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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Depends on how easy the bug-swatting process goes. The trailer's up on YouTube so I would say maybe a couple weeks, but quite a lot of changes are getting added with 1.22 and there's a lot of bugs that need fixing, so it could be longer.
  2. Here you go:
  3. Maybe it's a case of: Anyone can do it once, but it takes knowledge and skill to repeat the endeavor with a consistently good outcome. At a glance it seems like it would be okay, but I think that it might overall make Tailor more unattractive than it already is. The reason I say that is that in the case of singleplayer, class-exclusives aren't a big deal since the player can just turn off the class-exclusive recipes and craft whatever they would like. In multiplayer, having fancy class-exclusive clothes and access to the best clothing repair is what helps give Tailor a niche, since class-exclusive recipes are more likely to be enabled in multiplayer for encouraging more cooperative play. That way, everyone can stay clothed, but if they want to look their best they'll want to visit their friendly neighborhood tailor. However, if anyone could craft the clothes if they buy a sewing kit, then sewing kits are all the Tailor will be able to really trade. And it would likely have to be rather cheap at that, given that NPC traders sell sewing kits for a rather cheap price. From a logic standpoint though, the problem I see here is that the fancier clothes should take a lot of special skill to craft--skills that only a Tailor is going to have. It's pretty hard to picture a class like Blackguard, which is distinctly described as being unsuited for delicate work, doing any kind of embroidery or sewing any kind of simple form-fitting outfit, let alone something really fancy.
  4. Speaking of rapids...they do make very fun waterslides, if you manage to find one with the right setup.
  5. I think in terms of backwards compatibility, I think this is where creative mod is a rather useful tool for helping update older worlds in an easier, less risky fashion than trying to regenerate a lot of chunks. For something like rapids, placing the source manually at a spot that looks like rapids would naturally occur or otherwise replacing a regular pre-existing waterstream with rapids is a convenient way to adjust an older world without feeling too cheaty. I wouldn't mind having a granite world again like my last one. That being said, I'd like to use andesite for its blue color, but peridoite would make an interesting start. I wouldn't mind having access to slate either. Am I likely to get those things? Eh...probably not, but one can always hope.
  6. It depends on who you ask. Overall it's still buggy, but that's to be expected from unstable releases. So far I quite like the changes, and it feels stable enough to boot a new world and play around without much crashing, needing to cheat items due to recipe conflicts, or other strange behavior in general. I wouldn't recommend playing a cherished world on the current RC though--wait until stable for that, or at least make a backup of the world first in case something breaks(which given what other users are posting it does seem that things break at the moment). Kind of? I haven't noticed any huge issues regarding world gen, however, the safest option will be waiting until a stable release before starting a new long-term world. While worlds made in RCs might upgrade to stable just fine, it's also possible there might be tweaks and adjustments that you might want to take advantage of from the very start of a new save file. In other words, your mileage will vary. My current strategy is just playing around with a fresh world now for the RC, before starting a fresh long-term world once the stable version is released.
  7. Clay Strikes Again Now we all know by now that clay, if indeed clay were a person, would be a shifty individual. The type that everyone knows and sees frequently around town, but is never actually able to be found when needed, y'know? In any case, with the 1.22 rc launch, I did as usual and booted a new world to go play around with all the new goodies. World gen wasn't the best but wasn't the worst either, and the resource that was lacking this time...was clay. Okay, fine, not a big deal since I did find a deposit when initially scouting around, so while it's some distance from where I chose to set up base it's not exactly dire prospects. I dug some up, brought it back, got my first pit kilns going... ...and then it happened. I walked down the little hill I had built on and found a clay deposit.
  8. It's a bug: https://github.com/anegostudios/VintageStory-Issues/issues/8535
  9. Someone mentioned a system like Minecraft's bundle, in that the player could stack like items with like items up to the maximum stack size for that type of item. For example, stones stack up to 64, so instead of carrying around 4 different types of stones that each take up an inventory slot, the player could combine those stones into one slot, to a limit of 64 stones for that "bundle".
  10. LadyWYT

    Lasso

    Lassos, especially when used from horseback, tends to be something that came to prominence in America and Mexico during the days of the "Old West". Given that Vintage Story is set in the medieval period, it'd be a bit anachronistic, but I don't think it's entirely out of the realm of reason that someone could have figured out in the VS setting either. That being said, I wouldn't want to rope a bear--that's just asking for trouble. It would be interesting, but likely for the wrong reasons. It'd be fun for pranking friends, or perhaps PvP scenarios, but more than likely it would be used to troll on servers.
  11. Forum reputation? I think it's mainly just a collection of all reactions that one have received on their forum posts, possibly balanced against any moderator actions that have been taken, though I'm not sure on the latter. As for what it does...nothing, really. It's possible to look at what kind of reactions a user tends to get and how many reactions they have received versus how many posts they've made, and come to some general conclusions, but that's about it.
  12. Yes please! There are meadow-type areas already in the game, but I do think they could stand to have some bigger variants. I know the states of the Great Plains tend to get laughed at a lot for being so flat, however, to me that's also part of what makes them so interesting. There's nothing but grass or corn or other crops for miles and miles and miles.
  13. @Zane Mordien@MKMoose It looks like wild fruit trees might be able to fruit in the first year now, judging by the recent patch notes.
  14. I wouldn't say that item bloat is never a concern, but the devs do a pretty good job of optimizing the game so it's not something that I'm particularly worried about when they choose to add more options. As for searching things in the handbook, as far as I can tell the handbook is getting some more polish so that things should be easier to search for. How easy that is in actual practice I'm not entirely sure, but I've not had any issues aside from the standard bugs that come with unstable releases.
  15. I feel like I've seen this character before, I can't quite place her.
  16. Pretty much my same thoughts as well. I'm really looking forward to playing around with the bush traits and cultivation, as well as just excited about having some new berry options in general. I wouldn't say variety is a priority, but it is appreciated. I find the new smithing a lot more fun. It was okay before, but honestly...it got really tedious hammering out everything, even with a helve hammer. The new smithing can still be a bit tedious to me as well, but working the bellows and getting things just right for quenching/tempering breaks it up enough to help keep me focused longer. I keep forgetting the worms exist. I've been using bushmeat stinkbait myself. So far the fishing seems to work rather well, and the fish actually feel pretty rewarding to catch since they bite baited hooks rather quickly and yield quite a bit of meat. I also really like that there are special trophy catches, and that fish in general can soaked in borax and hung on the wall. The dev comment in question: Depends on what you mean by "old style", but I do intend to be using the basic small windmill as temporary starter power, or devoted power for things like querns/pulverizers. They're expensive, but useful for running a helve hammer 24/7 if you happen to have access to rapids. It's one of my favorite changes. The balance also feels pretty solid to me at the moment, but I won't really be shocked either if it gets some adjustments before stable. There are proper trader settlements--I've seen one. They are on the rare side though. I like the change too, but it feels like it might need some adjusting when it comes to cookpots. Cookpots that have several servings seem to take a bit more fuel now than they did before. It's not bad though, but it could be tweaked a bit. It's something I look forward to playing around with, but keep forgetting is now an option in the game. Pretty much. I had kind of wondered before why the fat wasn't prone to rotting like everything else, despite not being processed. I think fennel and licorice are meant to be more for stinkbait and less for meals. They can still be cooked into meals like other vegetables, they just aren't as filling. I think it depends on what color of clay you use. Red clay fires into the earthy orange color. Blue clay will fire into the original dark brown. Fire clay...I'm not sure, but if a player has access to fireclay they probably aren't using it for basic pottery.
  17. Welcome to the forums and game! You should be able to resmelt ingots as long as you break them down into nuggets with a chisel first. You can do so by combining the ingot with the chisel in the crafting grid.
  18. It'd also be cool if some of those events could potentially be journal entries. Then we lore nerds have even more goodies to go find, in a brand new fashion! It's also the kind of mechanic that could be repurposed for some story location, in that we could watch echoes of what happened there in the past. Kinda like the Avanchenzel or Labyrinthian questlines in Skyrim.
  19. Please see the following(emphasis added). Only a few examples, but one cannot go out and fight in temporal storms on a regular basis or otherwise play with them turned on unless they interact with the storms at least a little bit.
  20. I mean, I'm pretty sure that there were at least a couple other posters in the thread, aside from myself, that said they like temporal storms. I'm also pretty sure that we all agreed that temporal storms had room for improvement, but that's not the same thing as disliking a mechanic. It's possible to like things while also believing that said things could be better.
  21. I don't think this would be a good idea, though I can understand the logic behind such a thing...at least I think. It seems more likely to get the mod booted off the database due to being considered defective or potentially malicious. Otherwise, I think at best users will get confused when it crashes and just not bother with the mod, or otherwise assume it's a problem with the game and submit the crash report on Github.
  22. I think night vision goggles are best suited to exploring underground areas, so that the player can be holding a shield but still be able to see where they're going. That being said...I don't think the night vision device actually counts as a proper helmet, so...yeah...
  23. Not to mention @Teh Pizza Lady's suggestion about letting traders warn the player about what temporal storms even are. I mean, it's pretty clear that the player just popped into existence and has no real clue what's going on or what the monsters even are aside from horrible things that crawl out of holes in the air. The traders are friendly, for the most part, so it would make sense they would drop an "Oh, it's not bad...not bad at all. Mind the monsters though. And the storms. You don't want to be a poor soul that gets caught out in the middle of one." About said story location... I don't think it's a good idea to add unique flora and fauna to stable/unstable areas, as that creates the problem of locking players out of that content if they disable temporal stability and whatnot. At best it would have to be something rather superficial, in which case...it's going to end up feeling rather disappointing. Personally, I prefer the more random distribution of flora and fauna as well, rather than having it be something influenced by temporal stability. That being said, one thing I wouldn't mind seeing in this regard is giving unstable surface areas a higher chance of having a procedural dungeon. That way such things are a little easier to find, as well as giving the player more reason to go poking around in unstable areas. Depending on what's in the dungeon, it could also help provide some reasoning as to why certain areas are the way they are(ie, somebody was sciencing too hard in that location before the world got scrambled).
  24. My general point was that I think it's a good thing that Temporality Plus exists as a mod since it gives players more options, but since the changes it implements don't sound very fun I'm not at all inclined to say that what that mod implements would be good changes to make for the vanilla game. That's all. I'm skeptical about this, but it seems like it could maybe work given the lore that we have. That being said, I would keep the storms as a global condition, and let the local stability affect what kind of monsters can spawn in the area and how many can be present at once during the storm. In that case, stable areas could have relatively fewer monsters, and those that do spawn could be weaker. Unstable areas could have higher concentrations of monsters during storms, in addition to those monsters being more likely to be stronger as well. Basically, the player is still going to want to build their base in a stable location, but they might consider building an outpost in/traveling to an unstable area when a storm occurs in order to have better chances of encountering the special monsters. From an NPC standpoint, it also tracks with why they all live in fortified structures. Basic defenses might be fine for dealing with whatever crawls out of the typical rift, when rift activity occurs, but when a temporal storm rolls through everyone who's not capable of fighting needs a safe place to hide.
  25. Oh, what a cute little find!
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