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Everything posted by LadyWYT
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First off, welcome to the forums! The player can already do this, however, depending on the bunker design it's best to be wary anyway during a temporal storm(though the chances of something spawning indoors in a secure area are VERY low). This is already kind of a thing, in that temporal storms are one of the most consistent places to obtain Jonas parts and temporal gears, though there are other ways to obtain those things as well. Otherwise, enemies are designed mostly as an environmental hazard(as are the temporal storms themselves), and not so much as a "resource depot" for the player to exploit. Except this concept clashes with the game's emphasis on realism and natural processes, as well as the steampunk science themes. I will also note that if repelling monsters were as simple as that, storms and monsters would be no threat at all and NPCs wouldn't be living in fortifications. Getting tackled by three different high tier shivers at once makes for a pretty gnarly boss fight. Overall, I think the temporal storms are fine. The only thing I'd really be inclined to tweak is making the warnings more immersive, rather than strictly text messages. the mod Temporal Symphony does a very good job in this regard.
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Yeah, as @Diff already noted, shivers have distinct noises they make when they notice the player. Their idle noise is a weird clicking sound, unless they're having a convulsive fit(in which case they're making a raspy choking sound). When they've noticed a player, they make raspy growls or snarls.
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Actually...someone did do it! "Realistic Starvation" was the mod name, I believe, although I think it's also been defunct for a long time. I toyed with it once and the concept was interesting, however...it not only made the game way too easy, but it did not include a penalty for overeating so the ideal strategy became just eat pretty much every edible thing in front of you. The other issue was that mod did not play nicely with other mods that add food, or add drinking mechanics. Oh yeah, that's totally. One mod I forgot to mention, that you might be interested in, is this one: https://mods.vintagestory.at/tasshroombodyfat It adds a fairly simple body fat mechanic that allows you to overeat and store fat, which can be burned off later to delay starvation. Of course, I can't link that one without doing a shameless self-plug either for a mod I helped develop: https://mods.vintagestory.at/expandedstomach Expanded Stomach doesn't allow fat reserves to be burned to stave off starvation(yet...it's on the WIP list), but the mod does allow the player to adjust eating habits from vanilla and essentially just eat more, but less often. Likewise, fat reserves that are accumulated can help insulate the player from the cold, although the player does want to be careful how they balance their habits as bad ones will result in more negatives than positives.
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Echoing @Crabsoft a bit, but I think it's mostly a meme. However, I think it might also be partly because some don't understand how pineapple on pizza is actually supposed to be cooked. The pineapple is supposed to carmelize a bit, as well as be paired with toppings like Canadian bacon--basically ham and pineapple but in pizza form(and I don't recall anyone complaining about putting pineapple on baked ham). It's probably also a cultural thing too, in that the concept of "pizza" is fairly well-known across the world, but different regions have different opinions on exactly what constitutes the proper pizza topping. But if we had pizza in VS I would totally be putting pineapple on it.
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First off, welcome to the forums, and the game! While this is true in real life, it doesn't translate well to videogames. One of the primary challenges of Vintage Story is securing a food supply. It's not an especially difficult challenge, per say, but it can easily become a problem if one gets too complacent, and it's not uncommon to read forum stories about players starving to death. However, if the player could go three weeks without food before having to worry about death, they're not going to have any incentive to store food for the winter, or invest in farms, or really do anything aside from forage the occasional berry bush or hunt the occasional animal. There could be a stacking debuff, however, the drawback to that is that the player could easily find themselves weakened to the point of no recovery(a very slow inevitable death), or the debuff gets reset on death so it's just an annoyance and not a challenge. Right, but I daresay the main reason that there's not been a thirst mechanic implemented outside of mods, is that level of micromanagement might be more than what the average player wants to track while having fun in the game. And a mechanic that integral to standard survival probably shouldn't just have a toggle in the settings, if it were added. If a player stays out too long in the cold, they will start to take freezing damage, and will eventually die if they don't either seek shelter or build a fire(ideally, both). Currently, there is no penalty for extreme heat; it may or may not be added to the game later. The issue here is that if one goes unconscious while underwater, they probably aren't going to survive very long at all since they're no longer in control of their faculties. At the end of the day, it's still a videogame, and while it's more uncompromising than most other titles when it comes to mistakes, there are some compromises made in order to keep it a fun game for a wide range of players. I'm not sure which difficulty you started on, but assuming it was one of the easier ones then you might try out the Wilderness Survival preset, or Homo Sapiens if you don't want the lore content. Aside from that, there are many different settings you can tweak at world creation(or after, via console commands). Hunger rate can be decreased, if you don't wish it to drain quite so fast. Oxygen can be increased so that you can stay underwater for a longer time. Cold tolerance can be increased or decreased--by default the player's cold tolerance is 0 C so the weather will have to basically be freezing before the player will start to get cold. Mods can further alter the game, and are especially useful for tweaking areas of gameplay that the vanilla settings just don't cover. For a thirst mechanic, you might check out Hydrate or Diedrate(which adds some soft heat challenge as well), and for a harder time in the cold you might try Brain Freeze. https://mods.vintagestory.at/hydrateordiedrate https://mods.vintagestory.at/brainfreeze
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Are you saying that because a certain character of mine keeps breaking his lanterns in my stories? It was a joke about players dropping their items on death.
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You might enjoy this mod: https://mods.vintagestory.at/radialcrafting I think it's both. I prefer the more "hands on" approach of putting things in the grid myself, however, clicking a button on the recipe page to put the ingredients into the grid would be a great accessibility feature.
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OBJECTION! It needs buffing, because they can't use all the cool loot that drops from the monsters they kill! Oh...oh wait, not that kind of drifter loot...
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Game didn't quite live up to "Uncompromising Wilderness Survival"
LadyWYT replied to jerjerje's topic in Discussion
I'm inclined to agree, but my observational experience suggests otherwise. I think it depends more heavily on the mentality of the player involved. I somewhat agree here, however, I think it's better to just offer the players more options, instead of presenting them two things that are absolutely critical to do and then only allowing them to pick one. Spending too much time on one particular task makes it become rather boring, whereas being able to have a choice of several to switch between helps keeps gameplay fresh and interesting. The player can simply switch to another project easily when they get bored with the current, and while it may slow their progress a bit they'll still be having fun and making progress. Yeah pretty much. As stated above, I don't think the answer is forcing the player to tend their farm or else lose out on any kind of decent harvest. It's better to give them plenty of other things to get distracted by, so that while farming itself might be "easy" the player can also just as easily get too distracted by other things to do well at farming that season(like planting crops too late for them to mature before frost). Honestly, if crops are taking 20-40 real life hours to grow to maturity even without mob/disease/blight interference...I'm probably not going to be playing Vintage Story at all and will go play something else instead. That's a lot of time to invest just for ONE crop harvest. It's also worth noting that the current design plan for VS seems to be that the main story(or maybe it's just progressing through the tech tree) will take around 100 hours of gameplay to complete. If half of that play time is chewed up just by farming, then it seems like the time requirements for other gameplay loops would have to be increased as well to keep things balanced. Which I don't think would be healthy for the game long-term. While I do think VS is a game better suited to a slower style of play, I also think the vanilla game should be flexible enough that a player could speed up their progress quite a bit, provided they have the knowledge and focus to do so. -
I'll second this, as it was something I was going to write too. Otherwise: Temporal storms are a well-balanced challenge in terms of both gameplay and lore, with good customization options. The only design tweak that's needed is more immersive warnings. Temporal stability is also a well-balanced challenge for both gameplay and lore, with decent customization options. Requiring a temporal gear to reset one's spawn, rather than a bed, is a great design choice. It makes sense from a lore standpoint, is more interesting than a bed, and balances a game mechanic that is very powerful.
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I'm guessing it's probably just some good RNG in this case.
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Trap a bunch in a small room with a glass ceiling. While standing on the ceiling, plunk down a resonator and play your favorite tuning cylinder for an awesome rave party. If you replace the floor of this arena with something frozen then you can also have the amazing show "Bowtorn on Ice".
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Welcome to the forums! You will need a quern, yes, but a copper chisel can be used to craft the quern, and a copper chisel can be forged on a copper anvil with a copper hammer. The forge only requires cobblestone to craft. You don't actually need fireclay until you get to iron working, steel refining, glass smelting, and baking things other than charred bread. Once you have a quern, you simply use it to grind calcined flint chunks into powdered calcined flint. That powder can then be mixed with red clay or blue clay to make fire clay(one unit of powder will make eight units of fire clay). To get calcined flint chunks, you will have to cook regular flint at a very high temperature in a firepit.
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In that case, maybe tweak the code so that the bee particles aren't blocked by leaves.
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Might I introduce you to this mod? https://mods.vintagestory.at/show/mod/25902 Very fun mod that adds this function, as well as other goodies to play with. There's also this mod as well: https://mods.vintagestory.at/ancienttools It adds an alternate leatherworking process based on Native American techniques, as well as several other useful little things. Pretty much. I've had a couple of maps that were missing a key resource for the late game, like borax or bauxite. It doesn't happen very often, but when it does I usually figure out a workaround involving stuff I don't typically use(like seashells and linen sacks). I'll also tend to go start the main story around that time as well, rather than keep looking for the missing material. Given how farflung the locations tend to be, there's a decent chance I'll find a lead on the material while charting a course to the story location.
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In fairness, quitting the game and doing something else for a while is sometimes the best option. It's a lot more difficult to think clearly when one is frustrated, which leads to the player making more mistakes than they normally would. Taking a break to go eat a meal, watch a movie, play another game, etc. gives the player time to decompress and come back to VS with a clear mind when they're ready. Just...don't ragequit immediately after dying--wait until you've retrieved your stuff, if it's stuff you care about. Doesn't matter if you do it legit or use some console commands to get it back, but if you log out before retrieving it, it WILL be gone when you return.
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This is the way. Welcome to the forums! I do somewhat disagree here, as I stumble across bees quite regularly and I don't think making them even more common is the answer. However, I do agree that it would be nice to have more bee particles in a wider range around the nest so players can have a good visual indicator instead of relying mostly on sound. I don't think the range even needs to be very big--something like bee particles in a five block radius from the nest should be sufficient.
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Jumping back here, but regarding the Tower, I can't help but wonder if Tobias's efforts were the reason it blew up, or whether it's actually the result of the player's tampering when they jump backward in time. The player can loot some of the chests in the past, and while that itself might be unintended part of the puzzle does require the player to mess with some things in the past in order to unlock the door in the present. I'm guessing that Tobias's plan was risky to start with and like I said before, he probably already knew about and accepted the consequences of such actions. However, I can't help but wonder if the player didn't potentially play a role in it by stealing his notes or disturbing tools and materials from where they should be in the past. A butterfly effect, if you will.
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Or wall a "friend" into the wine cellar, I suppose.
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I do agree that it would be really cool and open up a lot of options. However, I'm not sure how feasible it is to actually code, or how many system resources it would take to render a plethora of smooth surfaces like that. Lower end hardware might struggle quite a lot. Yeah, this too. I'm also thinking that while it's a neat idea, it's ultimately going to clash horribly with the game's artstyle. While there are some very detailed models, everything adheres to a blocky aesthetic. Smooth curves like this will look horribly out of place.
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Written guides (not video) on how to make leather?
LadyWYT replied to Haltingpoint's topic in Questions
Technically you just need one barrel, but the process works best if you have three(I prefer six so I can transfer leftover liquid to three of them for later use). One is for the limewater or diluted borax, one is for the weak tannin, and one is for the strong tannin. 1. Fill each barrel completely with water(50L). 2. On the first barrel, add 50 lime to create limewater, or 20 powdered borax to create diluted borax. It doesn't matter which one of these options you pick, you will just need one of them to process raw hides into scraped hides. 3. On the second and third barrels, add 5 oak logs each to create weak tannin. Once the weak tannin is created, add 5 more oak logs to the third barrel to create strong tannin. Make sure the oak logs still have their bark, as stripped logs will not work. 4. Once you're ready to process your hides into leather, stick the raw hides into the limewater/diluted borax solution to turn them into soaked hides after they have soaked in the solution for the appropriate amount of time. Place the soaked hides into the crafting grid with a knife to process them into scraped hides. 5. Stick the scraped hides into the weak tannin solution and let them soak for the appropriate time to turn them into prepared hides. 6. Stick prepared hides into the strong tannin solution and let them soak for the appropriate time to turn them into leather. That is the basic leatherworking process. Do keep in mind that sealing things into barrels does take time, so it's possible to take care of multiple steps at once in some cases(like making tannins while waiting for raw hides to soak in the limewater). Likewise, if the barrel doesn't have the appropriate item ratios, it won't give you an output text or let you seal it. If the ratios are correct though, the barrel will list the output of the item combination, as well as the sealing time required, and will allow you to seal the barrel once you click the seal button. -
Maybe? It depends on the mods you have. The fastest way to check is disable your mods and test the same scenario on a test world to see whether or not you can seal the barrels(if you can then it was a mod issue). However, before messing with your modlist, the first thing I would check here is to make sure that you have the correct item ratios in the barrel. If you do, the barrel text will tell you what the barrel's output will be after the required time of sealing. If there's no output text though, the item ratios are wrong and you won't be able to seal the barrel no matter how many times you click the seal button. For full barrels of water(50L), it should be 20 borax powder(not the solid chunks) to make 50 L of diluted borax, or 5 oak logs(the full unstripped logs) to make 50L of weak tannin.
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Fishing in a 3d videogame not built around fishing
LadyWYT replied to Venusgate's topic in Discussion
I don't know about that. Fishing rods aren't really a complicated concept--all one needs is a hook, a string, and a flexible stick. Fishing rods with reels seem to be a more modern concept, but just the basic rod itself goes back to ancient times. http://www.fishingmuseum.org.uk/rods_overview.html Which is fair, and I do think at least some of those options should be available in the game in addition to a fishing rod. I think the idea could be taken further by making different methods preferable for catching specific types of fish/aquatic life(like a crayfish pot if you want crayfish). That not only helps Vintage Story fishing stand out from other titles, but also gives the player a range of options to use, as well as reasons to vary their fishing strategy instead of sticking to just one. -
Fishing in a 3d videogame not built around fishing
LadyWYT replied to Venusgate's topic in Discussion
I know I mentioned noodling a while back mostly as a joke, BUT...if it was actually implemented as a way to fish I don't think this would be a downside. On the contrary, it makes picking Blackguard and messing around with the local wildlife a lot more interesting! This sounds like a good compromise. I'd like to see the visible fish be actually caught, which also means I'd like to see a lot more fish populating the water as what we have right now is just...sad. That being said, I do think that a "random catch" pool with a lower catch chance also makes sense to include, so that fishing is still viable even if the player can't see any fish. I'm not sure how feasible it would be to include in the code, but perhaps a check for the size of the water body being fished in? That way the player cannot just bucket a puddle of water into their house and get free food from that(which is easily done in the other block game). -
Considering I'm generally against mechanics like blight and weeds, that's saying quite a lot. However, the idea isn't really mine either. @MattyK suggested it first here, and the most I did was just tweak the concept a bit while mulling it over. I don't it really stops hyperoptimizing, as much as it just does shifts the meta on that to something else. I think the more accurate way to describe it is that it's a system that allows the player to hyperfocus on a specific crop(like flax or turnips) for a short time(a couple of plantings or so), but can't be relied on long term as it quickly leads to diminishing returns. Of course, the player could probably get around the mechanic by just making new farms or replacing the dirt. However, I'm not sure that's really a problem, as both of those options require a fair amount of time and effort invested. New farms take up space that could be used for other things, and nearby dirt sources eventually run out. I think it's also worth noting that while both options are technically viable for beating the game now, the "game" to beat is only two chapters thus far. It's quite easy to beat them within an in-game year or two. Once more story content is added, as well as other gameplay content in general, I expect the average game world to last a few in-game years instead of just one or two, which makes cheap tactics like replacing dirt less viable.