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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I like playing around with the new stuff to figure out how it works, and it's also fun to play around with stuff that clearly isn't intended game behavior or otherwise overtuned balance. Plus I like to have a better idea of what's going on in the update so I can offer better advice to friends/other players when they need it. I'm wondering just how much progress they've made on those. It seems a really ambitious thing to add on top of all the other stuff we're getting, but it would be a great time to add them as well given the new metalworking options for weapons.
  2. Welcome to the forums! This actually seems to be a thing already, at least for certain mushrooms. Red wine cap and puffballs seem to grow back rather quickly after a good rain. A dedicated forage basket would be great, especially for the early game. As for collecting more mushrooms at a time...that's the department of the Malefactor. I think a better option would be to have some sort of mushroom farming available. Heavy snowstorms are already a thing, and are pretty dangerous since they will chill the player faster in addition to reducing some visibility. Deserts have sandstorms, which just heavily reduce visibility but don't otherwise do damage. I do agree that there should be some sort of heat penalty, however, I don't think it should be so extreme that players can't move around in direct sunlight at all. Rather I think it should be some sort of consequence tied to wearing heavy furs and other winter clothing in hot weather. Not a thirst bar, since while the Hydrate or Diedrate mod is quite fun, it's probably more resource management than what most players want to be doing regularly. Definitely agree here. Same here; part of the fun of Expanded Foods is creating a proper wine cellar with racks and racks of wine bottles to age. I will note though that it's already possible to make mead in the game, however, being able to add herbs and berries to make variations of mead would be a nice touch. I'd like to see these too. However, it's also not an idea I'd call completely cosmetic either. Wind chimes themselves might be cosmetic, but there could also be a way to string together bones or other noisy material to make basic alarms if a large enough creature disturbs them. That being said, I'm not sure how the code for such would work, and the utility would likely be quite situational.
  3. I wouldn't mind some shallower shorelines as an option for beach areas. I'd throw tide pools into the mix for ocean shores, though I'm not sure how feasible such a thing would be. It probably wouldn't be the most realistic thing, since I mean...probably not really possible to code realistic tide.
  4. Have to disagree here. I think the copper/bronze lamellar is decent for its tier, provided the player isn't rushing anything. However, I think the armor sets for copper/bronze are more meant to be optional. Metal armor is quite a resource investment, especially without a helve hammer to work the plates needed for most metal armors. If copper/bronze armors were a hard requirement for the early game, I honestly don't see a lot of players being thrilled about needing to sink in that level of time and resources for something that could reasonably be skipped(at the cost of going without protection for a little longer). Meat is a calorie dense food source though, in reality. A hamburger tends to keep one energized for much longer than a salad. From a gameplay standpoint, vegetables, grain, and fruit can all be easily farmed with little risk or upfront cost. Meat, however, needs to be hunted(which is risky) or acquired via livestock(requires a lot of upfront investment) or fishing(low risk but requires time). Meat also spoils relatively quickly, so it needs to either be eaten or preserved soon after acquisition or else it rots. This is a change I would like to see, since it would be nice to be able to work with wild fruit trees the first year. However, I could also understand why the devs maybe wouldn't opt for that route, since fruit trees have rather large yields and the wild ones can be rather large. I wouldn't mind earlier clay colors, however...the easier option, I think, might be to just have traders buy pit-fired pottery. That way the player can cycle out their plain pottery for prettier once they get a beehive kiln up and running(or otherwise trade for/find prettier pottery), but still get something for the plain pottery rather than just throw it out. Disagree here. It should take some significant time investment to get a fully tamed creature from a wild one. I think the intention behind the design here is mainly to give Homo Sapiens player access to a mount(which they're not otherwise going to have), as well as acting as a proof-of-concept for future creature taming and mount options. That is to say, I think it would be better to keep the taming difficulty, and have more creature options as mounts instead. That way the player doesn't need to rely exclusively on finding elk to tame, if they wish to tame their own. Horses, cows, camels, elephants, even bears would give more options as well as flesh out the world more. Kind of, but I'm not sure there will be much change here until a status effect system. At the very least, I'd like to see a longer delay before the drunk effect settles in, as well as perhaps a requirement for the player to have more than one mild drink within a sitting. Until then though, the SlowTox mod does a great job of lending more use to alcohol. It would be interesting if appropriate trees lost their leaves in the winter, and I wouldn't be surprised if the devs manage to figure out how to implement it some day. My main concern with this kind of thing though is performance. Not sure if you're referring to 1.21 spears or 1.22 spears, but spears are getting some significant changes in 1.22. I think this is specific to bowls, and not containers in general. I do agree that this area could use a little polish though. That may or may not change sometime in the future. To widen the bottleneck for steelworking though, an alternative for borax would need to be added to the list as well, since it's a critical ingredient for iron anvils and stone coffins.
  5. Maybe. It depends, I think, on whether or not the chunk was loaded. Otherwise, fired projectiles have the same expiration timer as dropped items, to my knowledge. Personally, I wouldn't really expect them to be there, since generally I assume that things that have been sitting like that for a while have despawned. However, it doesn't hurt to check. Worst case scenario, you can always "find" it in the bushes or behind a tree.
  6. I'd like this too. For now though, the workaround is a little creative menu magic.
  7. I was about to say, limestone should contain copper, it'll just be called malachite instead. Bauxite, however, doesn't contain any ores at all, though that doesn't seem to a problem here. Welcome to the forums and the game! I don't think you're doing anything wrong, as much as you are just getting unlucky. Surface deposits generate fairly frequently on default settings, but for limestone specifically copper will generate as malachite and not native copper. Malachite ore will be a bright teal-greenish color instead of the typical bright orange. I'd recommend just keeping an eye out on the ground when out and about; once you find a surface deposit, it's worth checking the territory nearby(around 25-50 block radius) since there is often more than one deposit in the general area. You might also try walking around instead of sprinting everywhere, since while sprinting covers territory quickly it also makes it quite easy to miss the telltale surface ores. It's also a good idea to search deserts and gravel fields, since the lack of vegetation can make the ore bits a little easier to see. Also keep an eye out for cracked vessels; the ones containing ore will sometimes contain copper ore. I think commodities traders will also sell copper ore occasionally, and survival goods I think are the ones that sell tools. If you're using mods, it could be mod interference, but that's probably not the case here. More likely just bad luck with the current map.
  8. It's still an issue on the tracker, so I really doubt it's intended game behavior. https://github.com/anegostudios/VintageStory-Issues/issues/8097 There are quite a lot of issues like that. My guess is that the devs are splitting their time between fixing issues and finishing the content that's supposed to be in 1.22 but not yet in the prerelease(such as berry bushes). It is a little unusual, but then again it may just be to cut down on the "clutter" in the News section. 1.21 got a little confusing when it came to the prereleases, since there were new threads for most of the prerelease versions, but sometimes rather minor fixes and changes between the two. I'm guessing once we see a prerelease version with more major changes(like berry bush rework or possibly procedural dungeons) then we'll see a fresh news thread with the details.
  9. Welcome to the forums! It's mostly just a matter of waiting for the devs to fix whatever bug in the code is causing the behavior. While it can be a little frustrating, it's just one of the hazards of playing on unstable updates--there will be bugs and other oddities. Mods could probably patch the issue, but there's really not much point for unstable updates since things change so quickly.
  10. 1.22.0-pre3 available in the client section, for those who don't know.
  11. Fair enough. I suspect that if it does turn out to be a problem, the easiest fix would probably be to just let any quantity of stuff be mashed in the fruit press, up to a maximum of 10 L output.
  12. While it might be ineffective, it is quite entertaining. Planting lots of thorny berry bushes around with Wildcraft provides similar entertainment. If this is the case, what happens if you provide a convenient swimming pool nearby? And by "convenient" I mean conveniently located at the bottom of a pit or something, from which there is no escape.
  13. I'm pretty much the opposite. I prefer to play in first person since it's much easier to point the camera wherever I wish, when I wish, as well as no player model to block my vision of things. It's also a much better mode for using tools, weapons, placing blocks, and just interacting with the world in general. Small details like plants and things I will miss occasionally, but I generally have a sharp eye for detail so I'm generally not missing that much. When it comes to terrain I'm generally a little more careful in steep or brush-covered terrain, or most instances where visibility is limited. However, I also play with the minimap, which I'm typically watching from the corner of my eye; most pitfalls show up on the map quite clearly. The elk and sailboat are the exceptions to the rule, as I'll sometimes use third-person instead of first-person in those cases.
  14. I'll also throw in that if realistic climate distribution isn't a concern, patchwork biome generation will achieve similar results without needing to mess with the polar-equator distance. That is, the biomes will generate similar to the other block game, which can look rather odd in terms of realism, but be more convenient for exploration.
  15. Pretty much! Once the player has better gear(bronze or better), or otherwise has more skill, then bears are more manageable, but in the early game it's very risky. Of course, it is possible to trap them in deep pits, or in fences, and then stab them to death, but such strategies are generally not fun long-term, as well as at risk of being patched out someday(potentially). I will note that it is possible to kite bears in melee(at least, assuming the bear in question is not white or brown), however, it's still quite difficult and not something I recommend doing unless very experienced.
  16. I doubt the rules have changed since the warning is still in place on the forum main page.
  17. There's also the Rusty Gears series, which is a collection of several Youtubers all playing together on one server. Solstin is part of the series, I do believe. In any case, while you do still need to decide whose PoV you want to watch from, it can be a great way to find other creators you enjoy watching.
  18. I really doubt it, especially since when you see both dimensions try to merge, the Rust stuff always springs up from below the ground. Likewise, the monsters get worse the deeper underground the player ventures. The more likely reason that meteoric iron looks the way it does, is so that it looks different than both iron and steel. Iron is a darker grey than steel in order for the two to be easily told apart at a glance; making meteoric iron yet another shade of grey would just muddy the waters, so to speak. If you look up examples of meteoric iron, there are some types that do have golden flecks, or that have been polished to be extra shiny. I daresay the in-game appearance is a mix of the prettiest examples to help it stand out.
  19. I would say just let it be fed to the animals instead, or added to meals. Once it's been crammed into the press it's going to be a little mushy as a result, so it doesn't really make sense to get whole fruits back out. However, the mush is still juicy, so it'd still be at least somewhat appetizing for meals. Honestly don't think it's going to be that big of deal once players get used to the change. I typically don't juice anything if I can't cram a full stack, or close to a full stack, into the press to begin with. Smaller stacks of fruit will more likely get baked into pies or turned into jams. As for honey, the honey mash never goes bad, so it's just a matter of tossing more honeycomb in later.
  20. Actual wooden chests would be fine. Reed chests the label could just go on the top, perhaps. Wouldn't be convenient for stacking, but then again, reed chests are very early game storage as well. By the time the player can create parchment, they can create much better storage.
  21. Whenever they all intended content implemented and working without major hiccups. Similar reasoning to what @EnbyKaiju already said, though I would guess the beginning of March at the earliest if the development goes smoothly, and the end of March if there's a lot of code hiccups to fix. It really is. English History is quite good as well, and I think they've done a sort of crossover episode a time or two.
  22. You're definitely not the only one. I'm waiting for the water power to be fixed in order to give the water wheel a proper go, as well as the falx to be fixed in order to toy around with melee properly. Currently the falx and other swords can crash the game with attacks. I'm also quite curious to see what the berry bush rework will entail, aside from the new berry varieties that is. I'd hope so as well. The general rule of thumb I use for guessing when an update is close to being stable, is watching to see when the update trailer drops on YouTube. The trailers typically seem to drop about a week or two before the stable version launches. That being said, I think this update might be one of the bigger ones, not because of the content but rather due to how the general gameplay progression goes. The progression itself is much the same, but it feels to me that the earlier portions of the game are becoming focused predominantly on surviving, while the latter portions are becoming more focused on thriving. And I think that goes for new players and veteran players alike. Everything is still very familiar, but I've found myself stopping to think more often and do a little more planning in the stone-bronze tiers, rather than just blasting through them within the first in-game month or two and moving on to iron, which is what I did before.
  23. Yes, but it's not the same as the picture labels that exist for crates. I think that's what's being suggested here. Would definitely be nice to have a picture label option, as pictures often read a little faster than text when it comes to sorting storage.
  24. It's an interesting concept, and I think it would work well as a mod, but not so much for the vanilla game. When it comes to inventory, there tend to be several complaints about the current system being too restrictive, so I don't think restricting inventory further like this is going to make very many players happy. Sure, the number of slots per bag could be greatly increased, but then that's inviting the opposite question of...just how much stuff should the player be able to fit in one bag? Yes, the current system waives some realism in favor of player convenience, hence why it's possible to shove a few stacks of rocks and ore into a single bag, however, the bags are also fairly limited on slots or otherwise restricted on the item types they can carry, so it ends up balancing out. Overall, I think for a system like this to actually work in a way that satisfies most players while retaining the game's balance, the bags would have to have their available storage slots increased significantly, at the cost of each individual bag becoming more expensive to craft as a result. I think this would end up being too confusing for many players, and the middle of combat really isn't the time to be figuring out that switching to a shield drops the handbasket and all its contents. More likely, players will just end up skipping the handbasket in most cases, so they don't have to choose between having a light, having extra protection, or having more inventory, which ends up making the inventory issues stated above even worse. Similar case for the skep. Sure, they really only need to be transported once, but it's not unusual for players to need to transport them over quite a distance to get them back to base. Having to drop the skep or set it down every time the player wants/needs to do something else along the way is going to be rather frustrating, especially if the player is trying to travel at night.
  25. You didn't dream it; it was listed in the patch notes: That being said, I haven't gone looking around for the dry lake beds.
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