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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Bragging rights, in addition to aesthetics. Grafted fruit trees bearing multiple varieties of fruit look cool, but are difficult to actually create. Tule may potentially be the only resource for thatch roofing one day, but we'll see. Sedge provides a source of dry grass in the winter, if you need it, since it never gets buried by snow. Aside from that, both create more visual interest in the world by providing more variety of plant life, which is always nice. How difficult it is really just depends on the hand you're dealt when it comes to map generation. Bronze is rather easy to acquire en masse, since the ores required to create it are generally rather easy to find. Regarding the long-term though, no, you don't want to be relying on bronze, because it's a mid-game material. In the late game, you want to be refining and using better stuff, like iron and steel, but that doesn't mean that bronze doesn't still have its niche. It's still good for lanterns, nails, and other tools that you might want to be cheap and easy to make(ie, casting instead of forging, and no long refining process). Oversight, I assume. They are still burnable though. Because sawing a debarked log produces beams, not planks. Otherwise, I would assume it's oversight again. Regarding the last four things listed, keep in mind that new items, systems, and creatures are going to require more time and effort to create, in addition to the testing required to make sure it's relatively balanced before a stable release. The devs do update older content as they have time, but it's not unusual for older content to get left on the back burner while the devs add other things that have been planned but aren't yet in the game at all(like herbalism).
  2. I'm guessing you likely have a mod or two that adds a lot of content, and that may be what's generating the hiccups. In my experience, it's not unusual for a heavily modded game to flash the message a couple of times shortly after loading the world, and not show again. Generating lots of new chunks during exploration can also cause the image to appear. Unless it's a constant interruption, or there are other issues that make playing difficult, I wouldn't worry about it too much.
  3. Welcome to the forums! Are you playing with any mods? Or have you messed with any game settings aside from the world settings? Typically this message appears when the computer is struggling to keep up with whatever is going on in the world. You might take a look at your log files to see if there's any other clues as to what could be going on, as well as check whatever programs you have running in the background.
  4. To my knowledge, there's no issue with the recipe. Simply put the fat in one slot, then light a fire underneath the cookpot. The fat should render within a minute or two. Make sure the fat only occupies one slot though, or it won't work. The only other thing I can think of is that if you're playing with mods, one of them may be interfering with the recipe somehow.
  5. It's generally both, in my experience. I've typically acquired several many parts by the late game, both from storm loot and ruins loot. However, the part type can be very hit-or-miss. The flux gap connector tends to be the most difficult to acquire, while also being one of the more useful since it's used for both the teleporter and the rift wards. You also need them for the BRTs, so...yeah. I don't think Jonas parts should be craftable, necessarily, but I do wish you could barter with a dear old friend and exchange parts you don't need for parts that you do. Well, that, and just having more Jonas tech to mess around with in general. I second this, though I do think the nightvision mask should have some bit of armor to it. Because I mean, it's still made from metal, and getting smacked in the head by the nasties in the deep can easily be a death sentence. It doesn't need to be super armor or anything, just enough to allow the player to wear it in the places it's most useful, without as much risk of near-instant death.
  6. By default, 97.5% of the world is land, which means that 2.5% is ocean. So you'll run into an ocean eventually, if you explore far enough, assuming that you weren't lucky enough to have one near spawn. Most of the world's water will be freshwater though. That being said, boiling saltwater has never been implemented in vanilla, as of the time of this writing anyway. So I'm a little confused on where you're getting the following statements: The oceans are there, just not prevalent by default because aquatic content isn't fully fleshed out yet, and having large swathes of water filled with nothing and having little gameplay options doesn't really make for a fun experience. "The content not being created yet" isn't the same thing as "The devs made the content and then removed it to bottleneck the player". I wouldn't be surprised if they added the ability to boil saltwater down into salt someday, but I really doubt it's a development priority right now. In the meantime, there are mods that add such a feature. Incidentally, there's also a mod for this right now: https://mods.vintagestory.at/walkabledeck
  7. Salt water is still in the game though? In the oceans? To my knowledge, boiling saltwater into salt hasn't ever been a vanilla thing, though it is a commonly requested feature.
  8. Where did you see this? To my knowledge, the lack of aquatic content has nothing to do with salt. The devs just haven't gotten around to developing a lot of aquatic content yet, and most of the game takes place on land, so land-based content tends to be more of a priority.
  9. Here's the thing though...the vanilla game is going to be the developers' vision, and whatever options they deem appropriate to achieve their goals. Anything outside of that will have to be handled by mods, so some players will need to use mods in order to get what they want. It's not possible to account for everyone in vanilla, and the more moving parts there are to account for, the harder it gets to make and maintain content without breaking something in the process, especially when many of those systems intertwine with each other.
  10. Brown bears are faster and have more health and attack range than black bears, so they're much harder to get away from if they spot you. Polar bears are even stronger than brown bears, though thankfully they're only found in the arctic and occasionally on mountaintop glaciers. Panda bears and sun bears are only found in the warmer tropical regions, and are around the same general strength as black bears(maybe slightly weaker) and less aggressive. Black bears can be kited around and killed with a falx or spear easily enough, with or without early game armor. To be fair, I also don't recommend doing this unless you really know what you're doing, but if you're good at blind navigation and timing the bear's attacks, it's relatively easy to do thanks to the ability to sprint backwards.
  11. It'd probably need to be the kind of feature that the player can turn off. There's already a chunk of the playerbase that complains about travel times in the game, so they probably aren't going to be thrilled about more delays getting added. Likewise, many players don't like to lose their stuff, and losing stuff at sea is a recipe for disaster because not everything floats. As for the maintenance thing, I could see it potentially working. However, there's nothing else in the game that really requires maintenance like that in order to keep working, and it's not really ideal to have the boat require maintenance but other mechanical things not take that into account. And in regards to the concept of maintenance, it does make sense for a realistic survival game, but the more time the player has to sink into keeping stuff maintained so that it works is time the player doesn't have to spend on other activities, like completing the story, exploring, hunting, etc. It'd be the kind of feature that takes a lot of work to implement in order to keep the game consistent, and the kind of feature that probably needs a toggle in the settings.
  12. It's probably because most wildlife is relatively easy to figure out the limits of and avoid. Bears are a lot more difficult, and depending on the type of bear, may be almost impossible to actually run away from. That, and there's been a good handful of others through the forums complaining about bears. Early game is pretty rough when you're still learning the ropes. There's a ton of information that you need to learn, and a lot of it needs to be learned simultaneously, and failing to account for certain things doesn't necessarily hurt in the present but can build up to a much bigger problem in the future. Vintage Story really isn't shy about its punches in that regard, though it does give the player a lot of control over how hard the game is allowed to punch. In any case though, don't sweat it too much. The struggle isn't forever, and it won't be long before you're dodging bears and sniffing out coppers like a seasoned veteran.
  13. The combination is shift + right-click by default, as I recall. You need to be looking at an empty bucket, barrel, or bowl(or one of those containers partially filled with honey) in order to squeeze the honeycomb. And of course, as @Professor Dragon already noted, you can also use a fruit press to squeeze honeycomb. Just make sure that the press is more than half full, and that you have a bucket underneath to catch the liquid.
  14. Given a teaser I saw the other day, this may be a feature sooner rather than later. So, Valheim wind mechanics? It would be interesting, for sure, though it would require some overhauling on how wind affects stuff like leaves and windmills. Windmills especially will need additional engineering options, so that you can engineer them to move to face the wind, rather than be forced to keep them in a static direction. This is really only a concern if you're not playing with the minimap enabled. I think having your ship sent off course is also the kind of mechanic that really only appeals to certain kinds of players, and not most players in general.
  15. Someone hasn't met @Thorfinn yet. Though to be fair, playing with a permadeath rule is going to be rough on any of the preset difficulties in Vintage Story.
  16. Or better yet, just give server owners and mod authors "AI Content" and "No AI" tags that they can tag their stuff with. Players can filter mods/servers based on those tags, and that option should satisfy/be useful to most players as well.
  17. I want to say that's one that spawns in ruins, but I could be mistaken.
  18. Well yes, because such cases, as I far as I'm aware, violate Anego's TOS, and real money transactions and children being involved are both very different scenarios than someone accidentally downloading a mod they don't like because they didn't do their server homework. I still think it's an unnecessary guardrail that won't actually solve the player complaints(is anyone actually complaining about it aside from the OP? I can't recall seeing complaints about servers) as much as it will open the door to multiplayer becoming bogged down by guardrails in the future. In any case, since the primary topic of discussion is about tags, I'll flip the idea on its head and suggest just giving server owners the option of using an "AI content" tag for their servers, and let users filter out tags they aren't interested in. That would be useful for a lot more things than just AI, since it can be applied to gamemodes, 18+, or even a tag like "Discord required" if the server relies heavily on Discord(many seem to), and the AI tag itself could refer to the tools/content the server community tolerates at large(and not just the mods they happen to be using). The player will still need to do their research about the server, of course, since filters don't solve everything, but filtering out the servers is a smoother way to handle it than just flashing a warning screen every time the player tries to enter a server that has a blacklisted mod. Honestly, I don't expect that kind of person to just throw up their hands and not be a nuisance when they got soft-locked from most servers due to their own preferences, as much as I expect them to make try to make it everyone else's problem that they can't play what they want.
  19. If you're a Blackguard, it sounds more like a light snack.
  20. Technically they grow on vines. But what the plant end up looking like depends a lot on the variety you're growing and what kind of care it receives.
  21. Definitely gonna try this at some point, provided I don't get catapulted off the tower's apex, that is. I feel like this is a pretty fair summary of Chapter Two, though I would also add that the content is so divisive in some ways is that it's very much the kind of content that you either enjoy or you don't. Like the parkour and traveling. If you like jumping puzzles, or enjoy long travels for quests, Chapter Two will likely be rather enjoyable. If you don't like jumping puzzles though, the tower section probably isn't going to be very fun, and if you just want to cut to the action or otherwise get through the content rather quickly, the traveling probably isn't going to be fun either. Chapter One has similar problems, given that I've seen a handful of players complain about its design, but I don't think it's quite at the same level since its design is simpler in comparison and the puzzles are the type that's liked by a wider variety of players. That's not to say there couldn't be improvements--there definitely could be, but I'm not sure this is the place to discuss them again. But I do think that's why Chapter Two can be so hit-or-miss when it comes to content.
  22. It is, if you talk to Tobias first. He warns you to be on the lookout for his "dear winged beast". It seems like the village hunter may have mentioned a flying monster as well, though I don't recall for sure. In any case, when it comes to adventuring in general, I always try to bring a bow and arrows with me. It's a very useful weapon to have, even as a Blackguard, and while it may not be used in every circumstance, it's not so niche that it feels like a waste of inventory to carry those items around.
  23. When did you fight the Crow? Was it still in the rc testing, or after the fight got reworked? The original fight was a lot harder and more chaotic, which in many ways I do miss, but I do understand why they changed the fight as they did. The slower attack patterns mean that the player can actually use the time-switch to dodge the dive attack easily, as well as have time to actually shoot at the Crow before needing to dodge other attacks or get interrupted by the feather barrage. The Crow originally only needed 1/3 of its health to be damaged before it would fly away and the flight would be considered complete, however, that turned out to be too confusing. Needing to drain the entire health bar means the fight takes much longer, but the player is less likely to be confused about the win condition. There's also the design of the tower apex itself. There used to be a stairwell that you could use to reach the top, rather than the ladder that exists currently, and said stairwell was a cheese machine. You could camp there and basically fire with impunity at the Crow, without having to be concerned about getting knocked off the tower, time-switching, or even taking damage for the most part. It's really not that bad as Blackguard, and it seems a fair turn-around given that the Archive fight favors Blackguard more heavily.
  24. Yeah, no, sorry, but I think the responsibility should still fall on the player to do their own research before joining a server if AI is something they're terribly worried about. If the modlist isn't posted, they can always message the server owner/admins, but otherwise I think it's fair to point out that if the server isn't advertising the modlist they're using, there's probably other lurking issues and it's not a particularly good choice of server. It also very much feels like turning responsibility over to Anego Studios for protecting players from servers, or at least opening the door for such, rather than placing the responsibility of decision-making on the player. If there has to be any kind of warning, I think it's more appropriate to post a blanket warning for all servers stating that the multiplayer experience isn't rated, and that people may say things you don't find agreeable or the server may use mods that you find problematic(basically, multiplayer is "use at your own risk"). It's still not the most ideal thing, but a warning box you only have to deal with maybe once is better than multiplayer itself getting bogged down by a bunch of a different rules and checkpoints that caters specifically to players with incredibly strict preferences. Because quite honestly, I don't expect those players to do their own server research when the system will just do all the work for them.
  25. Put it outside in a container in hot weather, especially if container is in a greenhouse. If it's cold weather though, the player inventory is pretty much the fastest spoiling spot, since the player inventory remains at a set temperature regardless of the ambient temperature.
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