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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Definitely Dave.
  2. You should look up the Ancient Tools mod
  3. I will note that the game is not designed around a permadeath playstyle. The player's ability to respawn is actual canon, and not just a gameplay feature.
  4. To me? Yes! But like I said, the main reason I enjoy them(in spite of the inconvenience they often pose) is that they make the world feel believable. If time itself got broken due to past events, it only makes sense there are going to be raging temporal anomalies that occur every so often. They're similar to seasons and rift activity in that regard; I can't control them, so I have to plan my activities around them as a result. Being caught out in the wilderness with a heavy storm bearing down has resulted in a handful of interesting multiplayer situations. I can't say the same for other games though, when it comes to taking their worlds seriously. Skyrim is a primary offender that comes to mind, especially with the Dawnguard expansion. It started off very strong, in that vampires would start raiding towns after a certain time, which made the advertised threat believable. However, in the Special Edition, those raids wound up disabled--whether that was a deliberate choice or a bug, I don't know. While it was nice to not have to worry about NPC deaths, it rendered the entire premise of the DLC utterly laughable. Rather difficult to take the talk of a looming vampire menace seriously, when there's no vampire activity actually occurring.
  5. Welcome to the forums! The short answer is "no", not unless there is a mod for it somewhere that I have missed. Sort of--lore content can be re-enabled via console command, and will spawn in new chunks. However, this isn't really a desirable solution since that means there will be no lore content at all in whatever chunks are explored prior to running the command; no cracked vessels, ruins, translocators, etc. Also worth noting that Homo Sapiens is one of the toughest preset difficulties available--basically Wilderness Survival without any of the lore. I do agree that traders are perhaps a bit too common right now compared to what the lore indicates, however, it's worth noting that traders are slated for a rework next update. They may or may not become harder to find as a result of that rework--we'll see. Until then, the best solution is to either just ignore them, or do as Broccoli said and use creative/world edit features to delete the traders you don't want to have around.
  6. I like winter. It's a prime opportunity for smithing and steel refining, especially since there's lots of wind to keep a helve hammer powered. Refining steel also means there's at least one warm spot outside to go warm up in as needed. Aside from that, winter also acts as a nice change of pace, slowing down the game for a bit and essentially letting the world sleep, as it does in real life. Once spring comes, it's exciting to see the world awaken once again, as well as nice to have a change from the winter colors. Well that somewhat depends on one's playstyle and climate. Flax can't be grown in temperate winters, not even with a greenhouse, but it can grow over winter in the Warm climates(especially with a greenhouse). However, it's also worth noting that cloth can be purchased from traders as well, provided one is playing with lore content enabled. This can also be done with relative ease in winter; you just need to remember to bring a bit more food and make a fire every once in a while to warm up(or stand near a hot spring, if available). Likewise, lime is also something that can be purchased from Commodities or Survival Goods traders. Hunting is still an option, but foraging isn't really. Bag space will be a limiting factor regardless of weather. Snow does slow one down, yes, but not to an absolutely detrimental amount, in my opinion. Pretty much this. Winter will never be entirely toothless, unless one lives in a climate that doesn't really have winter, but once a player gets used to operating in the cold it's not really a big deal.
  7. It's worth bearing in mind that it's still quite easy to die in steel gear if you get jumped by corrupt/nightmare enemies, especially if they're shivers. I would also say that Jonas parts are worth hoarding simply due to the fact that they're difficult to come by, and even if there's not a lot of tech options now there certainly will be at some point later in development. What's also worth noting is that rifts active during a temporal storm seem inclined to spawn high level bowtorn that don't despawn after the storm, as well as perhaps adding more spawns overall to the storm itself. A rift ward is fairly cheap when it comes to Jonas tech, and well worth the investment when it comes to protecting areas from rifts. A single temporal gear will power one for 20 days, or even longer if you turn it off when it's not needed. The terminus teleporter removes the need to reset spawn point almost entirely, since for the price of a temporal gear it will teleport you back to your last point of death. It's expensive to build, but a useful thing to have around. Which is entirely fair, and why the options to turn them off or sleep through them exist. I'm the opposite way; I enjoy them because they make the world feel believably dangerous and twisted. They're also a lot of fun with mods like SlowTox(which gives a benefit to alcohol consumption).
  8. Welcome to the forums! Like others here already noted, it's a bit reliant on RNG. Areas with decent rainfall usually have them(provided the climate is warm enough, but that shouldn't be a problem here), but sometimes there can be good soil and rainfall but no wild crop spawns. Just keep looking around and if you're having no luck in one area, try another. However, it's also worth noting that as long as you're playing with lore content enabled, you can purchase seeds from agriculture traders, or find seeds as cracked vessel/ruins loot.
  9. To my knowledge, Nadiya is the only known settlement in the story thus far. I've never heard of any of the others. The Cardinals, Spoils, or Quiet might be other settlements, but they could just as easily be something else as well. Of course, however, it's also important to draw a clear line between actual canon and custom content when it comes to actually discussing the lore, in order to prevent confusion. Likewise, how acceptable it is also depends on who you ask. Anything goes when it comes to modding, and the concept doesn't need to be faithful to the established lore in order to be popular. It is worth noting though that the further a concept deviates from established lore the less likely it is to attract lore enthusiasts.
  10. I actually disagree here; it should be a Jonas tech option the player can unlock and craft later in the game. There are still measures that allow the player to be relatively safe in the early game, but guaranteed security from a disaster like temporal storms is really something the player ought to have to invest significant resources in.
  11. You should be able to click on your username in the upper righthand corner of the forums, which will open a drop-down menu. One of the options in that menu is "My Attachments". Clicking that should take you to an archive of all of your current posted images, and from there you should be able to easily delete whatever you no longer want/need.
  12. Tagging on to what @Professor Dragon already said, keep in mind that mods like Culinary Artillery and Expanded Foods are not updated for 1.21 yet. The versions that are available are dev versions, which are unstable and likely to have issues. That doesn't mean that those mods are the ones causing the issues, but using mods that are dev versions or made for older versions of the game does increase the chances of having problems. The easiest way to sort this out is to disable your mods and ensure vanilla is working properly, then add your mods back in one by one and test as you go. It's tedious, but it will make the problem mod much easier to notice.
  13. It can be great for business...provided the merchant in question has the patience for it. The key is to set up shop in the middle of the nowhere that some wanderer will eventually find, and then sell stuff they'll absolutely need(healing items, food, etc) at exorbitant prices. After all, if it's stuff they have to have and you're the only option, they can't really afford to say no, now can they? Based on what I've heard, traders are supposed to receive a rework in 1.22, and while the caravan wagons maybe won't disappear entirely, I think they're supposed to be potentially rarer and located in proper homes like what the new treasure hunter has now. In any case though, wagon or not, I'd rather see traders be much more rare than they are now, but in actual groups when you do find them(save for those crazy treasure hunters). Safety in numbers and all that, plus the wild will also feel more...wild.
  14. Yeah, going along somewhat with what others here have already said, if I don't have the equipment to handle the temporal storm head-on, I'll wait it out indoors. Small rooms tend to work the best, especially if they have storage or decorative clutter as that seems to deter spawns. The room should also have some light so you can see what you're doing. Last but not least, while it's best to hide in a small room, you don't want the room to be too small or else you won't have space to maneuver should something spawn in there with you. In other words, the main idea here is to worry less about achieving absolute safety(this is only going to happen if you switch to creative or turn the storms off) and more about creating a secure space to easily defend yourself in while underequipped. A monster might still spawn, but it's much easier to handle a single monster than it is to try to battle a horde of them.
  15. I don't really see them getting added to VS either, but if one were added, I'd wager it would be after completion of the main story. Credits roll(or not), and a short cutscene plays to tie up any loose ends before dropping the player back into the world at a safe point to keep playing if they wish. It's similar to how you get Minecraft's "epilogue" after defeating the Ender Dragon for the first time, except with something more interesting to watch than just a wall of text. The cutscene(and credits that go with it) is skippable though, so it's something the player watches once or twice for the fun of it, but isn't going to be hindered by if they really don't want to. If it's reliant on appealing purely to a viewer's empathy/other emotions, is it really a narrative game? Stories do stir emotions, but they also tend to engage the audience in more ways than just that. I will note that is a rhetorical question and I'm not really looking for an answer there, but it is interesting to think about. Bad storytelling aside, I think the main weakness of purely narrative games is that while they can be fun, it's very easy to just go look up a "let's play" on Youtube about the game in question and just...watch the full story unfold. With the exception of seeing different choice outcomes, the viewer's seen all the game has to offer. I think that is one reason that Telltale ended up folding.
  16. There's also the original Assassin's Creed titles. I'm not really sure how Ezio's story could be told in a videogame format, without using cutscenes. I'd throw older Blizzard titles into the mix as well, along with LEGO games. Even Crash Bandicoot and Spyro had cutscenes to help with the storytelling, and in the case of Spyro 2 some of the cutscenes helped establish the atmosphere of a level in rather humorous fashion(remember the cavemen of Skelos Badlands?)
  17. I mean it's also how you end up with older people thinking "LOL" means "lots of love"
  18. I know that mine does, but then again, it's somewhat fancier than a standard keyboard...albeit also fairly old. When it comes to passwords though, usually there's an option to show what you're typing instead of hiding it, so that allows checking for typos or caps lock goofs and whatnot. Well, assuming the option exists, anyway.
  19. Don't keyboards have that light? Or at least, some keyboards? Either way, even with an indicator, it's an easy thing to miss sometimes.
  20. I can definitely build, as well as manage the rest of the game with a fair bit of competence(usually). That being said, when it comes to "funnies" I'm generally playing off the personalities of people I know pretty well, and not really great solo(in my opinion). Plus making a video series or streaming takes quite a lot of work in order to achieve a quality product; I'm not sure I really want to sink the time into it, or deal with the general public in that regard either.
  21. I think it's a better idea to opt for a dyed leather grip, when it comes to marking the spear so it stands out better. A streamer is more likely to interfere with the spear's trajectory.
  22. You might want to try a watering can.
  23. If the armor durability is 0, it will no longer provide protection from incoming attacks. However, that durability is separate from the clothing durability that provides the bonus to warmth. For some reason, the clothing durability stat doesn't seem to tick down at all on bear armor, which I'm guessing is either a bug or an oversight. In any case, that's what's going on here--the armor is still keeping you protected from the elements, but not from attacks.
  24. https://mods.vintagestory.at/naturescall
  25. I mean, I won't disagree that it would be interesting to see, but I think what matters more is how well the game is made to begin with. A great game can have cutscenes and voice acting just the same as a great game can lack those things but still be very popular. Likewise, a game can have great visuals or cutscenes or voice acting, or lack thereof, and still be an atrocious product. It's kind of like cooking--ingredient type does matter, to an extent, but it also matters what quantities of ingredients one uses to get the end result.
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