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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. What game version are you playing? Assuming it's 1.22, make sure your mods are updated for that game version, or otherwise known to be working correctly. 1.22 broke a lot of mods, so it's very likely a mod issue.
  2. Having assisted a friend with mod development...can confirm, there were a lot of changes under the hood, mainly related to entities, I think, that broke a LOT of mods. Now that we have a stable release, most mod authors will probably be busy trying to update their stuff, but it may take a few days/a couple weeks for everything to update.
  3. Truthfully, I have no idea, outside of a couple things to check. The fat is pretty easy to take care of, since all you have to do is cook it in a cookpot. If you have gardens, berry bushes, and apiaries that aren't fenced, you'll want to do so to prevent animals from helping themselves. Depending on what you have going for machinery, you may want to check that as well, and switch it to a more realistic setup if you're running "eldritch windmills". I don't think the friction mechanic has yet been added to the game, but you also don't want to be caught off guard by things catching fire if machines are set up to run faster than they realistically should.
  4. I think I would rather this be a separate texture download in the Client Area, so that players that really want old textures can download and use them, while still keeping the game files relatively small. That being said, I'm also not sure how well this would work, since things change regarding the code, models, and animations. It may not be as simple as just swapping out textures.
  5. The elk is definitely why your cabbages got eaten, but that doesn't mean he can't continue to live in the greenhouse. Depends on whether or not you want to feed your elk a gourmet diet.
  6. As others have already noted, it should be safe to update a 1.21 world to 1.22. Generally, the worst you'll face is needing to generate new chunks to find some of the new content like the new berry bushes or dungeons. That being said, I would recommend making a backup of your world(s) before updating, just in case something does go wrong.
  7. Patch notes. I don't remember which pre/rc version.
  8. This is true, though it's also something I tend to be pretty skeptical of without knowing exactly what it is the devs are squeamish about when it comes to gore. I also don't think it's a situation where certain details, like a skinned carcass, could be kept to simple pink non-furry retexture of the entire creature, as that's probably not going to satisfy those looking for realism. The thread you linked definitely had some good ideas, but it's just a matter of what the devs can handle versus what's going too far. Pretty much. Or it's a case of the mod does its job very well, but ends up resulting in a game loop that feels out of place compared to everything else since it's ultra-detailed. Granted, I would say that a lot of suggestions tend to have these issues as well; they're good ideas, but something about them doesn't quite jive with the game as a whole.
  9. Oh for sure, but I'm also wary of weighting things too heavily in favor of streamers/content creators. An option for weather isn't that bad, but also not something I think is that important either when there are world edit tools/commands to deal with that kind of thing. It doesn't really seem that difficult to run a command off-camera or even on-camera, if necessary during the stream.
  10. I don't know why it happens, but you can always download the full installer/updater from the Client Area and then use that to install 1.22 into the desired location.
  11. That should be fine. If you aren't sure, you can always try the settings in singleplayer first and fly around in creative mode to get a sense of how it feels before committing those settings to a server.
  12. Honestly, that's about what I would expect for trains in Vintage Story. Something like those mini-trains you find at zoos or amusement parks rather than a full-size locomotive, with the player needing to forge multiple parts to build the engine/cars and then supply the train with fuel in order to run it.
  13. Welcome to the forums! Older mods sometimes work on newer game versions, but it's always best to test them first as there's no guarantee they're going to work correctly on a new game version. I will note that 1.22 changed quite a lot of things, including updating the game to run on .net 10, so older mods are much more likely to break and most will probably need to be updated.
  14. I don't want to wade back into the argument too much, since I mean...we've both gone in circles about it and most issues have been covered. But there are a couple points I'll touch on, and this is one of them. Sometimes things get lost in translation, and 1.22 brought a lot of changes, a couple of which were rather significant and a bit confusing at first. Which to be fair, once you get used to things operating a certain way, and those things see big changes, it makes sense that the changes will feel a little confusing. In any case though, I think for the future, clarity in the patch notes should probably receive a little more focus in order to help prevent players from getting too confused. Knee jerk reactions will still happen, sure, and there's always gonna be a few complaints, but overall I think if the bigger changes have a bit more in-depth explanation, it'll help. Honestly, my overall take here regarding complaints is that some players prefer the easy-mode bushes of previous versions, where the player can do nothing and get free food. I'm sure those players would rejoice if fertilizer, bush health, and traits were removed, and bushes became just basic blocks again, but the flipside of that argument is that players who were hoping for more in-depth agriculture are going to wind up disappointed since the bushes at that point literally do nothing special other than allow propagation, especially since a bush rework was touted as a major part of the update. Arguments over what kind of maintenance is realistic aside, I like that cultivated bushes take just a little bit more work and planning upfront in return for better yields over time than what wild bushes offer. It's also pretty fun hunting around for different traits and slowly improving the berry farms over time as well, but the traits are also easy enough to ignore if the player doesn't really want to bother with it. The change has me actually using fertilizer for agriculture for once, rather than just ignoring that feature entirely, but again...it's not something that's going to demand so much of my time that I'm not going to be able to do all the other stuff I wanna do in the game. It's a neat idea, but already a feature, in my opinion. Wild bushes are scattered, can have bad traits, and are easily raided by critters before the player can get to them. Likewise, the player can easily spend several days checking and harvesting wild bushes. In contrast, cultivated bushes are easily checked and harvested in just part of a day, and will most likely have more beneficial traits due to the player being picky about what they cultivate. I don't really see how you widen that gap further without making the system feel frustrating in the early game, or frustrating to players who'd rather rely on hunting and gathering for their needs rather than homesteading. I mean I figure that if the player plants something in soil that doesn't have a lot of nutrients, using fertilizer would be much more of a concern. High fertility soil/terra preta has more value for agriculture not only because plants will grow faster on it, but the high nutrients means that the player won't need to use fertilizer very much, if at all. I do expect to see the growth cycle adjusted in the future to be more seasonal. However, doing so now would probably make the early game a little too harsh for most players. To take a stab at guessing: implementing an herbalism loop would be a prime opportunity for making plants more seasonal, especially since it's likely to introduce a status effect system that will likely include illness(which can also be affected by the season). Brewing teas and other concoctions alone is solid enough gameplay, but I think it would be much more interesting if it had extra depth by making many ingredients seasonal. I daresay this might also be an opportune time to possibly explore pruning options, since "pruning" could include snipping the flowers off a plant(which could be used in herbalism) and sacrificing an earlier harvest in return for a bigger harvest later.
  15. Well...in other news, stable released today, so now you don't have to wait!
  16. Helps when there's an absolute unit of a dev team putting it all together and making sure that it works. Definitely glad to hear that there's more dungeon content planned for 1.22 rather than waiting until 1.23. The current is definitely fine for what it is, but a bit more variety is definitely appreciated!
  17. It's not gone, just very outdated. https://mods.vintagestory.at/show/mod/11954
  18. Yes but also no. Harmful weather effects, like large hail, should have a grace period, since these can easily kill a player on a new world if the hail is widespread. Rain and fog and stuff that doesn't hurt the player though? Those shouldn't be disabled, unless it's via mod. Not every place is going to be sunshine and the best aesthetics ever for someone's video, and of course what makes "proper" weather for a video is a bit subjective anyway, I would say. Now if the status effect system adds some penalties for being out in the rain too long without proper protection, then there might be a better case for adding a grace period for weather, since spawning in a rain-heavy area and proceeding to catch a debilitating illness probably isn't going to be a great experience for new players.
  19. The case could be made for less durability since tailors, thanks to their clothing knowledge, would be able to make better repairs and know when to make those repairs sooner. Which more durable clothes makes more sense for Tailor than more durable armor, in many ways... This is the issue the tuning spear runs into. With class-exclusive recipes turned off, anyone can craft it, but it's still an item only useful for Clockmaker since the locust-taming function is still tied to the Clockmaker class, despite needing the item as well. I presume it's that way to prevent Clockmakers from making tuning spears for everyone else and thus having locusts for everyone.
  20. Agincourt was where the English beat up the French in the Hundred Years' War. It's where a lot of people get the misconception, I think, that the long bow beats armor with ease. The longbow is by no means a weak weapon, but part of what aided the English victory here was the fact that the weather had turned the battlefield into a muddy mess, so the typical cavalry charge wasn't nearly as effective as usual. You're probably thinking of the battle of Crécy, with the Genoese mercenaries...which ironically, lost in part due to mismanagement by the French nobility that hired them. That's probably still too strong, even for a very late-game item. Killing lower tier enemies in a single shot is one thing, but I do think the higher tiers should remain relatively dangerous throughout the game. Pretty much, though I wouldn't mind a version of the Basilica cannon. Granted, that particular cannon came a bit late for the time period the game is set in, but...a huge cannon that does a lot of damage to whatever it hits(who said it was accurate), is difficult to move, very slow to fire, and expensive to make and use... I dunno, it probably wouldn't be added, but it would be a fun toy if it was. Ineffective for most gameplay, but probably a beast for intimidation in PvP circumstances, and interesting to play with when trying to set up a monster kill box or something.
  21. It's not the tier 1/2 enemies I'm worried about, as much as it is tier 3+. In my current world, one of the translocators I repaired is safe to access, but teleports to a cave at bedrock several thousand blocks away.
  22. Have fun! This will also help you get used to the new berry bushes and other new mechanics that were added; berry bushes especially, since they've received brand new visuals and cultivation mechanics(which didn't exist before).
  23. As far as I know that's how it works.
  24. While the current iteration of 1.22 is still technically unstable, in my experience most of the major changes have been implemented and the major bugs fixed, so it's essentially on the final stages of polishing and not much is likely to change between now and a stable release. It should be stable enough to go ahead and start a new game in 1.22, without needing to create a new world when stable arrives and without encountering any particularly nasty bugs(although you never know).
  25. First off, welcome to the forums and the game! For what it's worth, you can always customize settings and turn on certain features that are otherwise turned off by default for certain difficulties. Many settings, like chiseling and the minimap, can be toggled on/off after world creation via console commands. I've not played Wilderness Survival, but from what I know about it, the player needs to use the map item to check how close they are to the desired location, rather than use the map item once to mark the location on their minimap. It's basically just playing a version of "hot or cold". If you're new to the game though, I would personally recommend playing the Standard difficulty for a little while to get the hang of the game's basics before jumping into Wilderness Survival. Wilderness Survival is rather unforgiving and while it's certainly possible to learn to play on this difficulty, it may be a little more difficult than what many new players find fun given how steep Vintage Story's learning curve is.
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