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Everything posted by LadyWYT
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I'll also note that while they aren't particularly hard to find, if you do happen to have trouble locating a treasure hunter you should be able to ask any other trader where you can find one. They'll tell you, for a small fee of course.
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I'm thinking it's a feature that will be very useful for Blackguards, but that remains to be seen. Really looking forward to testing it but...kinda need the metalcasting and whatnot to be fixed first. As well as the critical hit crashing, which seems to be a thing. Currently the spears are what's throwing me. The damage still feels okay so far, but the windup on throwing them feels a bit slower, and the range seems a bit shorter than before so the spears feel like heavier weapons overall. I'm also wondering if creature hitboxes and behavior in general have been adjusted. The wildlife has been a bit more unpredictable as to whether the creature will run away or try to fight. I killed a fox with two melee hits from a flint spear, when I'm pretty sure it took more hits than that before. Likewise, I encountered a couple of wolves, and while I survived easily enough thanks to fast reflexes it felt there were at least of couple of wolf attacks that should have landed in 1.21, that did not land this time. Could be a bug, but it could just be that some things were adjusted behind the scenes.
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I would actually keep the oak/pine mixture--it matches very nicely with the green of peridotite. Oak is valuable for leathermaking, yes, but unless you're playing in the arctic it's fairly easy to acquire oak wood. You don't always need everything to be perfectly symmetrical. Having some deliberate asymmetry can help draw the viewer's eye to different parts of your build and make the build overall more interesting. The key here is to be intentional. Depth almost always helps a build to look better. Tying it in to my above statement regarding asymmetrical design--one easy way to make such design appealing is to build little offshoots/extensions onto the building in those areas. Not only does it make such a design look intentional, but you'll have more space inside to do stuff, as well as a more interesting building design than a basic box. Going back to color scheme for a moment--I'd recommend including some light colors in the mix for accents and other highlights. Light colored woods like birch, larch, or bald cypress are good picks, but light colored stone or plaster/daub can work just as well. You might also consider including light-colored planters and other pottery as decorative clutter, and choose plants that have brightly colored flowers so they'll really pop against the dark background colors.
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Story content in Vintage Story works a bit differently than other games. It differs from Minecraft in that there's an actual story that unfolds, but while the story is advertised as linear, the actual execution is rather flexible. The story is linear in that events are intended to unfold a certain way, but it is possible to skip certain events(though this is unlikely) or otherwise complete certain events in different orders without breaking the story logic. As for uncovering lore in general, while all lore is somewhat related and playing the story is the best way to uncover much of the lore, there is also a lot of lore that is just...there. It's interesting exposition on the world and its history and found in various places, but not absolutely critical to playing the story or otherwise understanding what's going on, in most cases. You're on the right track here. It's not really much of a spoiler, but the trader type you will need to talk to is a treasure hunter. While it does not matter which treasure hunter you talk to, you will want to stick to the same treasure hunter, as the related objectives and progress are specific to the individual NPC and not something tracked by all treasure hunters in general.
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In this case I'd just let the cog keep spinning clockwise in stable areas when the player is at 100% stability. Regarding the new footsteps for bears and wolves, I do like them, but they might need to be a bit louder. While wild creatures don't just crash through the surrounding foliage, the current footstep volume makes them rather hard to notice. Or at least, perhaps make the footsteps louder when the creature actually becomes aggressive.
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There was a mod that did similar there a while back, and it was pretty rough on performance as I recall. While it would be nice to have living forests like this, I would definitely be concerned about performance, especially when it comes to running the game on lower end hardware. I like the volcano idea, but not so much the earthquake bit. I think it's probably better to just ignore the earthquake damage here entirely. It might not be realistic to do so, but it will avoid the inconsistency of "why are only these specific blocks damaged but not others". Based on what we've seen so far from temporal elements and how they interact with the world, I'm not sure how such things really tie in to meteors. Otherwise, I think meteors are better left as the craters we have, when it comes to collecting resources from them, and left as a cosmetic-only effect in the night skies(rarely in daytime). That way there's no possibility of player structures getting damaged, or weird interactions with NPC structures, or natural resources/landscape getting obliterated. At the very least, it's the kind of thing that should have a toggle, similar to lightning fires.
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I would still check mod versions, just in case, as well as disable the mods and test a new world to make sure that vanilla is working as it should. You may also want to check mod configs, as the default config could have been modified for the server.
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Welcome to the forums and the game! Going along with what @Zane Mordien already said, to my knowledge new worldgen content will only appear in new chunks. Old chunks will remain the same, unless you use a command to regenerate them.
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You might try standing a bit closer to it, as that seems to be a factor. However, there is a known bug with firing smaller items. Kilns containing large items will ignite but kilns with small items(like bowls and cookpots) will not.
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I'd be more inclined to say let it smoke for a while before it actually ignites. That way the player has a clear visual indication that there's a problem, while also having a chance to stop the machinery and fix it before bigger problems arise. Or I suppose the player could also decide to just allow their machinery to operate at such speeds for the convenience, while risking the whole setup potentially burning down if they push it too far.
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Welcome to the forums! You should be able to leave a review here:
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I mean, pretty much. There are a few things in the game that I have some pretty visceral reactions to, and that happens to be one of them. Whether or not it changes and how is entirely up to the devs, but I think it's just as fair to point out what I like/dislike about the mechanic and suggestions just as it's fair for others to point out what they like/dislike and suggest changes. The end result is feedback that will produce a more polished product if a change does occur. I do want to note that when the devs are implementing a change, it typically comes with a detailed explanation as well as screenshots/video when necessary to help demonstrate the concept. In my case, having that clear picture is critical for deciding whether or not I like a concept.
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It is though. It spins to the right if the area is stable. It spins to the left if the area is unstable. It also tracks how much stability the player has remaining. Or I just...don't install the mod in the first place. I wasn't saying it's a bad mod, just explaining why I don't like such a feature. If something similar were implemented into the vanilla game, I would almost certainly be turning it off in the settings or via mod. To me, such a change removes all thought from the stability mechanic. The teal gear is quite noticeable, yes, but it's not so obvious that it doesn't sometimes get forgotten about. Different colored fog and floating particles are pretty hard to miss, and given how many players already seem to have issues paying attention to the teal gear, I would expect implemented changes to need to be so obvious that they're impossible to miss. The current gauge. Yes, it's right there, staring at the player. Yes, you can see it from the corner of your eye. But it's also easy enough to get distracted by other things happening on the screen that one forgets to pay attention. My point is that the changes I generally see getting proposed change the indications from something that occupies a tiny part of the screen's edge, to something that fills the whole screen. That is, it's not going to matter where I look, there will be some reminder telling me point blank "THIS AREA IS STABLE" or "THIS AREA IS UNSTABLE". At which point I'm going to be less enjoying running around marveling at the natural beauty of the landscape, and more rolling my eyes at weird colored fog, particles, noises, etc.
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Sometimes this is me. Sometimes I don't want to go off exploring and just want to chill out at base. Sometimes that is due to me primarily taking the reins on exploration and foraging, so I take a break and let my hunter friend go take care of it. But my point is that yeah, staying behind at base while friends go off and do stuff isn't always the worst thing in the world.
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The eldritch stuff can be turned off in the mod's config. I believe it's just a matter of toggling off the relics and setting the spawn instances of the mod's monsters to 0. Outside of the smoking and drying steps...that's already how meat is preserved for really extended periods in the game. That is, the salted meats will last for a handful of in-game years, with the current drawback of being unable to be added to meals. I don't think it's really necessary to extend the shelf life even further than that, as there's really no reason to be storing food for more than a year or two unless you're trying to create supply caches at outposts or something. There will be plenty of opportunities to acquire fresh food otherwise, unless the game balance is changed to make fresh meat incredibly difficult to acquire(I don't really see this happening). As for smoking, I think Primitive Survival has a rather good balance for it. A smoker is easier to set up than trying to find a halite deposit or trading for salt. The smoked meat doesn't keep as long as salted meat, but the shelf life is enough to last through roughly a year and the smoked meat can also be cooked into meals.
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Welcome to the forums and the game! Primitive Survival is the only mod that handles meat smoking, to my knowledge. I'm not sure anyone else has really tried to make a standalone meat smoking mod given that most players who mod their game tend to include Primitive Survival on their modlist. But I could be wrong. I do agree that smoking meat would be a great addition. However, I will also note that purchasing salt from Commodities/Survival Goods traders is a good option if a player has not found a halite deposit. Likewise, cooking the meat into stew and sealing it into crocks is quite a good option for early long-term storage.
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That's what the teal gear in the middle of the hotbar is for. For something more obvious, you might try out this mod: https://mods.vintagestory.at/mistsofstability Personally I'm not a fan of what that mod does, as the effects are much too in-your-face. I don't want a bright teal glow blanketing stable areas any more than I want unstable ones to look rusty and drab. I like the more subtle implementation that currently exists, in that the world as a whole seems fine and outside of story locations, it's not immediately obvious which areas are stable and which aren't.
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There are commands to regenerate chunks, but it will likely be difficult to try to use them to regenerate everything but the chunks around your base. A better solution is to use the world editor tool to save your structures as blueprints, then place them in a brand new world. You may also want to make a list of stored resources, as I'm not sure that chest contents and whatnot are saved in the blueprint.
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Very fair, but to split hairs, I'd rather an extreme outlier like the furious dragons be contained to a specific area of the world, and have a more manageable temporal storm, angry bear, or even just a high rift activity day as a general encounter. My reasoning for this, is that the latter are things that are very deadly if you get caught unprepared, but are also things that you could reasonably expect to survive by running away, hiding, or possessing extremely sharp combat skills. The dragons, however, would feel very unfair, because there's not likely to be another outcome aside from instant death.
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I don't think it's a shiver, as the legs are wrong. The limbs are thicker, and the front limbs have "hands" for grasping or slashing, while the hind limbs are more frog-like or cat-like. Thus I suspect it's some new kind of monster. Both, I'm guessing.
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I tried this once in Skyrim, in that I installed a mod that overhauled the bandits and their hideouts. One change that it made to the hideouts, was making the number of bandits that could be lurking within random, so instead of just the vanilla minimums there could potentially be an army of bandits waiting inside, in places that you wouldn't expect them to spawn. It didn't take me very long at all to figure out that feature very much was not enjoyable, as it resulted in no way to really plan for what was inside. I still have that mod; I just never fully enable it since I like the predictability of the set spawns. That predictability acts as a set of "rules", so that I can plan accordingly and then either have fun wiping out the bandits or getting my own rear paddled in the attempt. All the mod does for me in this case is swap the generic bandit classes into variants of ranged/melee/caster, though the vanilla variants can still spawn in the mix as well. Thus I can know exactly where the ranged bandits will be versus the casters and melee, but not know if the ranged bandit, for example, will be one that has more armor, is better at piercing armor, or remains invisible until attacking.
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Or I mean, just mod it back to pre-1.22 behavior. Or perhaps even chisel it, if chiseling it is still possible. I've not tried the chisel method in 1.22 to see if that will stop the ice from melting or not. I would assume that it would, but would probably destroy the ice's ability to server as a glass substitute in the process. Even if that's not the case, it's easier to just make some real glass rather than try to chisel out a bunch of glacier ice.
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On this screenshot...what exactly is that figurine sitting to the right of the jester toy? The one that looks like a shiver crossed with a drifter. Is there a new monster potentially getting unleashed sometime in the near-ish future? It looks positively terrifying, if that is the case! Based on the appearance I'd expect it to be around the same size as a shiver, perhaps slightly larger, and able to potentially climb properly as well as reach into small spaces to grab a target and pull it out from safety.
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Given that there seem to be some crashing issues related to fishing, I'm not sure there's a good answer, yet. But based on what I've read in the patch notes, the fish that are caught seem to be dead, in which case you cook, fillet and cook, or mount them as taxidermy. I'd like to do this as well, but until we get the ability to catch and transport live fish, I'd recommend just spawning a few in from creative.
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I'm thinking it's mostly going to be a problem for the eldritch windmill monstrosities that have like, four rotors minimum and each one facing a cardinal direction. That is, the kind of windmill that would never work in real life, since the windmill blades would collide with each other and other basic physics concepts. I would also say that the concept of friction stopping, or even damaging machinery, isn't exactly a new concept either when it comes to videogames. The Create mod for Minecraft is incredibly popular, and utilizes similar concepts. In the case of Vintage Story, it wouldn't be the first time that machines got "broken" with an update either. I think there used to be a way to build windmills underground, and that has since been patched out as it's obviously not intended behavior for a realistic survival game. Pretty much. While I don't really care how others want to play the game, building functional greenhouses out of ice seems better suited to the whimsical nature of the other block game, rather than the realism of Vintage Story. It's also not a mechanic that I exploited myself, but I have seen it exploited before and it definitely left me scratching my head as a result. Glacier ice is fairly easy to get and unlike glass, requires no processing, so why would players sink resources into glass instead of scaling a mountain once? Edit: Reading the patch notes again, I'm guessing that pre-existing ice elevators will still be functional. It's just that no new ones will be able to be built, and tinkering with old ones will likely break them.