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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums! In addition to what @Blaiyze said, I'll also note that if you are using mods those can sometimes contribute to performance issues as well. I don't know if that's a factor here or not. Other things to check are graphics drivers, background programs, making sure the correct graphics card is being used for the game, etc. Playing around with the game's graphical settings can also help, since custom settings can get switched back to defaults on fresh installs.
  2. Using a bowl will allow you to retrieve the glue from the pot, if it hasn't solidified yet. You should be able to apply the glue to broken objects after that. If the glue is solidified the pot can be reheated to make the glue a usable liquid again. Yeah, this part is counterintuitive, but the devs seem to be looking into that behavior so the cookpot can be improved in the future. For now though, trying to pick up cookpots containing uncooked meals/non-meal contents will empty the contents.
  3. I don't know that they're rarer, persay. I think it's more that their spawn pattern is a little more irregular now, and the little outposts don't stand out quite as much as the wagons. So far, the distance between traders seems roughly the same, but I've also found several instances where there'd be 2-3 traders within a short stroll of each other, and other instances of a relatively large swath of wilderness with not a soul to be found. I will note that while Survival Goods/Commodities traders often have lime/salt for sale, it's not all the time either. Sometimes they need a week or two to "get the shipment in", so to speak.
  4. You would be surprised at what can break when trying to code even the most minor things.
  5. Welcome to the game and forums! Navigate to your VintagestoryData folder--this is where your game saves and mods and everything is stored. There will be a folder labeled Playerdata within. Open that folder and look for the playersbanned.json file. All you have to do from there, I think, is open that file, remove your name from the list, and you should be able to rejoin your world.
  6. Speaking from experience, but it really does help. I don't like to block users unless I absolutely have to, since I like seeing multiple different views and whatnot, but sometimes it's the best option for the long-term. Yeah, having the Ignore feature be easier to use would probably help smooth some things out. I know that user signatures can be hidden by simply clicking on them and choosing "Ignore", but to ignore the user fully you have to go to your profile and manually add their name to the list. I wouldn't be surprised if the feature gets overlooked by many for that reason.
  7. I think if you add a roof, it would look very good with a light-colored trim. But otherwise I think the design works well with or without. If you leave the roof off then you may or may not consider adding lightning rods to the tops of the columns in order to attract lightning to the structure.
  8. Speaking purely from my perspective, but I recall your comments being fine. We don't always agree on stuff but the discussion are usually pleasantly productive. When it comes to this kind of thing Broccoli already covered what grinds my gears about certain situations: Basically I don't mind if someone disagrees--it's more the matter of "how". If something is bad, I want to know the reasoning as to the why, because then a discussion can be had over what the issue is and how it could be fixed. If it's just personal opinion that's also fine, but it's also just that: personal opinion. I also get the impression that sometimes users see mod suggestions, or the statement "It would be great as a mod, but not for the vanilla game" and end up taking such as an insult, when that's often not the case. In many cases the idea is cool but doesn't really fit with the vanilla game for whatever reason, so making it into a mod instead would still allow players to play with that mechanic if they choose, without changing the entire game experience for everyone else. Likewise sometimes the idea is cool and would be a good fit for the vanilla game, but the infrastructure to support it just isn't in the game yet, so in the meantime there's usually a mod or two that will cover that option until it gets added to the game(if it does). In any case, when a lot of criticism seems to be lacking solid reasoning to support it and seems primarily rooted in emotion instead, it can get difficult to keep track of who's actually trying to have a discussion versus who's arguing in bad faith. So much this.
  9. This is what I would rather see, personally; more lore tying the classes into the world, whether that's via the class's history, actions they can take toward NPCs, or reactions they get from NPCs. Class-exclusive items are nice to have in multiplayer, but also seem to be a bit of a divisive quality in the community. Traits, I think, are mostly fine as-is, since they provide a nice bonus and some flavor without making any class unviable for singleplayer. That being said, I also agree that there is room for some tweaks. Blackguard, I think, could stand to struggle a bit more in the early game, though I think that's better handled by making animals run away faster when the player gets too close. The recent change to animal behavior was okay, but...I can still chase down most boars and otherwise provoke melee fights with rams and things and kill the target before it can run. Some of that is experience, yes, but it's not terribly hard to do, I feel. Malefactor I'd like to see have some bonus to traps, if not an exclusive trap item. They're very strong in the early game and weaken toward the late game, which is fine, and while they certainly aren't built for combat it would be nice to see them have a couple of more passive options. Tailor I think is fine as a challenge class, though I also think it could benefit from some sort of "manners" bonus to get better deals/more positive reactions from NPCs, or perhaps start the game with clothes in better condition and have clothing degrade much slower over time. Hunter is a strong class, but I think that is somewhat okay. That being said, I do suspect that it tends to be an "instant pick" for many players, since it has good bonuses that remain relevant throughout the game, with negligible drawback. I'm not really sure how to tweak the class though without changing the class's flavor too much or creating overlap with other classes. Maybe remove the HP penalty from Malefactor(in exchange for some other penalty) and apply it to Hunter instead? Albeit with a different name, because archers tend not to be either weak or frail(it takes a lot of strength to shoot a bow). However, it's not unusual for ranged characters to be balanced by making them a bit squishy, so it could let Hunter remain a strong class while giving enough penalty for a player to pause and consider if they really want to struggle that much when they get into melee. As for removing the HP penalty from Malefactor, it would make the class a little stronger for late game fights, without removing the class's identity as the sneaky scavenger sort. Clockmaker...I don't think there's really much to adjust here until more Jonas tech options are added to the game. It's a weird class that mainly suffers from being made to handle clockwork machinery, but without any clockwork to actually handle. The locust pet is tricky to balance, since if it's too weak then it's useless but if it's too strong then the Clockmaker can easily outclass everyone else. On the Hunter and Clockmaker movement speed bonus--I don't really want to just up and remove it, however, it does cause a rather goofy problem in relation to Blackguard. You'd think Blackguards would be the fastest ones in armor thanks to their trait that lessens the movement penalty for wearing armor, however, this isn't the case. Clockmaker and Hunter will always be faster except in the case of plate armor, in which case they're evenly matched with Blackguard. I don't think Blackguard should be buffed because it's already strong enough, however...maybe instead of the changes I listed above for Clockmaker/Hunter, the movement bonus could only be applied when they are unarmored. That way the classes retain the useful speed for working around base and scouting the wilds, but they'll have to take a risk if they want to rely on that speed in combat.
  10. It could just be the forum style. While the VS forums don't really seem to have a rule for or against necroing threads, the old WoW forums did have rules against necroing. While that did mean repeats of certain subjects, it also made it a little easier(at least, in my opinion) to tell which threads were fresh(and thus, populated by users known to be active) and which were stale(in which case the prior thread participants may or may not even be around any longer). I just use it for talking to friends and that's it. One of the main strikes against Discord is that while Anego's moderators are very fair(from what I've seen), if someone decides they really don't like you then they're going to bypass Anego moderation and report you straight to Discord. In which case, you're going to be at the mercy of Discord mods and not Anego Studios.
  11. I would say it's more that berry bushes are the only crop right now that really requires additional care after planting, but even then it's not that much care in terms of gameplay. I've not exhaustively researched IRL berry cultivation, but from what I can tell annual fertilizing and pruning both seem to general requirements for getting the best crop out of a cultivated bushes. That's also where I get a little irked about arguments like "it should have been pruning rather than fertilizer!" as the suggestion isn't really changing the mechanic at all, but just switching one kind of annual maintenance for another. Reading through the handbook a bit more, it seems like the average time it takes for a bush to drop from bountiful to barren is about two years of continual harvest with absolutely no care, which is pretty generous. By "harvest" I'm not sure if that just means the nutrients are used and the health check done when the berries are ripe, or whether the player(or appropriate creature) actually has to harvest the bush themselves in order for it to count. If the latter, that probably gives even more of a grace period. Overall I'm not against pruning, but I would rather keep the fertilizer requirement for basic maintenance(because having something useful to do with all my bonemeal is nice), and have pruning function as a way to give cuttings the "Heavy Bearer" trait. That way, the basic maintenance remains rather easy, while giving the player an option to turn mediocre cuttings into some great plants. Yeah after further thought I agree on these points. I still don't hate the mechanic as it is, but those things could probably be cut without issue. For long-term benefits, making higher fertility soil grow the bushes faster, like it does for other crops, would be a better change, I think, since then the player has a clear incentive to use the best dirt, but is still going to be okay if they just work with whatever they have. I still disagree here. In my experience, wild bushes seem to be about 50/50 on whether they will have traits or remain plain. Of the bushes that have traits, it seems to be about a 50/50 split on whether those traits will be good or bad. The traits that affect harvest speed are neutral, in my opinion, since while it's useful to harvest faster it doesn't really hurt the player to harvest slightly slower either. Same goes for the trait that affects the ripeness duration--I don't quite understand if that one means the fruit rots on the bush more/less quickly, or if it means that it ripens faster/slower. But in either case, it's an effect that is probably minor given that most players will probably be harvesting the fruit as soon as it's ripe. The traits that affect nutrient use and yield are the main ones to be concerned with, in my opinion. Taking a cutting from a bush that uses up more nutrients probably isn't the worst thing ever, but it's probably not ideal for the long term. Likewise, having several bushes with the trait for better yields is going to allow the player to get a bigger harvest in a smaller space--the key here being that the player will need to cultivate several bushes with that trait for it to be useful. The bushes with lower yields are best left alone. My current strategy regarding the traits is looking for bushes that have the "Heavy Bearer" trait and taking cuttings from those when possible, and otherwise just getting cuttings from plain bushes or bushes with neutral traits to serve as a basic starter patch while I get the really good bushes going. It's a nice little long-term goal to have. I mean if berry bushes did that, I'd be more inclined to play with lightning fires turned on. One other factor I didn't consider is that some of the pushback to the changes might be coming from the angle of the maintenance requirement in relation to large servers, since time is constantly passing and whatnot. To be fair, that is a valid concern, but I don't think it should be addressed by simplifying the game experience for singleplayer/small servers just to address a problem that's specific to large servers. I think it's better handled by including more options for servers in general, or perhaps just making the nutrient/bush health check happen only when the player harvests the bush, rather than when the fruit itself ripens. In the case of the latter, the player would then only need to perform maintenance when they've benefited from the bush, rather than needing to maintain the bush regardless of whether they actually harvested the berries or let them rot on plant. I don't know that I'm a fan of the idea, but I'm not against more nuance getting added to the cultivation of specific species. It is, however, the kind of change that I think is better done later, rather than something attempted all at once.
  12. I wouldn't mind it, but I think it would also mean the other machinery would need a similar update in order to keep it consistent. Otherwise it'll look a little odd if the waterwheel is maple-colored while all the axles and whatnot are oak. Adding wood variants for every piece of machinery though sounds like it could be rather frustrating when it comes to building machines, because then the player ends up with parts that don't stack and mismatched colors. Thus I'm more inclined to keep the machinery as simple oak textures.
  13. So much this too. Just my general observations here, but I think in terms of the forums this factor can be especially harsh to newer members. First impressions really are everything and positive first impressions often get overlooked, I think, because most newcomers tend to be pretty chill and fun to interact with, but unless they become a regular face they fade into the crowd quite easily. In contrast, some of them come in swinging at practically everything and everyone, in which case everyone else(whether new, veteran, or lurker, doesn't matter) absolutely will make a note of that and take such memories into account for future interactions, both with those particular individuals and other new arrivals that may not have the same personality but may display some similar behaviors.
  14. It still feels a bit harsh to me, really. I'd settle for just making the player swim slower when wearing armor, as well as be able to sink faster but surface slower. That way the player still has a fighting chance of survival if they happen to fall in, but can also drown more easily if they decide to go swimming around in a full suit of plate. As far as penalizing the player for carrying more than one bag, I think the limited inventory of VS is already enough to manage.
  15. I would appreciate this. Not that panning is ever going to be an exciting activity(nor does it really need to be), but I do think it would be more interesting to go out into the world looking for prime panning spots rather than cart everything back to base to pan in a puddle. Plus to my knowledge panning in rivers was oftentimes how prospectors found gold back in the olden days.
  16. It's not as bad as it sounds. It just means you might want to only equip it in situations that feel threatening, or you're otherwise expecting to get into a fight. That way you don't burn through as much food, or otherwise have your offhand slot free for holding a lantern. For cave exploration, I prefer a lantern myself, but it's not a bad idea to bring a stack of torches(or oil lamps, if you want to craft them) and place them as you explore. That way you'll have some light while still being able to have your shield equipped.
  17. Ancient Tools is what I usually use as an alternative, as I really like some of the things that mod adds. However, I also think that the way Ancient Tools handles things makes leatherworking a little too easy. The player will still need barrels in order to soak scraped hides, so leatherworking is still locked behind the saw(which I do think is fine!). However, it's possible to skip lime/borax entirely by simply soaking hides in water for a day, which isn't really ideal in my opinion. Bloom and Lather(aka the soap mod) adds a better option, I think, in that the player can wood ash as a solution to get scraped hides instead, rather than having to rely on borax or lime. It takes quite a bit of wood ash though, and to get the wood ash the player needs to "cook" full logs in a firepit. Thus it makes for a good alternative that is inefficient, but useful if lime and borax are being a bit hard to come by.
  18. Could be. My perspective is probably rooted somewhere between the American South and the Midwest.
  19. I don't know that it will stop 100% of incoming damage, but it should mitigate enough to make dealing with them easier. It's not something the player will want to have equipped all the time due to the 20% hunger penalty that holding items in the offhand incurs, but it's not a bad option for early defense.
  20. I voted "Yes" on each question, but wanted to explain my reasoning as to the "why". Every so often the forums go through their own equivalent of a temporal storm, in a sense, and get a little dramatic for a while before chilling back out. It tends to happen most often when an update drops, since updates bring with them many changes and players are, understandably, going to have varying opinions on those reactions. It's also likely to happen when more divisive areas of the game come up in discussion, like combat or temporal storms. That's not to say those discussions shouldn't happen--indeed they should because that's how the good ideas get brainstormed, oftentimes. However, that doesn't mean such discussions are always going to be the most fun, so to speak. Also keep in mind that as the game continues to grow, there's going to be new arrivals to the community, both good and bad. I think maybe the best litmus test for the overall health of the forums is to look at what happens when a new player arrives, or a player is otherwise asking for help. Generally, the community, both veterans and newer arrivals, will show up with warm welcomes and a friendly variety of advice and jokes/stories about various game experiences. Same. I've had similar concerns, however, it's not just the devs I'm concerned about; it's also newer players, or those otherwise considering whether or not to give Vintage Story a try. Not everything needs to be sunshine and roses 24/7, but if I saw a game's community constantly trashing the game then I'd be more inclined to give the game a hard pass. It's also why I try to be very careful when giving advice to new players, and recommend trying the game on Standard difficulty first, while also making a note of Exploration difficulty and other settings they can change if they find Standard to be a little too difficult for fun learning. That is, I try to make sure they're aware they have options to make the experience easier if they wish, rather than try to push them to play the game in a very specific fashion(for example, making them aware that there's an option to disable temporal storms and temporal mechanics if they decide they don't like those mechanics, rather than telling them to immediately disable those things). I think part of it is also we sometimes forget to explain the reasoning behind some opinions and ideas. To try to use sticks as an example: stick-crafting is not an uncommon request in the Suggestions part of the forums. Oftentimes it gets brushed off with "We don't need stick crafting because sticks are easy enough to gather with shears"(which is the stance I take, by the way). However, on a large multiplayer server, sticks can be a real issue due to spawn getting picked clean, which may also include all the bushes getting sheared and trees getting cut down without getting replanted. In that context, adding some way to craft sticks makes a lot more sense, but it's not necessarily the kind of problem most players will be aware of since most probably don't play on large multiplayer servers. This too. My own strategies will absolutely be changing in 1.22, and I don't think that's a bad thing. It's also something I'm going to consider when offering advice as well, as while there are strategies that are better than others, the game is quite flexible and the most optimal strategy by the numbers isn't necessarily the most fun.
  21. Welcome to the forums and game! Which version are you playing on? It's a known bug for 1.22.0-rc1. https://github.com/anegostudios/VintageStory-Issues/issues/8571
  22. I want to say that the main difference between jelly, jam, and preserves is that jelly is just the preserved juice--no fruit bits. Jam will have bits of mushed fruit and seeds in it, depending on what it was made from, so it's somewhat of an in-between of jelly and preserves. Preserves is very chunky and not really meant to be quite as spreadable as jelly or jam. At least, that's my understanding of it. To put it another way, if peach is the flavoring then: 1. Peach jelly will taste like peaches but won't have any bits of the fruit in it. 2. Peach jam will taste like peaches and have a thicker texture than peach jelly due to having actual bits of fruit in it, but won't be all that chunky. 3. Peach preserves will taste like peaches and be very chunky due to containing chunks/whole slices of the fruit in question.
  23. Sometimes the fish are pretty hard to see, but in any case if it's a decent-size pond it's usually worth fishing in even if you see no fish. Generally it doesn't take fish very long to bite a baited hook, if the area hasn't been overfished. I say "generally" because I've had it take a while to get a bite sometimes despite the area not being overfished. In that case I usually just reel in and re-cast, sometimes in a different spot, and have better luck. Sometimes the slow bite times can be due to the bait attracting a fish that is elsewhere in the lake/pond and is having trouble reaching the bait. If there's no fish in the lake/pond you won't see anything swim toward the line. You'll just see the bobber bob when there's a bite.
  24. Don't forget that Commodities and Survival Goods traders often have lime for sale. It's a good workaround if you have lore content enabled and a few rusty gears lying around.
  25. Welcome to the forums! If you're talking about the cave-in mechanic, it's enabled by default for Wilderness Survival only. It may become the default for Standard and Homo Sapiens someday as well, but I'd wager the reason it's not the default right now is that the Standard game difficulty isn't intended to be that hard, and it's not a mechanic that average player will necessarily enjoy.
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