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Everything posted by LadyWYT
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True. Too many disadvantages and then we're right back to square one. That's one of my thoughts on it, yeah. Although I'd rather have a good burst of initial damage and then a bit more damage over the next few seconds, provided it's an entity that actually burns. The main drawback I see is potentially setting your own stuff on fire, however, the better option might be just reducing the drop chances of burned corpses. That way it's still a solid option for players to use when dealing with groups of enemies(without constantly starting fires!), but not to the extent that it can be used to farm them easily. In regards to the firestarter side effect, I think that might be something that could possibly be added later, after there's a good way to put out fires. I like your thinking! I finally tried the beenades the other day. A little underwhelming for what I was hoping for, but still fun to use. The problem is they aren't craftable so when I find them I end up not ever using them because it's difficult to get more.
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Given the wonky nature of temporal stuff, that could actually be a canon lore thing
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The only use I'm aware of for aqua vitae currently is high tier bandages, but the drawback is that the alcohol evaporates too quickly for those to be useful for anything other than a quick remedy at home. And even that utility is heavily overshadowed by the fact you can get the same job done faster with the cheaper bandages, for a lot fewer resources. However, given that aqua vitae is a very strong alcohol, it would be cool if we could fill a jug up with it, and then stick a fuse in said jug(such as a piece of twine or strip of linen) to create a firebomb to use on drifters and other enemies. I think this would be a fun, albeit dangerous, weapon for later in the game that would also provide a good incentive for players to actually brew aqua vitae. The materials aren't so expensive either that it becomes not worth crafting, or unattractive to use when actually needed(which can happen with expensive items). In regards to balance, its strength is also its biggest weakness. It explodes in an area and sets targets on fire, thus doing damage up front and an additional amount over time. The issue with a fiery explosion though is that it also tends to set things other than the intended targets on fire as well. So this wouldn't be a good weapon choice to use when fighting with melee-focused allies. Likewise, it's also not the best choice to use around a lot of flammable things(like trees, grass, or a thatch roof!) Rain is also going to put a literal damper on this weapon as well. I think the most optimal scenario for a firebomb is likely underground when dealing with more than one or two drifters. It could also be handy during temporal storms, with the risk of setting some other stuff on fire if you are above ground. As far as throwing it...maybe you'd need to hold a torch in your offhand in order to light the fuse, and then have a set amount of time to throw it? It could also just be a throwable object, no lighting required, but I feel the fuse lighting might be a bit more engaging and allow players to fiddle with the throw timing to pull off some potentially crazy stunts.
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And now I know what to name a tavern once I manage to get one built.
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That would work, though I still wonder if it wouldn't prove too tedious to deal with. Maybe heating the parts and hammering them together on the anvil in order to properly fuse them, similar to what you have to do to get an iron anvil? It still demand more effort than just popping a couple things in the crafting grid, but might be more satisfying for the player(because smacking things in the forge is fun!). Satisfying enough that players won't mind the extra step for a better tool, instead of just crafting the cheaper option simply because it's less hassle.
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I forgot about that. That pricing though is why there's not a lot I really bother selling to traders! That being said, it does make sense to have the dirt cheap sell prices for the player, and high prices on the stuff you buy. It keeps the currency balanced. Yes please! The general impression I get is that the demeanor of humans towards seraphs is mostly neutral--they don't really seem to know what to make of them. Given the "Ghosts" short story though, I'd say the disposition tips a little more towards antagonistic, in that they may view the seraphs as a bit addled or inept. The other idea I have on tools though...I'm not sure how it would work, but if there was a difference between the rope binding and a proper joint. The rope binding could be the result of just slapping the tool head on a stick in the crafting grid--quick, effective, but maybe the tool has a lower overall durability due to shoddy construction. A better tool binding could require its own separate forging, or some other resource cost to make them a bit more expensive to make than the cruder tool versions, but more durable as a result. It seems like it might be too convoluted though, and would probably result in most players just sticking to the tool version that is easier to craft. In regards to fancy tools though--maybe traders could buy them occasionally for a much better price than other goods typically go for? Currently, selling gems to the artisan traders is a good way to make 10+ gears per item sold, so it seems like a "masterwork" steel tool could easily sell for a little more. It also would give players another option to make a lot of money quickly, provided they have precious metal to spare.
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It would be nice. In the meantime, there is this mod: https://mods.vintagestory.at/show/mod/5060 What I generally end up doing is building a small cobblestone shed to put a handful of dedicated pit kilns in, and then just using those whenever I need pottery. The roof keeps them dry, and since the floor is stone/packed dirt there's nothing nearby to start unintentional fires. The dedicated structure also looks nicer than just a dirt hole.
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I did, yeah. It's been running smoothly since the chipset update The reason that the chipset driver got missed is that I thought the most recent version wasn't installing, so I went with a slightly older version first. Turns out it was actually installing; it was just slow due to being on an HDD and not an SSD.
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I almost replied to this in the wrong thread. Whoops! I didn't know fiddleheads were edible, but it'd certainly make for a nice forage option in the Cool climate zones. Maybe offering something like 40 vegetable saturation? Not so much that it lessens the survival difficulty for those areas, but not so little that it's not worth gathering either. And the vegetable nutrition bar is currently quite difficult to fill in that area as well, so it's not a pure emergency food like the cattail roots are.
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I'm guessing this will probably be added to the game at some future point(maybe even next update?), as I can't really think of a reason not to. In regards to the lens...I'm not really sure how that would be craftable aside from it should require the smelted clear glass and not the basic quartz glass. So it would be gated behind a pulverizer for sure, but still attainable by the mid-game. Alternatively, it could be an item that isn't craftable, and has to be purchased from a trader(treasure hunter/survival/commodities) or otherwise found in a loot chest. The reasoning for this is that the technology and skills required to craft lenses like that perhaps have been lost to history, similar to Jonas tech requiring parts that need to be found rather than crafted. On the other hand, we could have a basic spyglass that has a moderate zoom, and then a new piece of Jonas tech that offers a much better zoom. Another critical difference between the two could be that the spyglass will require an inventory slot if you intend to carry it around and use it, whereas a Jonas device could be worn on the head like the night vision mask(and thus save the inventory space as well as not be lost on death).
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This is true. One thing I kinda wish though, is that given drifters seem to revere Jonas stuff--have there be some interaction with temporal gears. I don't know what drifters would do with them, and I don't know why you'd do this, but if you could hand/throw one a gear...maybe it would just make the drifter go away to hide its new shiny? Or it could start a fight over who gets it, in the case of multiple drifters. It'd pretty much be a waste of a rare item, but late in the game after the player has collected several...instant entertainment!
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Hmmmmm, I do like it, but at the same time, I'd rather reuse one model for the picks and just swap the textures, provided that it means more time/resources spent on something else(like more weapons). Granted, the space saved in the files by recycling one model might be negligible in the grand scheme of things, but resources are resources. I think if I were to go that route though, I'd want all the picks to use a model with a proper handle rather than rope binding. I'll go a different route here. What if, instead of sturdier construction, we got new actual fancy picks, similar to what we can do with the steel falx blades? Plate them with gold or silver for that extra snazzy look(and/or socket with gems should the capability be added later). What does it do? Absolutely nothing except make the weapon look fancy. One exception I could think of though would be combining a temporal gear with a pickaxe to get a pick that perhaps mines much more quickly, though perhaps with a chance to burn 2 points of durability on use rather than 1. Interestingly, while the tools/weapons that the traders sell have presumably been crafted in a village smithy(and not by another seraph), they all seem to be bronze tier. No iron or steel. Likewise, the traders don't buy iron or steel, at least that I've seen, which is odd because you'd think high grade tools would be in high demand. I presume it's a balance thing, as buying/selling those items would either result in players getting too much of a boost early game, or making it too easy to earn rusty gears by mid-late game. It could also be something that hasn't been implemented yet. In any case, the implication of traders only selling bronze tier is interesting. I would expect human settlements to be at the same general tech level that the seraphs have access to, with the exception of Jonas contraptions. Perhaps they simply keep all the iron/steel tools for themselves, and sell the cheaper stuff. However, I could also see them being a bit less advanced than the player due to an aversion to delving deep underground. With there being four different story locations planned for the coming update, I would expect at least one to potentially be a human settlement, so perhaps this question will be answered then.
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Okay, I think I've completely solved the issue now. The majority of the issue was caused by a missing chipset update for the BIOS, which caused the mouse movement to drop the fps(I presume because it was putting unneeded loads on the CPU). Updating the chipset solved this part of the issue, but there was still some subtle jitter leftover. After much poking around with the settings, the rest of the solution was dropping the Max FPS from 75 down to around 30. The frames run jitter-free now!
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Man, he looks so depressed. Drifter mosh pits are the best--I love getting them to fight each other and then sitting back and watching the show. I can't think of another game that really has friendly fire that applies to enemies. I'm hoping the devs don't remove it, as it's really fun outwitting enemies instead of just using brute force or using weird exploits.
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The USB stuff looked fine. The issue seems to have been the BIOS chipset lacking an update. Before: After: I'm not going to say that it's 100% fixed as I haven't tested it thoroughly, but the framerate now holds stable at around 50-60 fps without dropping to single digits when I move the mouse. Edit: After fooling around in the game a bit the framerate continues to read stable around 50-70 fps, but walking/running/looking around is still not really smooth. There's a small jitter/shudder still when I move the crosshair, though it's nowhere near as bad as before. I've tinkered with the settings but so far nothing seems to have smoothed it out.
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It is not. The new is a Gigabyte AB350N with wifi built in. The old board is an ASUS M5A97 R2.0. It was pretty much an all-or-nothing upgrade this time around.
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I'd love maple syrup, especially if it can be added to porridge and things I seem to recall reading somewhere that the devs intend to add more food options to the game, but it's not a priority right at the moment. It's something that I would expect to be potentially slipped in to a future update though, either as a small extra or a major feature.
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So I did some major hardware upgrades recently and while the game was running fine before, now it's not really possible to play due to the framerate dropping from the mid 70s to single digits every couple of seconds. It ran fine before on the older hardware(even with mods!), and I've ran through just about every troubleshoot I could think of/find, to no avail. I've even wiped the entire game and started over with a clean download. The previous hardware: CPU: AMD Phenom II GPU: Radeon 570 RAM: 8 Gb The new hardware: CPU: Ryzen 5 1600, six cores, 3.20 GHz GPU: Radeon 580 RAM: 16 Gb My PC has plenty of cooling, and I doubt it's a part issue as I haven't run into issues with other programs. They were previously in my friend's PC before he upgraded, and he was able to play Vintage Story with this hardware without issue(even multiplayer, hosting the world from the same machine). The drivers have all been updated. I've tinkered with the graphical settings and the problem remains the same even at the lowest possible graphics on an unmodded default world. I have also tried closing Discord/other programs while Vintage Story is running and that made no difference either. Likewise, I tried turning off the RAM optimization and it had no effect. Hence why I'm stumped and I'm hoping someone else has a possible fix. The new hardware should be able to handle the game--I was playing at High settings with a few mods before on my old hardware, and it handled the game fine at around 30 fps or so. The only other thing I can think of is that the FPS seems fine until I move the mouse to try to look around, which is when the framerate definitely tanks. When the game is paused in the settings menu I can see the framerate staying around 70 and dropping to single digits every few seconds, which it really shouldn't if the game is paused. Edit: I also run Windows 10 Edit 2: I tried reverting back to 1.18.15(which is the last time my friend played) and the issue was still there. Also tried reinstalling Vintage Story onto my SSD instead of the HDD and rerouting the file path to make sure it saved on the SSD as well, and yet the issue still persists so I think I can rule out the HDD being the issue. Edit 3: After some more tinkering I've figured out that whatever the issue is, it seems tied to the mouse cursor's movement. When I was sitting in the settings menu, the FPS was stable around 70 fps but immediately dropped to single digits when I moved the cursor. The mouse in question is a Corsair Harpoon. I downloaded its software and made sure its drivers were updated--did not solve the issue. After some more googling though, I tried lowering the polling from 1000 htz to 125 hz after others reported similar issues and that fixing it. I'm not sure that doing this fixed the issue, exactly, as something still feels off while playing, but it does seem to have at least stabilized the frame rate to a playable level in Vintage Story. Why it's suddenly an issue though, I don't know--I used the same mouse on the old hardware and had no problems at all.
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At the very least, switching the default prospecting symbol from the circle to the actual prospecting pick symbol would be handy. I was wondering just the other day why that wasn't the default.
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I do like my fantasy stuff, but one of the refreshing details of Vintage Story is that the game is primarily grounded in realism with the fantasy stuff as a garnish. The fantasy is explained just enough to get the player immersed in the world's lore, but isn't saturating everything to the point that it starts producing too many contradictions and thus shattering the player's immersion. As for the realism factor, it's done tastefully enough so that the game provides a good challenge for players, while still being fun. One example--torches extinguish if you dunk them in water and rain will put out fires that aren't under some kind of cover. At the same time, you can hold lanterns, candles, and oil lamps under water and they still work perfectly fine. Despite the latter not being particularly realistic, it gives the player a way to explore underwater for ores and things, and is thus more fun(despite there not being much to see under there currently). I think the important key in balancing fun and realism is whether or not the end result is plausible. Having a pair of wings you can wear and fly around like a bird may be fun, but isn't very realistic. Likewise, having no flight at all might be realistic but not the most fun if you want more travel options. The glider covers both areas in that its flight characteristics are limited, but it offers a fun travel option for players that want it. Could it realistically work in real life the way it does in game? Maybe, provided you built it with light enough materials, but it would likely be more underwhelming if it were 100% realistic. Is the way it's implemented plausible though? Absolutely, and I view the elk/horse debate in much the same fashion. It may not be 100% realistic, but it sounds both plausible and fun. This would be a really cool way to relocate wild animals, without having to domesticate them first or getting them to chase you. It would also be a cool hunting option for the tropical regions. If they make frogs actual entities that can be caught like butterflies, you could catch dart frogs to poison your darts and arrows with too.
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Going back and rewatching the 1.19 feature trailer; 1.19 reworked the ruins and made them a little bigger and more interesting. Since you confirmed that the marble ruin is a vanilla feature, I suspect it's either been removed from the game entirely due to no longer fitting the lore's direction, or it's been reworked so much that it's unrecognizable now. It's still also possible that it's a very rare spawn, although this seems unlikely for a ruin that is rather simple. It could also still be in the game files but just be prevented from spawning in worlds as it awaits a rework later. Hard to say for certain. I did see them frequently in 1.18 though. They reminded me of those little star shrines from a mod for a different game. I dug under the pillars on the first one I found and was disappointed to find no treasure.
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I've seen standard limestone ruins, I think, in the biomes where limestone is the predominant rock type. I know the kind you're talking about though--I had a four pillar altar thing on one of my old worlds. That world was modded, and I've since removed the mods adding ruins and have not seen one like it since. So I'm guessing it's either a very rare vanilla ruin, or something modded(probably the most likely). Do you run the Better Ruins mod? I'm thinking that one was the likely culprit. It could have also been something from Primitive Survival, although this one seems a bit less likely.
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Lately I've started collecting screenshots of drifters in odd places or doing goofy things. Thought it might be fun to post and see if anyone else has any pictures of the little grey goofballs and their antics when they think no one is watching! Just a drifter, out for a swim. It's a warm climate here and I guess they get hot too. A Cool climate in this world. There's a cave right next to my house they'll occasionally creep out of when I'm not looking. Soliciting donations, or selling cookies--you decide! Even drifters like nice places to live. The cave wasn't actually that deep inside, but it's a manicured mansion compared to what others have to live in! Not a drifter exactly, but I guess even Dave enjoys pranking them from time to time. Whoever spawns up there isn't going to have a good day.
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Technically we have boilers and gas lighting in the game, but that level of tech is currently unattainable. I don't know about trains--while they are cool, we can just teleport thousands of miles in an instant via the translocators. I could see a much smaller version though being used to push around minecarts, and minecarts would be nice to have for transporting things in and out of dedicated quarries and other mining locations. A mini version like this could also serve as a lazy seraph's way to travel short distances as well, provided they're willing to build the infrastructure for it. Another idea that just crossed my mind--some sort of little steam-powered paddle wheel attachment for boats. I would expect it to be difficult to craft, but it could offer a steady source of power, assuming that standard sailing works similar to how Valheim handles things.
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I'd certainly like to see more options for mechanical power(such as watermills or even using large animals to power querns), as windmills are not always operational and not always the most viable option in certain climates. It'd also be nice to have more late game machinery to tinker around with. My main concern though would be making things too automated--it just doesn't feel quite right for the more handcrafted vibe that Vintage Story currently has. The lore setting, as I understand it, is supposed to be Late Middle Ages, post-apocalypse. So while machinery does exist it's not to the level of what the Industrial Revolution brought, and whatever level of tech there was in the world has to be built back from scratch. The other thing about automating everything is that it cuts out a lot of the gameplay loops that are supposed to engage the player, and many of those gameplay loops benefit each other in some way. Some players do enjoy playing this way, and a few tasks greatly benefit from automation(like querns), but automation doesn't feel like it should be the end goal for every loop.