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Everything posted by LadyWYT
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If it is some sort of monetization program, the best I can think of is some sort of "tip jar" system so that players can donate to their favorite mod authors without needing to rely on a middleman like Patreon or Ko-fi or something. With the understanding, of course, that the mods have to be free by default--no locking things behind a paywall. Minecraft's Marketplace, as well as the Sims' marketplace, are good examples of how wrong monetization can go. There's also the incident that happened with Skyrim, when monetized mods were allowed there. Aside from the typical "low quality mod attempting to make a quick buck", some of the more prominent mods that other mods/modlists relied on to work correctly were getting locked behind paywalls and thus breaking things, and the modding community itself was going to war over who was okay with the policies versus who was not. Ultimately things got straightened out, at least somewhat, but the damage was already done and I'm not sure that the community has ever really recovered from it.
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Welcome to the forums! This mod might be a good alternative: https://mods.vintagestory.at/catchlivestock I seem to recall seeing a snippet somewhere indicating that Pure Winter stopped modding, left the modding community, and took down whatever mods they had made. I'm not sure why. But that's likely why you're not able to find the mod page. Aside from mods that violate the TOS, it's up to the mod authors whether or not they want to leave their mod on the database.
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Welcome to the forums! I'm not sure, but they may be working towards implementing this kind of feature sometime in the near future, based on this bit from the news thread: That's not to say that the feature will ever be implemented either, but it seems like a reasonable thing to add to me. If things are required for entry, it's fair to know about those things in advance so that you can make sure you meet the entry requirements before finding out the hard way at the door.
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Hopes & Dreams for Changes to Combat
LadyWYT replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
I think drifters are fine. They're simple enemies, yes, but every game is going to have a "basic" enemy, and drifters have a few more tools than basic enemies in other games. Drifters prefer melee attacks, but can throw rocks, meaning that players can't just sit on a pillar or other safe vantage point and shoot them entirely from safety. The crawling drifters are slower than their shuffling counterparts, but unlike the standard drifter, the crawlers can fit through one-block spaces. Tier 3+ drifters have much higher knockback on their attacks, which can easily send a player flying into a corner or over a ledge if the player isn't careful. And of course, while surface drifters die rather quickly to decent weapons, high rift activity can produce them in swarms, giving them a numbers advantage. In any case, while more complex enemies are oftentimes more fun and challenging to fight, it's important to have some basic enemies in the mix as well to offer the player a break. Shivers I don't mind as they are, but in some ways I think they should have had a lower health pool as a trade-off for the increased speed and attack. The deepsplits are fine, since nightmare tier enemies are supposed to be terrifying monstrosities at all levels of play, and the deepsplit shivers seem to be a bit slower than their counterparts. That stuff is pretty important to singleplayer as well. Part of the reason combat feels so clunky right now is how the hitboxes and animations are set up. It's quite easy to get swatted into a wall, or clip into an entity's hitbox so you can't hit it but it can still hit you(bears are really bad about this), or swing at a target and miss entirely because you moved your crosshair off-target before the attack animation finished playing. By fine-tuning hitboxes and animations, players will be able to dodge attacks and land their own attacks with greater success. -
I'm not sure that I would call just making bigger farms and storing more food very satisfying counterplay. The player still loses the crop to bad RNG, and rather than do the math and produce what they need to survive the winter and plan for trips, they're reduced to hoarding food because there's just no way to know when the game will decide disaster strikes. Though I would argue that hoarding food for multiple years isn't foolproof either since there could be bad vermin RNG and wipe out those stores. There's also the problem of what happens in multiplayer if everyone's crops fail, or a few players get struck by bad RNG and the rest don't. Do the fortunate players get forced to share? Do the unfortunate players get told to suck it up and deal with it? Griefing tends to be frowned upon, and most players tend not to be keen on giving away the fruits of their labor. Currently, food isn't terribly tough to manage, but it's deceptively simple. If the player gets lazy about foodstores or makes a miscalculation, they'll likely have to stop what they're doing and scramble to deal with the problem lest they starve. Other mistakes tend not to be quite as severe. I mean if you dump enough large hail on an area, I don't think it really matters what crops are planted there--something is getting damaged. To be fair, I'm not entirely against having large hail damage crops, since that's a pretty rare weather event in the game, but heat waves and frosts are a lot more common, and thus the player should have a way to plan around them. Kind of, but I was leaning more into the cosmetic strengths here. If players really need more incentive to dress scarecrows in something other than basic rawhide and strawhats, perhaps just give a "scare bonus" to scarecrows that have more clothing slots filled. Mice, rats, crows, and other pests are fairly smart though, and quite widespread. It doesn't really make sense that the player's homestead is going to magically be pest-free for the first year and then get assaulted for eternity when the timer is up. Setting up a grace period like that can also easily lull players into a false sense of security--since they don't have any pests or other problems the entire first year, they're going to assume that they don't need to worry about things like that. I would want an option to turn this off, since I really don't want vermin chewing holes in my builds, and I don't want to constantly be patching holes in my builds either. Or patching holes in the furniture. Or having potential storage sacks rendered entirely unusable because something chewed a hole in it. Probably also fair to point out that rats and mice can chew through some pretty tough materials. Mortar and some types of concrete definitely aren't immune.
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For a space to qualify as a room, it needs to be no bigger than 14x14x14 and sealed off with appropriate doors, windows, and insulating blocks. https://wiki.vintagestory.at/Room Exceeding those dimensions, chiseling away too much of the structure, or using crude doors will render a room invalid. Likewise, using fences and gates to cover windows instead of glass might look nice and keep creatures out, but those won't count as insulating blocks. /debug rooms hi should be the correct command for checking whether or not a space qualifies as a room. Since you mentioned there was no chiselwork involved, I'd recommend making sure the room dimensions aren't exceeding the 14x14x14 limit and otherwise make sure that you have proper doors and windows. If you used slabs in the construction, make sure that the slabs are flush to the interior; if they are flush to the exterior then they won't count as insulating blocks for that space. I'm guessing the problem is just that your rooms are too big to qualify as insulated spaces. Splitting the big rooms into smaller rooms should solve the problem. Or build a fireplace and light a cozy fire as needed.
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Welcome to the game and forums! Even with modern advancements, it's still quite easy for a crop to fail or get wiped out by pests or weather. That being said, while these might be realistic threats, they don't make for very fun videogame mechanics since there's often no counterplay options. Some players might enjoy that kind of gameplay, but most are likely to get very frustrated when say, they planted their crops at the correct time and otherwise did everything properly, only to lose the crop because of bad RNG. While greenhouses are useful, I don't think players should be forced into building greenhouses for absolutely everything. Likewise, telling the player "you lose" despite them doing everything right does not make for happy players. A better solution here would probably be to add a bit of temperature fluctuation throughout the year, rather than have temperature be a static increase/decrease. That is, winters will still be appropriately cold, and summers appropriately hot, but the ideal time for planting and harvest isn't necessarily going to fall on the exact same day every year. The player could choose to plant crops as early as possible, and potentially get an earlier harvest, but it's also possible that there could be a cold snap that damages the crops. Waiting a few days to make sure the danger of frost has passed will delay a crop and might mean fewer plantings, but it's also less of a risk. Same goes for planting heat-sensitive crops later in the year--planting your turnips later in the spring might mean the crop gets damaged by an early heat wave. In any case, this solution allows the player to take some risks, as well as use their knowledge to mitigate existing risks, without slapping them with a penalty "just because". Locusts are a bit much. Yes, they are edible. I don't think most players would be thrilled about eating them. The thing about locusts is that they eat every green thing in sight, so they'd be eating up more than just the crops, and to my knowledge there's no way to really slow down a locust swarm either. Maybe burning off large swaths of land, perhaps, but that's a bit much to ask of the player. Trying to simulate all those bugs and the resulting damage is also likely to be rather rough on weaker hardware. I think this works better if it's a penalty for planting the same crops in the same tiles for an extended time; same goes for pests affecting crops. Part of the reason crop rotation is a thing is to prevent diseases and pests. The player could still engage in monoculture and use fertilizer to replenish soil nutrients, but it's the kind of strategy that would become less effective over long periods of time. Scarecrows are a good solution to warding off birds from certain crops. However, I don't think it's necessary to require the player to move them around. It'd not only be a hassle, but also easy to cheese, since moving the scarecrow a single tile over would probably satisfy the requirements(or if not, then it becomes even more hassle trying to figure out how to move everything around). The player should absolutely be able to dress up the scarecrows though--not only would it be fun, but it would also be something of a resource sink for the player. They'd either need to make clothes, buy clothes, or find clothes to dress the scarecrow in. Rats and mice get into storage even with cats and dogs prowling your property, though perhaps at a lower rate. In any case, I'm not sure this would be a very fun one to deal with. I'd like to see them as ambient creatures(and pets, in the case of rats), but I think a better threat to foodstores would be making rot/spoiled food increase the spoilage rate of fresher foods stored in the same containers. In that case, the player isn't going to get frustrated by trying to fight a never-ending battle with vermin, but they will need to check their foodstuffs every so often and discard items that are starting to spoil, lest they lose the entire container's worth of food. As it currently stands, the player can store fresh meat in a jar full of rot, without any consequences. As a general rule, I think the player should face the same challenges in the first year that they will need to face throughout the rest of the game, at least when it comes to basic survival. That way they know what to expect and aren't lulled into a false sense of security, or otherwise feeling cheated when the game stops playing nice.
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Winter months are ideal for refining iron and steel, since you're not really going to be traveling much of anywhere and winter often brings stronger, more frequent winds. The forge and refractory fires are also very good at keeping you warm. Otherwise, winter is a prime time for decorating and organizing your base, as well as making plans for the big projects you'd like to accomplish when warmer weather arrives. If you don't mind a challenge though, winter can also be an interesting time to travel, since stopping to camp from time to time will be a lot more important, and you'll be able to cross water on ice in certain instances, if the ice has had time to form. In these cases, that's when I log out of the world and go find something else to do for a while. Moments like these act as natural break points, so I walk away feeling satisfied with what I accomplished rather than feeling like I had to force myself to stop.
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Welcome to the game and forums! The main advantage of windmills is that they can output more power than a watermill, to an extent, and can be built anywhere. The main disadvantage is...if the wind isn't strong enough, you're not going to get much out of it. Watermills require you to build in a specific location and might be a little slower, but they provide constant power. I recommend double-checking your setup; there's probably something wrong with how everything is linked together. A single full windmill should be able to operate a helve hammer or turn a quern without any issues, as long as the wind is blowing. However, if the gears aren't set up correctly then it's very possible that the power being generated isn't actually making it to the machines. It's also possible that the gears could be set up correctly, but you might be trying to run everything at once and not be meeting the power requirements. Helve hammers take a lot of power; querns not so much, but four of them is still a pretty good load. If you don't have switches to shut off the power to the machines, you might want to try investing in some so that only the machines currently being used will receive the power.
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Why not both? The former can act as a small convenience for tougher story locations, perhaps requiring the player to sacrifice a bit of health or otherwise complete a small puzzle in order to activate the device. The latter would be extremely useful for players who want to play without the map enabled, or who otherwise might want to build a puzzle somewhere and send their friends on a treasure hunt. It could also serve as a useful plot device to point a player to a location, instead of always needing to rely on maps(that characters may or may not be able to feasibly draw). Likewise, those anchors could be a component needed to build one's own teleporters, and it would make it very easy to change the teleporter's destination as well by simply swapping out the "anchor". That means players could build a single teleporter at their base and swap the anchors as needed, rather than needing to build an entire hall of teleporters to handle a network. I think in this case, the base return teleporter(BRT) will still work as long as the anchor it's linked to is actually placed down in the world. If the anchor is sitting in someone's inventory or sitting in a storage container, then it will be unusable until the anchor is placed down somewhere. Of course, the easiest solution is probably just to break the link if the anchor is picked up. Overall, the BRT is best suited to the job it has now--a single-use convenience item that allows the player to safely skip the walk home. I'm okay with random part drops, but I would like a way to exchange parts that I don't need for parts that I do need. Perhaps even a way to purchase parts with rusty gears, albeit at an expensive price. Actually, I don't think Jonas parts should be craftable, at least not on the basic level. The player does have most advanced knowledge, yes, since much knowledge has been lost to time, but the player isn't exactly on the same level as Jonas himself or the lead engineers. Except maybe the Clockmaker, but that's too much power for a single class. I wouldn't mind seeing more advanced parts required in construction though, in return for making the basic parts a little easier to acquire. Not everything requires lots of complex parts, but it is rather satisfying to build the more complex pieces of a project over time before finally being able to assemble it all later. This is why the player gets a "fast travel" option as a reward for completing Chapter Two. Yes, the journey takes a lot of time, but the time spent makes the world feel believably big, so it's not something you finish only to think "gee, why couldn't any of the local traders tell me about any of this" or "why does everyone act like it's some sort of vast distance when it only took me a few minutes to jog there." However, like you said, return trips aren't going to be as exciting, because you already know what's there and at that point you're just doing a mundane task rather than setting forth on a quest. In these cases, it's not a bad idea to give players some sort of option to make these future trips a little shorter.
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Tagging on to what @williams_482 said, soil fertility doesn't affect how fast the cutting will grow, but will affect its health and care requirements once it matures. Low fertility soil will produce a bush that is struggling; better soils will produce a healthy bush. Getting a bush to the bountiful state, I think, requires terra preta, or high fertility soil treated with potash. As for the nutrient use, bushes will use up the nutrients as they produce crops; the nutrient demand does decrease slowly over time, but those nutrients won't be replenished unless you fertilize the tile. Actually, I'm more inclined to say that terra preta is better suited to berry bushes, and high/medium fertility soil better suited for crops. Terra preta is hard to get, but it makes for a very productive bush that won't need quite as much attention. That means you don't need to worry about planting and taking care of as many bushes. In contrast, crop fields are always going to be rather large, so it's going to be difficult to get that much terra preta to cover them all. High/medium fertility soil is much easier to fill a large area with, and crop fields will also replenish their nutrients over time if you let them fallow or rotate crops properly. The one exception I can think of is a greenhouse--you might want to invest terra preta there if you're trying to grow an exotic crop like pineapple outside of its natural climate.
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I think the idea is that the more lethal combat pushes the player to invest in things like copper armor, since it will allow them a second chance in the fight rather than just dying to the first hit. On standard difficulty there's not as much reason to make that kind of investment, since an unarmored player can take a handful of hits from most common creatures before they die.
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Hopes & Dreams for Changes to Combat
LadyWYT replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
Oddly enough it's the hunter who ends up breaking more doors than me. But this is also why using a crude door when playing with friends is a very good idea. You just never know when the thing is going to fall off its hinges and it's almost always hilarious when it happens. I think PvP is where damage types really start to shine. For a singleplayer setup, it's not such a big deal except maybe in the case of a proper RPG, since most games tend to favor allowing the player to pick whatever weapon they want and then stick to that. The player might struggle a little more on certain fights in that case, but they're probably not going to fail the fight entirely and need to retreat. To cite some of my own gameplay as an example--I installed a mod for Skyrim that adds different damage types and resistances to various enemies and armor. A sword will take care of most things, even if you run into some resistance, but it's generally possible to power your way through, especially with the right perks. There are a few instances though where perks and enchantments won't really save you, and you'll need to invest in a proper counter. Dwarven centurions are highly resistant to slashing damage, so it's a good idea to have some sort of magic at the ready or otherwise bring a follower that can counter what you cannot. Though regarding armor and damage resistance...I think for the player armor, a simple system such as what Age of Empires II employs would work rather well. Basically, different armors could be better at preventing certain status effects, but when it comes to the damage reduction itself, you have two basic armor rating--melee and pierce. Melee armor is how much damage from a melee attack will be prevented, while pierce armor determines how much damage from projectiles will be prevented. In AoE II, it works out rather well because you can have a unit with high melee armor that will be brutal in brawls, but easy to deal with at range. The huskarl's high pierce armor makes them highly effective at killing ranged units, but while they can hold their own in a melee fight they don't have quite as much melee armor and tend to struggle a bit. I mean, to some extent this is how it is now. You get used to playing a certain class, then switch for a while and get very confused when you're not hitting as hard as you should or you have way more food than you know what to do with. At least in my case, I tend to end up a little confused when playing Hunter/Malefactor, as the experience is very easy compared to what I'm used to. -
Posture/stance could be what determines which idle animations play and how often. Though idle animations are also fairly generic so I'm not quite sure how that would work.
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No matter what the date is, "customer service face" will always be a thing. Honestly, I don't really mind the static expressions. It helps depict the character's personality. However, I do think that the expression could change while the character is emoting. Gloomy characters can easily offer a brief smile when they're happy or excited; cheerful characters will absolutely cry when they're sad. Sick characters would look a little stressed. If there was an actual exhaustion mechanic, characters who go too long without sleeping would definitely look tired. There's also the reputation aspect. NPCs might be more reserved around characters they don't know very well or otherwise don't trust very much. Characters that are friends with NPCs or otherwise look like friendly sorts would be more likely to be greeted with smiles.
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Food variety - existing and great but not incentivized. Let's change that!
LadyWYT replied to Kulze's topic in Suggestions
In fairness I wouldn't call it a total flop either. But to my knowledge it's not exactly a game you can mention and have people immediately know what you're talking about(as opposed to Minecraft, WoW, FFXIV, Mario, Skyrim, etc). According to Steam, it has a Mixed reception at 62%. The positive reviews seem to be those that really enjoy crafting, games that are heavily focused on community(so not friendly to solo play), and extremely grindy MMOs. The negative reviews express a lot of frustration with how much the game makes players grind to get anywhere, clunky controls and mechanics, dated graphics, not enough players, "free to play" being a little misleading...the nail in the coffin, in my opinion, was the negative review from the guy who put over 2400 hours into the game, and he made it pretty clear that it was the friends he had in the game, and not the game itself, that really kept him invested. -
Nope! The idea is for the player to doodle their own designs, rather than choose from presets. So the only real limit is the player's imagination. That being said, for players looking for inspiration, gear or Blackguard insignia would probably be good example ideas, as would the villagers and certain traders since some of them have tattoos/warpaint. Malefactors might have chosen to tattoo successful mission tallies onto their skin as well as painting the marks onto their masks. Rougher characters might have a few battlescars. Some players would definitely abuse the system, but I don't think there's really any way to prevent players from drawing rude/unsavory things on themselves, aside from sticking to a list of preset options. Which presets aren't the same as drawing your own designs. Ultimately, I think it's fine to give the players the freedom in this case, and let server moderators handle reports, since different servers will have different tolerances on what they do and don't allow. It's very similar to the chisel and building system in that regard--no real way to stop players from building rude sculptures or writing profanity on signs, save for censoring code that can be more intrusive than helpful.
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Or like Bruno already mentioned--wood and canvas. Preferably woods that are both light and strong. The wood might even need to be treated in order to be resistant to rotting and warping. As for the canvas, the player might need to treat linen with beeswax in order to both toughen the fabric and make it water-resistant. If a fuel line breaks or other catastrophic failure occurs during flight, the best thing to do is focus on landing safely first, or otherwise bail out of the aircraft if it's not going to be possible to land(ie, plane's on fire, about to explode, or otherwise not capable of flight).
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Hopes & Dreams for Changes to Combat
LadyWYT replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
Kind of? But it's also the kind of thing that I think is better suited to linking to the player's equipment choice and their actions over time. Basically, the player's class choice determines their general background and what their character is already inclined to be good at. Equipment choice determines how well said character can perform particular jobs, and since equipment is easily to swap, the player can switch pieces of armor, tools, and weapons as needed in order to do various jobs. They could equip themselves with ranged weapons for a hunting trip, then switch to heavy armor and melee weapons later to clean out a deep cave system or dungeon. To further influence a character's development, the player could acquire additional bonuses to certain actions over time, as long as they consistently put in the practice to maintain those bonuses. Want to be better at ranged combat? Go hunting more often or practice shooting at a target dummy. Want to be better at close quarters combat? Pick up a sword or other melee weapon and start practicing. Class choice could provide some influence with these acquired skills, in that Hunters will obviously be able to learn the ranged bonuses a little faster while struggling with the melee bonuses in return. I think that's kind of how the class system in Morrowind and Oblivion works. The player picks a class, which determines not only which skills will have the highest values at the beginning of the game, but also which skills the character will improve at the fastest. From there, how the character actually turns out depends heavily upon how the player chooses to play the game. -
Hopes & Dreams for Changes to Combat
LadyWYT replied to e8747e6c4e0ceedb55ae841fe9's topic in Suggestions
Class bonuses already play into that. It's not something you want to go completely overboard on though, since it's going to be up to the player to do everything in singleplayer and you don't want players feeling like they locked themselves out of portions of the game simply due to their class choice(like not being able to delve into cramped dungeons because they picked Hunter). -
Pretty much. I assume that the code for such could also be tweaked and used for other things, like weaving custom tapestries or painting designs on pottery. Or vice versa.
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How to tan leather when playing in cold climates that have no oaks?
LadyWYT replied to StarFeather's topic in Questions
Agriculture traders sometimes sell oak seeds, but to my knowledge the arctic regions don't contain as many traders. Traveling to a warmer area to get oak wood/oak seeds is probably your best bet. -
To my knowledge, only the cooking slot qualifies as a heating slot. The output slot doesn't count as being in the fire, so if it sits there long enough the item will cool down. It can probably be done via a mod, though I'm not sure how one would accomplish such, or if there's a mod that already modifies the player marker. I don't think there's a way to disable brick-throwing, unless you make a mod for it, but trying to set down rocks and bricks is definitely a little clunky at the moment. The best work-around I've found is to set down a single brick/rock to start the pile first, and then use the shortcuts to pile the rest on. The hiccups, in my experience, seem to be caused by trying to use the keyboard shortcuts to pile everything on at once.
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Food variety - existing and great but not incentivized. Let's change that!
LadyWYT replied to Kulze's topic in Suggestions
It's simple: if I make a stew from redmeat, cabbage, and turnips, and get +10% to strength after eating it, then I'm going to expect to use the same ingredients to cook the same recipe later and get the same benefit, regardless of whether it's the same world or a different world. If I'm cooking the same recipe but getting different results, that's not encouraging me to figure out more about the game. That's the game arbitrarily deciding what the outcome will be and telling me, the player, that it's useless to learn anything since the knowledge can't be applied to produce consistent outcomes. -
It's a very small thing, but player characters and human NPCs stare off into space and never blink. This ends up making them feel rather stiff and somewhat unsettling, especially when interacting with them for extended periods of time. These characters already have fidget animations and breathing animations, so letting them blink once in a while would definitely help give them more life.