faithful to lore. Alternatively, instead of that damage bonus, the weapons could have the same general stats but weapons that aren't specialized for fighting the unnatural could wear down faster when used on unnatural entities. Speculating on the design of the Falx blade itself and why it may be more effective than conventional weapons against drifters and the like--the Falx blade seems built to puncture rather than slash, focusing more energy toward the blade's tip. It's not really clear exactly what drifters are made of, but they have an unknown amount of metal embedded into their physical makeup, which is going to be hard on slashing-type weapons and resistant to bludgeoning. A Falx blade would be much more adept at puncturing thick hide at a critical weak spot, bypassing the metal bits, as well as being much smaller and easier to wield in tight spaces than a spear or bow.