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Everything posted by LadyWYT
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Having played some Mount and Blade, you can absolutely cheese the combat in that game too. Personally I think it would be a great mod idea, but not a healthy change for the base game itself(unless that's the direction the devs really want to take it). It's not very realistic to just open an entire inventory page and do whatever with it, however, much like the minimap it's a convenience there to lower some player frustration. Unrealistic as it is, it does still take a couple seconds to open the inventory and retrieve something that's not already on the hotbar, and two seconds can be critical when it comes to combat.
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Welcome to the forums! I don't see anything overly suspicious here. Were these crashes happening prior to 1.21.6, or did they only start occurring after updating to 1.21.6? If they only started occurring after, it's very likely that a mod is having an issue with the update somehow, if not a potential issue lurking within the update itself. Aside from that, I don't really have any good advice aside from keeping an eye on it and trying to figure exactly what triggers the crash. Maybe, but maybe not. Is this something that happens only on one world, or does it happen consistently across other saves? If the crash keeps happening about the time you reach bronze then it could be an issue with something in that particular level of tech. But it's hard to say for sure. Assuming you haven't tried this already--you might try completely reinstalling the game(backup your worlds in a separate folder before doing this!) and test on vanilla, before adding your mods back. Mods that are disabled shouldn't be affecting the game while disabled, but goofy things can happen.
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You can give yourself the requisite map items from the creative inventory in order to just mark the location, I think. However, you can also use /tpstoryloc with the appropriate location moniker in order to teleport right to it. The monikers are as follows, I believe:
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Unpopular opinion: The player should have to physically remove their backpack(s) and set them down on the ground before they can access the bag inventory. No that is not an opinion I myself hold, but the thought did cross my mind.
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Welcome to the forums! I do like the idea, but if the reasoning behind the change is "it's silly to carry 4 different bags" one could argue that it's just as silly to expect to carry an entire container of ores and rocks in one backpack, along with containers filled with plenty of other things. Not that carrying entire backpacks full of rocks and minerals in addition to everything else isn't particularly realistic either, but at least in that scenario there is a complete bag devoted to the task(like the mining bag) and not just a smaller part of one bag.
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If no one is showing interest, that would suggest that it's not something the general playerbase has an interest in. That doesn't mean that the server concept can't be done, but it does mean that it might be harder to find players who want to play on that type of server. With all due respect...did you advertise the server's direction when you created it, so that players knew what they were getting into, or did you try to add a bunch of extras after its creation? If players signed up for a more standard VS experience at the server's creation, they're not likely to be keen on adding a bigger focus to stuff like RP, PvP, or elaborate server economics. The key is to be clear about the intended experience up front, so that players who are interested in playing that way can be attracted and those who don't want to play that way can avoid it. If you start with a more popular idea just to get players on the server, and then change all the rules to what you actually intend, it's a classic bait-and-switch and players will absolutely leave as a result. If the original discussion was just about adding mods to the server, I'm guessing the players expected that the discussion would end there. That is, add a few mods to enhance the basic game experience, not add mods in order to encourage completely different gameplay(like RP and PvP) to the server. I will also note that just because players are open to trying different things, doesn't mean that they'll be willing to try anything or everything--there are limits. The question to ask here is "fun for who". Players who do not think the things are fun will leave, which means you'll need to try to attract the players who do find those things fun. If you don't want players to monopolize the server market, the admins are the ones who are going to have to intervene and put an end to it. Otherwise, the monopoly will continue, and players who aren't part of the monopoly will most likely just leave rather than deal with it. As in an actual functioning town with players, or is this simply a concept? I am thinking the latter, since you indicated that the server has lost most all of its players. Which a concept is fine, but you will need actual players in order to make it work--players that are willing to just give their hard-won results to other players that haven't/won't put in the same effort. I could be wrong, but I do not think many players will be keen on that.
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Yeah I was thinking about that while writing up my post. I don't even think the monopoly has to be for economic reasons either. Sure, some players might create one to enrich themselves, but it's also quite likely that some will band together to monopolize a critical resource(or a fun luxury like cocoa beans) just to be jerks to everyone else. Admins might be directly involved, but they can also enable the problem just by doing nothing and letting the players do whatever. Which is fine for an anarchy server, but in that case it's important to advertise that stance up front so players know what they're getting into. The other thing that comes to mind is an incident from my RP days in World of Warcraft. The guild master of one guild that I was in was in the process of making plans to transfer the guild from one server to another. For those who don't know, this is a BIG deal because guild members don't get transferred with the guild...each member would be needing to pay real money in order to transfer their characters to the other server. In any case, the guild master hadn't breathed a word about it to anyone else in the guild, not even the officers. The only reason the plan got figured out, is I stumbled across a post on the forums where the guild master was testing the waters of the other server, and then I asked one of the officers about it. The end result was members getting understandably upset and confronting the guild master about it, who walked back the plan rather quickly. So yeah...really not a good idea to make sweeping changes to a server without consulting the players about it first. EDIT: It's also worth noting that the typical Vintage Story game requires more time commitment from a player than do other games. That's not to say that one can't play on multiple servers at once, however, given how much work it can be to make and maintain progress in VS, it's not out of the question that players will pick one server to play on and stick to that. Therefore if they only expect to be playing on one server, they're going to be a lot pickier when it comes to server quality.
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Welcome to the forums! This might be a bit harsh to lead with, but in all honesty...spelling and grammar. Neither one has to be perfect, however, good quality writing are important when it comes to making good first impressions. The more typos and grammatical mistakes that a post has, the easier it is to make the assumption that what's being advertised isn't the best quality either. Anyway, aside from that, my general two cents: Unless you've dealt with RP stuff and server moderation before, this might be a bit much to manage as a new server owner. When it comes to RP, it's best to think of it as running a TTRPG campaign: figure out what kind of setting you wish to have and story you'd like to tell, as well as decide whether you want the RP experience to be serious, or more casual. Once you've made those decisions, it's just a matter of finding like-minded players, and then make sure they get along outside of the game as well as while playing. I will also note that PvP scenarios especially are notorious for causing drama, especially when mixed with RP. It's possible to host an RP-PvP server, but you will likely need some stricter rules to keep the peace. This is fine, but it's also a big task to balance. The main thing to watch out for here, I think, is players creating monopolies and using that power to bully other players on the server. That kind of situation can quickly kill a server's reputation and population; new players won't be inclined to join if the deck is that stacked against them, and older players will leave if they're getting run over by the monopolies. The same I said above could easily be said for PvP as well. The thing to watch for is players who consolidate power and use it to force the rest of the server to play by their rules. That kind of situation is really only fun if the player in question is one of the ones wielding that power, or if they were otherwise looking for a pure anarchy experience. Overall, I think the issue you seem to have run into, is you tried to do too much at once, and didn't listen to your players' feedback or otherwise ask them for input prior to posting the pending changes. I'm also guessing that based on your initial description: That it was most likely a basic VS server experience, with no special rules or expectations other than just enjoying the game for what it is. If that's the case, that would be the experience that the players signed up for, and not RP, PvP, or intense competitive economic gameplay. As the server owner, you do have the final say in regards to what happens on the server. However, do keep in mind that if you drastically alter the server experience from what was originally set up, especially without considering how the current players feel about it, the players are understandably going to leave for greener pastures. I think it's better to start small, with a simple idea that will be easy to curate a good experience for, and then stick to that, rather than trying to do too much at once and winding up satisfying no one.
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I'm guessing probably not, but hey, one can always dream!
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You might try reinstalling the game(backup cherished worlds in a separate folder before you do this). A friend of mine had the same issue, and a fresh install fixed the problem.
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The obvious joke being that if you have no salt, you have no pickle to be left in.
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Rabbits should drop white meat, and chickens too
LadyWYT replied to TamanduaGirl's topic in Suggestions
I do agree here... But not here. For gameplay balance, bushmeat should remain on the lower end of the nutritional scale so that the player is pushed to hunt more valuable prey animals or establish livestock, and not rely on bears and wolves. -
If it's a mod you made yourself, you could try describing the issue over in the Modding section of the forums and see if anyone can help figure out a solution. If it's not a mod you made though, you'll probably want to go report the issue on the mod's page(or wherever the mod author tracks issues). One thing you might want to check, if you haven't already, is disabling all your other mods except that one and then testing on a fresh world to see if the issue persists. If the issue disappears, then it's probably interference from another mod causing the problems, and not the update.
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Come to think of it, the other block game might actually be somewhat worse in that regard, given that zombies can pick up certain items and use them.
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Pretty much. If it takes me an hour to do something in a videogame, that I can just as easily do in one hour in real life, then real life is going to take precedence since that will have tangible results that are beneficial to me. Plus I mean...there are certain processes natural to life, that are missing from the game because they don't really anything good to the gameplay. It's why one can read Lord of the Rings but not see a single potty break referenced; obviously it's business the characters need to do on the daily, but it's not something the reader needs to read about directly in order to know it happened, and it's definitely not going to be interesting to read about most of the time.
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The first thing to do is make sure one is male and one is female, as you need a proper breeding pair in this game to get baby animals. Assuming you have a breeding pair, simply wait for the female to be ready to breed, then feed her 10 portions of food and they'll get down to business. If you don't have a pair, then it's dinnertime. If they're both females you could keep them and hope for a male, or if they're both males you could kill one and hope to find some girlfriends for the other.
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I was just thinking similar.
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Make separate categories for animal and creature aggression.
LadyWYT replied to HaSharetz's topic in Suggestions
Welcome to the forums! I will note that this behavior is already present in the game, although it's not baked in to a setting. Wolves will growl to warn players away before attacking, and will occasionally run away instead of attacking as well. Bears will sometimes not attack or move away as well, although it's rare. However, I think the threshold for such behaviors is pretty small, and most players probably overstep it due to quick movements. -
In addition to weaving bonuses, I think giving Tailor some extra fancy, extra flamboyant unique clothing to craft might help give them a better niche, if an odd one. Like, landsknecht levels of fancy clothes, or possibly even some fancier versions of other class attire. As it stands currently, pretty much everything can be bought from traders or found in ruins, so aside from the tailored gambeson there's nothing really unique for Tailor to craft. How is it useful in a singleplayer game? It's not really, unless the player just wants the flavor of being a Tailor, since the player can just as easily turn off class exclusive recipes. In a multiplayer setting though, Tailor would definitely stand out a little more, as those players can produce things that players will likely want but otherwise have no way to obtain(assuming that class exclusives are turned off for classes to retain more identity).
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Welcome to the forums and the game! Prospecting can give you an idea of where to look, however, to my knowledge caving is supposed to be the more reliable way of finding salt deposits, and not so much the standard mineshaft method of extracting ore. According to the handbook, thicker sediment layers are more likely to host salt deposits, and warmer climates may contain salt buried beneath the sand of dry lake beds. However, I will also note that the times I have found salt deposits in the game have been by accident; that is, I wasn't looking for salt at the time and just stumbled across it. While finding a deposit is very useful, do keep in mind that if you are playing with lore content enabled, trading for salt is an option. Commodities and Survival Goods traders often carry it, for very reasonable prices. Trading is the usual way I acquire mine.
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It really depends on how good the player is at hunting and foraging. Assuming the player is decent at it, 125% isn't much different than 100%, and I say that as a Blackguard enthusiast. If the player struggles with finding food though, it's definitely going to be more of a slog until farms are established. Of course that's speaking in terms of singleplayer, and not multiplayer. Keeping one player fed is easy enough, but when there's another player or two to account for at mealtime with increased hunger rates, food quickly starts to become more of a concern.
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Possibly, but I think I would be more inclined to give them some sort of later game bonus related to weaving textiles, once weaving and textile industry is added to the game. In that case, it ends up a class that scales similar to Blackguard; fairly weak in the early game, but much stronger once established.
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I would say the better a player is at those three things, the easier time they will have in Vintage Story. I think what @hstone32 was trying to touch on, is that it's not unusual for players to come here from other games(the other block game being a big one in that regard), expecting to use the same strategies to succeed in VS as they do in other games, and then getting frustrated when they don't get the results they expected. Honestly, I think it's fair to say that VS will accommodate the player's specific ruleset...but in order to achieve that the player needs to be willing to fine-tune the game themselves via the in-game settings or mods, since the preset game modes may or may not be what the player is after.
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Gotta disagree here. Tailor is fine, and meant to be a challenge class when it comes to survival. Ironically, it's one of the better classes to pick for combat due to the armor bonus, and otherwise having no penalty to melee or range. Sewing and haggling don't really fit the theme of a diplomat though. Diplomats are good talkers and do make deals, yes, but they act as representatives for specific kingdoms or leaders, and aren't geared so much towards trade specifically. That's not to say they couldn't shift focus to trade deals specifically, but that's more in line with a merchant and not a diplomat. In regards to clothing...if a diplomat needs clothing, or clothing repairs, they're going to be visiting a tailor, not doing the work themselves.
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Rabbits should drop white meat, and chickens too
LadyWYT replied to TamanduaGirl's topic in Suggestions
I think the better option would be making rabbits drop bushmeat, perhaps, but overall I don't think it's a huge deal if they drop redmeat. Realistically, yes, you can starve eating nothing but rabbit since rabbit meat is so lean, however, for gameplay purposes it's not terribly confusing and probably saves a bit of resources when it comes to data and coding. Chicken makes more sense as "poultry" rather than "white meat", since poultry makes it clear that the meat in question came from fowl and not something else. And that way you don't get confusing scenarios like the one @Forks mentioned, of wondering why fish is "fish" and not listed as "white meat" as well for consistency. Basically, for gameplay logic: if it came from a terrestrial prey mammal it's redmeat or bushmeat; if it came from a bird it's poultry; if it came from a fish then it's fish.