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Everything posted by LadyWYT
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Just feels... inadequate compared to modpacks that involve TFC+
LadyWYT replied to cAshewTheAce's topic in Discussion
Welcome to the forums! It's worth keeping in mind that the game is far from complete as well. Of a planned eight story chapters, only two have been implemented. You are correct in that the game's tech progression is meant to remain rooted in medieval technology, with steampunk-style steam power potentially being the farthest once can advance, but there are also mods that add things like electricity to the game(from what I've seen, that one is decent at staying up to date). Honestly, I'd give the game a little more time. Progressing sounds easier than it actually is, since the game is very good at punishing mistakes, and certain processes take some time to complete. I will also note that playing the game yourself is quite different from just watching someone else play as well. There should also be another update arriving sometime in the near future, which I think should include more late game options, but I'm not 100% sure on that either. In any case, it's also okay if the game just isn't your cup of tea either. The refund policy is pretty generous, and you can always try it again later after a few more updates. -
First off, welcome to the forums! It's a neat idea, but not feasible to code, for reasons that @Heart_Afire has already stated. In regards to the game lore itself, standard weapons are implied to be ineffective against the monsters, hence the reason the falx looks the way it does. As for the Blackguard shortsword, that is a weapon made specifically for close-quarters combat, so while it looks like a typical sword it technically falls into the "specialized weapon" category. The main reason that bronze is the limit for spears, I think, is mainly that spears hit very hard at range. Iron spears would probably be doing something akin to 10 points worth of damage per hit, in which case why bother using any other weapon at all? The general idea is that while spears are good in the early portions of the game, they're supposed to eventually be replaced by the bow, which can shoot faster, shoot farther, and is a lot more efficient in regards to inventory space. As for different types of arrowheads...you'd need to have a reason for them to exist. In real life, you have different types of arrowheads depending on whether you're hunting, firing a signal shot, or firing at an armored target, etc. In the game though, it's just...flat damage, as far as I know. I could see a place for signal arrows(fire, whistle), but I'm not sure that more variety is needed otherwise.
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I'm guessing the change is mainly because the sepia style looks more like an actual map, and not a miniature birds-eye view of the world. I'll also note that the true color map, while very useful, is also...pretty ugly, in a way. It ends up a hodge-podge of colors by the end of the first year, since the map will only update things when you actually visit the areas. The sepia map will have a consistent look year-round. Technically, you can still pick out some resources, but realistically, you shouldn't be relying on the map to find resources. Maps are more for recording various information, like the location of critical resources, in order to make things easier to find/work with later. Granted, that's not what's going to happen with the true color map, but still... It would be nice, however, that could be said of most of the options available in the game. And it's not really practical to point out each option to the player either. In this case, I think it's just part of the learning curve for new players, in that they learn just how many options Vintage Story offers them, and then tinker with said options until they find the results that please them. If you do end up turning it off, you may want to install a mod like this one: https://mods.vintagestory.at/craftablecartography That way, you'll still have access to the map, but you'll also have to do a bit of work to get it. It's a nice compromise between the obvious videogame mechanic of the current map, and turning the map off entirely.
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That's probably the old "hurt" sounds, given that(as far as I know) the player character produced your stereotypical human grunt noises when damaged and whatnot. Once the voiceset swapped over to the instruments, the injury sounds also changed to match.
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Welcome to the forums! I agree with @Evilel, the most likely cause is a cave somewhere near the area, and the denizens within it are what you're hearing. However, it's also possible that there are deer hanging around and that could be what you're hearing given that they do make soft snuffle-snorting noises. This as well!
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Welcome to the forums! I can't say that I've ever seen it happen, nor should it be happening in the vanilla game. If you're using mods though, make sure you disable them and test on a vanilla world to see if things work as expected. If things work correctly, then you know it's a mod issue, but if not then it's time for a bug report. In the event it is a mod issue, and you don't see any likely culprits in your modlist, the easiest way to figure out which is the culprit is to re-enable your mods one by one and test them as you do so. Tedious, but the problem mod will be very obvious once your test results go awry.
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Purpleheart is best used with medieval-style logic. That is, color matching isn't what's important--it's showing off how rich you are! And one easy way to do that is to use a hard-to-obtain wood with a very flashy coloring.
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We should change the wiki entry for bears' movement speed
LadyWYT replied to Discipline Before Dishonor's topic in Discussion
Bearing in mind that the wiki is maintained by volunteers, so... I do agree, but the volunteer aspect means that the wiki gets updated whenever those maintaining it actually have the time and energy to do so. -
The good news is that you can enable/disable the map coloring at any time. You'll need to reload the world after running the command and then revisit uncolored chunks in order to render them in color.
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I mean, I had a map that I walked about 1000 blocks away just to find my first clay deposit...only to find there was a clay deposit right over the little hill out back of my base all along. And I say that as a veteran player. I've also found that slowing to a walk instead of running everywhere can help with resource spotting, but it's not foolproof since you still need to actually be within visual range of the thing and notice it.
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Which one fills you up better? Porridge, since you can fill all four slots with grain. Which one do I prefer though for getting my grain sat up? Pies. Definitely pies. Porridge just feels bland(even with berries or honey) and doesn't transport nearly as well as pies do. Since porridge counts as a meal, it does technically pause hunger for a bit, but to me it's a negligible amount and thus I'd rather have the greater stacking ability of pies.* *That could also be a side effect of being a Blackguard. It's not uncommon for us to run on a steady diet of rage and redmeat.
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This is a great way to find clay once you learn which discolorations to investigate, but it also requires the true colors being enabled for the world map(they are disabled by default). To enable map colors: /worldconfigcreate bool colorAccurateWorldMap true Pretty much. Typically, you'll find whatever you aren't looking for at the time. Honestly, I would say it's probably just that you aren't yet used to where to look for the clay. It's one thing to look at a picture on the internet, but it's quite another thing entirely to actually try to find what's pictured in the game. Once you've found a deposit or two, it should become much easier to find deposits in the future. I'd also chalk it up to potentially really bad map RNG. Most of the time the RNG is pretty good, but it's not unusual to have a key resource or two be difficult to find. Usually that resource is something like borax or bauxite, which isn't necessary until much later in the game, but sometimes it happens to be clay or some other early-game resource, which makes for a rough start. My advice is to stick with it a little longer, as pretty much everyone who has ever played Vintage Story has been in your shoes at least once. However, if you're really not enjoying your current map, it may be better to start over on a new one better suited to your liking.
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I'm not even sure it was the wall, to be honest... Edit: It's worth noting that the alcohol in question was cherry brandy, which is much stronger stuff than the standard brews. A liter and two mugs will absolutely get one hammered in short order.
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Iron bloom didnt spawn with enough voxels to finish the thing
LadyWYT replied to NastyFlytrap's topic in Discussion
Well first... hands over Snickers bar But I do have to be "that guy" and counter with...that's also kinda why the process doesn't work. Or rather, why the process ends up feeling mildly unsatisfying to some players. The player is expecting to get an iron ingot from an iron bloom, with no indication otherwise that the process can fail, aside from managing to screw up working the bloom themselves. Thus when the ingot nears completion but turns out to be missing a voxel or two, the player is left scratching their head wondering what went wrong, and course getting frustrated when there doesn't seem to be an answer other than "bug". While it's true that the resource loss is trivial, it's also something that the player ought to know about ahead of time, lest they get frustrated and assume it's a bug. I'm also not so sure that resin, crops, and charcoal are great examples to use in comparison either. Resin isn't really something the player can "lose", to my knowledge, unless they chop down the tree producing resin, or are a Blackguard(pretty sure that the Heavy-Handed drawback means that the class will miss the occasional bit of resin). Crops have some variance in how much they produce, but they always have a decent yield unless the crop just dies entirely/is harvested prematurely. Charcoal...I mean you're burning wood in order to get it, so it stands to reason a bit of it will burn to ash in the process(unless you build the pit wrong). The iron lost from defective blooms, however, can't really be prevented by the player, unless of course they have access to a helve hammer. Which they're probably going to end up building eventually, but still... Eh, have to disagree here. The sole purpose of the helve hammer is to lighten the player's workload when it comes to the most tedious parts of forging...that is, working blooms and forging plates. There's not really skill involved with either, and it's not really a "skill issue" if a player doesn't know that helve hammers can work defective blooms into ingots. It's a knowledge issue, if anything. It would make the process more consistent though, in that you get out of it what you put into it. And here is where I'll call back to my earlier post: I don't think it matters whether this particular mechanic stays in the game or gets removed, but if it stays it really ought to be noted in the handbook somewhere so the player doesn't just assume it's a bug when they encounter. Likewise, the player should probably have some sort of option to deal with it, aside from just throwing it onto the helve hammer to sort out. However, if the mechanic is removed and one bloom always produces one ingot(regardless of hand-forged or helve-forged), I don't really see any particular detriment to gameplay either. -
It probably would, unless it's a texture overlay. Leaf litter tends to kinda flatten out. Maybe, but you'd have to allow the player to pick up forest floor blocks somehow. Currently, forest floor just turns into dirt.
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What do you guys think about the recent Bluesky posts from the devs?
LadyWYT replied to Facethief's topic in Discussion
I've just assumed that they use Discord as the dumping ground for various vague snippets, and use the forums to condense all the extraneous information into a much more polished, readable format. That is, the stuff you read about in the forum news posts is the actual implementation of stuff that's going to be in the game, and not so much just the bare workings of an idea. -
I would just make it a literal stomach growl. A deep drum roll or creaky mechanical sound could be too easily confused with something else, like rifts, temporal instability in general, or standard creaky machine parts.
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This alone makes panning bony soil worth it in the late game. The gems sell for quite a bit, and you're not really likely to find gemstones you can mine. You can buy them from other traders, but it's not really worth it given that the buy price is pretty much the same as the sale price.
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The first thing to try is disable the mods and test in vanilla to make sure that vanilla is working properly. If there's no issues in vanilla, then it's almost certainly an issue with one of the mods. Unfortunately, none of the mods look like obvious culprits, so aside from checking to make sure they're all up-to-date/working correctly on the latest game version, you'll probably need to re-enable them one by one and test as you go to see which is causing the issue.
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Iron bloom didnt spawn with enough voxels to finish the thing
LadyWYT replied to NastyFlytrap's topic in Discussion
I mean, just speaking for me personally, but I don't really have strong feelings one way or the other on this particular matter. If a note is put in the handbook about the matter, and the player allowed to chisel the bloom back into bits(20 bits) to try smelting it again, and the mechanic otherwise left unchanged, that's fine. If the mechanic is changed so that one bloom always produces one ingot, no exceptions, that's also fine. In other words, the crux of the issue is that the player needs to be able to understand what is happening, and have a clear way to solve the problem. Currently, the occasional messed up ingot feels like a bug, since there's no mention of it in the handbook, fixing it via helve hammer isn't immediately obvious, and there's otherwise no option to break it down into bits and try again(like you can with other forge projects). -
What do you guys think about the recent Bluesky posts from the devs?
LadyWYT replied to Facethief's topic in Discussion
I don't think about Bluesky(or social media in general), so... -
Assuming that the calculations could work similar to snow, and not impact performance too severely, I would say it might be as easy as only allowing leaves to accumulate on forest floor. That way the deep woods and forest will have dead leaves covering the forest floor, where it makes the most sense, but lone trees and shrubs out in the grasslands won't really be affected. Of course, this also means that player-planted trees won't have dead leaves underneath them either... Realistically, I'm not sure that it should be something that affects only deciduous trees. Granted, conifers don't shed their leaves yearly, but pine forest will still have a carpet of pine needles covering its floor. Perhaps another type of forest floor could be added to add some difference between deciduous forest and coniferous forest?
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It depends heavily on what I'm building, and what the local stone type is. Oak tends to be my go-to, which pine a close second, since both look quite nice and are easy to come by. However, if I'm working with a very dark stone type, I'll be more likely to pick birch or larch so that the light color contrasts with the dark stone, leaving the space looking inviting and not oppressive. Acacia, bald cypress, redwood, walnut, and kapok I tend to use for furniture or other detailing, since they're a little harder to come by. Acacia I especially like since it's very bright and makes for nice flashy furniture or brightly colored inlays on chiseled design. Ebony and purpleheart I almost never use, since I don't venture to the tropics. However, of the two, ebony is the easier to get, since my friend and I almost always play with Primitive Survival and the tree hollows the mod adds can sometimes contain ebony seeds(but not purpleheart). Aged wood I like the appearance of, but it's not really renewable, and realistically whatever I'm building doesn't need to look ancient considering that it's a brand new building. Plus considering the setting is the Middle Ages, bright colors are a must! Even if I'm not really a fan of garishly bright color.
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The musical vocals are just to represent the character's voice, without actually having to worry about voice acting or making up a language(which can be a real problem, given that Simlish gets mistaken for English). The musical notes also hold an edge over real grunts/groans, since the choice of instrument and pitch, in conjunction with appearance choices, can suggest the character's overall personality as well. For example, the sax can suggest a character that is quite loud and expressive, while the trumpet suggests a character that is quite old. The oboe could be your friendly neighborhood librarian lady, or the Karen-esque soccer mom. As for a stomach growl sound effect, I don't think that really needs to be matched to the character voiceset. The sound is fairly universal, and it also saves some development time and disk space if it's just a general sound effect and not tuned to character voice.
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It might depend on where in the warm zone you're located. I had a map with a warm start, and settled reasonably close to the spawn. I planted some lychee without greenhouses, and the trees seem to do well. The warm zone does have warm spots suitable for lychee to spawn naturally, so it should also be warm enough for lychee to survive, however, it may have pockets of temperate climate that will kill off more cold-sensitive plants.