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Everything posted by LadyWYT
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I think just letting the player use raw or rendered fat to oil hides is enough. No need to try to complicate it further by adding extra durability or warmth to pelts made with rendered fat, as doing so would probably require a lot of tweaks to the clothing system. I dunno. Nomads do make camps for a day or two, sometimes more if the area is good enough, so making some basic pottery via pit kiln in that time doesn't seem unreasonable. Though when it comes to many manufactured goods, it seems more realistic to rely on trade for acquiring those things too. The main problem there, I think, is that traders don't really sell things like barrels and cookpots, and don't really buy things that nomads could more easily supply(like pelts, meat, fat, etc).
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The only nitpick I have is the visuals. I don't think they have any significant flaws so I voted in favor of them on the first question, but I also voted in favor of them on the second question since the visuals for black currants and white currants could use just a little more contrast to make the berries stand out better. It's not really a huge deal since the tooltip gives the information about bush status, and the other bushes don't have that issue, but a little polish is needed. Everything else I've found to be quite enjoyable. I'd prefer this too, but I don't think the game is quite developed enough to go adding that feature yet. What I've been enjoying is getting 4-5 berries per healthy bush, as a Blackguard. Before 1.22 it was 3-4 berries per bush, which wasn't really a problem, but it's just not as satisfying as getting the bigger handfuls. In contrast, the struggling bushes give about 2 berries on average, but I still harvest them anyway and still have more than I can really eat. As for marking berry patches I don't really bother as I'm good at remembering where they are, but I have found it quite useful(and fun) to mark down the better patches so I know where to go later for taking cuttings. Pretty much this. Having an actual use for that bonemeal is going to be so nice, and annual maintenance isn't a big deal. Likewise, fertilizing berry fields isn't exactly unrealistic, as far as I can tell, so I'd rather have the bonemeal use and save pruning for a later update as another option for getting bushes to a bountiful state faster or training them for the Heavy Bearer trait(+15% yields) over time. I'm also not convinced that switching the annual fertilizer requirement to an annual pruning requirement would actually solve very many of the complaints either(plus it would make bonemeal a lot less useful). The general impression I've gotten from reading many of them is that it's less about the method itself and more about needing to actually take care of the cultivated bushes once in a while to keep them productive.
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If you're playing with lore content enabled, Survival Goods and Commodities traders will sometimes have tin, bismuth, and zinc for sale, all of which can be used to create bronze alloys. Some traders will also sell bronze picks--I think the Survival Goods traders sell these but I'm not 100% certain. Panning bony soil can also yield nuggets of silver and gold--two of each can create enough black bronze for a pick or other tool. When digging up ore deposits, it's a good idea to bring a prospecting pick and use the Node Search feature to see if there is any ore remaining. Also keep in mind that most ores spawn in flat discs, and rough terrain can offset those discs, so you may need to dig higher or lower in order to claim all of the ore blocks.
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Welcome to the forums! Try switching to creative mode to see if you can delete the old sailboat, then spawn in a new one. That should hopefully fix it.
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Tagging on to what @PoisonedPawn777 already said--halite already spawns in natural deposits, but only in layers of sediment rock. The thicker the sediment layers, the better. It also tends to be difficult to find via prospecting, in that it's easy to find readings but hard to actually find the deposits. I think the optimal strategy here is to find a reading and then go explore the nearby caves to see if any deposits are exposed--my friend and I have stumbled across halite deposits in this fashion. If you're in a warmer climate, it's also worth searching the deserts for dry lake beds, as those will also contain halite deposits. In those cases, it's just a matter of digging underneath the sand and gravel in areas that look suspiciously like former lakes--the halite should be right underneath. I will note though this really only applies to 1.22, as the dry lake bed spawns seem to be bugged in 1.21.
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I know a great name for such: "Silent But Deadly"
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Glad to see the rift behavior is finally fixed. That being said...I'll also miss the bugged rifts a little bit. It was pretty fun having them be invisible but still able to affect the player, and I wouldn't mind seeing an option for such in the Temporal Stability settings at world creation.
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This is true, however, the inefficient nature of it is why I didn't bother mentioning it. The bronze bit that @MKMoose mentioned earlier I didn't know though.
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Welcome to the forums and the game! You're not really doing anything wrong, but I will note that terrain and biomes in Vintage Story work in a more realistic fashion. That is, biomes are determined by the latitude and local rainfall. The default start is the temperate zone, so going north will take you to taiga and polar regions, while heading south will take you to the warmer tropical regions around the equator. Areas without much rain will be deserts and gravel plains, while areas with more rainfall are more likely to have forests and lush plains. By default the polar-equator distance is 100k blocks, meaning you'll need to travel around 10-20k blocks or so before you really start to see much of a change in the climate. I will note though that you can always change certain settings at world gen to get different experiences. The option to change the starting climate can be found under the "Player spawn and death" settings tab. Under the "World generation" tab, you can change the polar-equator to be bigger or smaller, as well as change the global temperature and rainfall to get hotter/colder or drier/wetter worlds. Changing the "Climate distribution" option to "Patchwork" instead of "Realistic" will result in a more Minecraft-style world, where cold and hot biome types spawn in random patterns and no longer follow latitude rules.
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I like that it has quite a lot of depth despite being very simple. Well done!
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Welcome to the forums! So much this. I finally ended up doing the math and the old spears, when thrown, turned out to be the best weapon choice for Blackguards as well, which kinda says a lot when a ranged weapon is the best choice for a class not meant to be good at ranged combat. The new spears feel a lot better, in that they're fitting in more as a good general purpose weapon, but not one that's going to be the best option for melee or ranged damage. In melee, they have a greater poke distance, but can't do critical damage and the base damage won't be as high as the falx(nor will the spear have the falx's autoloot feature for monsters). For ranged combat, the spear will hit harder than the bow, but takes up more inventory space and can't be fired as fast, making it good for softening up tougher targets at a distance but not necessarily good for killing them before they can engage in melee. It's also worth noting that iron/steel spears can be tempered to further increase their damage(which, the power boost is currently bugged for ranged damage, but anyway...), which can give them a far greater damage per shot than the old spears. Like I said above and others have said already, spear hunting is still perfectly viable for hunters, both in the early and late game. The main balance problem before was the fact that spears could be rapid-fired, which made them a little too strong compared to other weapons and gave hunter--an already strong class--even more power compared to other class options due to the hunter's innate ranged bonuses. Rather than nerf hunter, it's better to just rebalance the spears by slowing the fire rate a bit, and adding iron/steel spears that can be tempered for more damage per shot. The end result is that firing a spear becomes a more deliberate action, rather than a cheap "machine gun". Regarding how hunter plays--currently, the hunter seems to be more heavily focused on actually hunting animals in the early game, with the late game focus shifting more towards an actual ranged warrior suitable for monster-slaying. In prior versions there wasn't as much of a shift since the rapid-fire spears made combat overall much easier.
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Is the game supposed to occasionally go rainbow-y?
LadyWYT replied to Silfrenbirce's topic in Questions
Definitely magic mushrooms. Don't worry, the effect will wear off after a few minutes. To my knowledge, cooking them will remove the psychedelic properties, so you might want to make sure they're cooked before eating them if you don't like trips. -
Not if one turns "keep inventory" on. Echoing what others have said already, some things are just a natural part of the world, and those things won't always be a direct benefit to the player. Herbalism is on the roadmap, so some of the poisonous shrooms might see more use when that gameplay loop is introduced. The poisonous shrooms can also be a fun way to prank friends on occasion, and depending on the shroom some of them can work as emergency survival food if you've got nothing better to work with. For example, bitter boletes will only do one hitpoint of damage, which isn't really ideal but hey, it does taste like not starving! I also think, perhaps, that some players don't think to check the handbook or tooltip before they eat the shroom. In which case, they're going to learn a valuable lesson rather quickly. I've not seen it happen with shrooms, exactly, but my friend was pretty bad about eating certain poisonous berries from the Wildcraft mod and it was always funny hearing the resulting rants when it happened.
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According to what Tyron has said in the News threads, it looks like cultivated bushes will only require a bit of bonemeal once a year, on average. I've not advanced far enough in my world to fully test it, but it seems to track. I've not seen any indication that it's going to be an expensive time sink, if that's what you're worried about. Depends on what you cook, since some things cook faster than others. For a standard redmeat/veggie combo, six pieces of firewood has been sufficient. If every slot is full of redmeat then you may want to use a couple more pieces just to be on the safe side. A lot. I've not crunched the numbers or anything so I'm not sure how the fuel burn compares between 1.21 and 1.22. However, the main difference seems to be that in prior game versions the fuel was spent heating up each individual piece of flint, while in 1.22 most of the fuel burn is to get the entire stack up to temperature and then adding a piece or two every so often on top of that to keep the stack hot while things cook(and they cook rather quickly). Overall, it feels like a nice change, to me at least. I don't know, since I've not used brown coal in a forge yet. Based on what others had said though, and my own tinkering, bellows will be needed to forge bronze or better items since the base fuel temperatures just aren't going to be hot enough for efficient smithing. Brown coal, I'm guessing, should still be fine for copperwork, but players may want to consider refining it into coal coke when they have the opportunity.
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Just because the cover art might be objectively bad, doesn't mean it won't stand out in a good way, or be beloved by many members of the community. A lot of old Minecraft textures were horrible since, well, they were made by a programmer and not an artist, but that doesn't mean they don't have endearing qualities to the Minecraft community. A lot of older memes are also hideous MS Paint doodles, but absolutely iconic for what they are and just wouldn't pack the same punch if drawn with better style. In any case, I agree that AI images aren't necessarily the best indication that the mod was low effort. The description, or lack thereof, is usually a better indicator in that regard. I do, however, think that when AI images are seemingly getting used for absolutely everything, then the stuff they advertise starts to feel cheap and stale as a result since AI images are advertising both good and bad stuff. Or in other words, the look becomes the "shady generic website download" look because of the widespread use. I think this is where tools like GIMP, MS Paint, Krita, etc. really shouldn't be underestimated, and neither should one's artistic abilities. When everything is generic AI stuff, what's human-made will stand out much more, even if it's just a silly stickman doodle. Why? Because it will be clear there was thought and care put into the picture. And yes, don't judge books by their covers and all that, but if out of 100 books 99 of them have the same general cover...well, then it's easier for the 1 that does not to stand out and catch my interest. In fairness, that isn't really an AI problem, as much as it is just part of being human. I think it's natural for us to look for shortcuts and easier ways to do things, and while easier methods aren't necessarily bad themselves, always looking for an "easy out" can be a real problem. Speaking from the artist standpoint, when I was a kid, I always wanted the fancy art sets because I thought that the fancy stuff would let me draw and paint better. While material quality does have some effect on the final outcome, it's not what actually determines if a piece is good or bad. Skill is a much bigger factor there, and it only comes with practice and discipline. Needless to say, I was disappointed many, many times when the fancy art supplies didn't improve my art. I think this is also where AI has been sorely misunderstood. Much like traditional art supplies, it's just a tool to be used, and not a replacement for actual skill. However, it's been touted as a skill replacer by some, which I think discourages many people from trying to make their own stuff since, well, it takes time and effort, and AI appears to be "better" so what's the point of trying?
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bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
What's even better is the normal boar are now no longer fast enough to outrun the player, so even if they do run they can't actually escape. -
Forum suggestion: Ease up on that reaction limit
LadyWYT replied to Echo Weaver's topic in Suggestions
Welcome to the forums! Wait an hour or two and more reactions should be available for use, so you can always come back later and react to posts that you couldn't before. Or just quote the post/part of the post and write a response. It depends entirely on who gave the wolfbait, who got the wolfbait, and the context of the situation in which it happened. Wolfbaits are often used to indicate dislike, but they can also be used sarcastically to indicate dumb ideas, or used as a friendly way to laugh at players who made rookie mistakes. Generally if it's getting used to meme on a rookie mistake, there will be other comments laughing along with the initial post and/or stories about other players making similar silly mistakes. Generally, it seems to get used more often as dislike/sarcasm, rather than something humorous. -
I like the grains and vegetable greens concepts but don't like the weeds idea at all as that seems way too punishing. The player will need to spend time away from home exploring for various resources or completing the main story; the main story alone requires several days per chapter, on average, to complete, especially if the player hasn't experienced the content before or otherwise wants to spend time looking around for goodies. It's also worth noting that players are getting pushed towards tilling larger fields in 1.22 due to grain crop changes, and trying to keep a large field weed-free is much different than just tending a backyard vegetable patch. Honestly, with the suggested implementation, I think more players will end up just opting to turn the mechanic off completely in order to better enjoy exploration and whatnot, rather than feel like they're tied to babysitting their farms. I will also note that there was a mod that tried to add similar weed mechanics(CropsV2, I think was the name), and it's not particularly popular. I'd also say that recent berry bush and grain crop changes for 1.22, while being quite reasonable, haven't exactly been very popular amongst the entire playerbase, so a change that adds more frequent maintenance probably isn't going to be a very popular change either. A better solution for weeds, I think, would be to improve on the weed mechanic that's already in place. Rather than allow weeds to grow amongst crops, the weeds continue to grow on unplanted farmland, but the player will now need to use the hoe to remove them. If the player opts to leave the weeds alone, then the farmland will eventually turn back into regular grass, at which point the block can be broken and picked up as normal or retilled to turn it back into farmland. A change like this would give more use to the hoe, as well as let the player reclaim unused farmland over time, without the player feeling too pressed to stay at home and babysit crops.
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Any fertilizer will work, I believe, but bonemeal is the prevalent suggestion since it's easy to acquire but isn't otherwise very useful. Emphasis added in quote.
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I'd like this too, as well as some different style options for saddles and bridles. Doesn't need to be a huge variety or anything too fancy, but just a bit more customization.
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bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
When did you plant? I think when I last messed with it I planted late June/early July and had one harvest before winter. Planting in late July/early August might be a little dicey. -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
It's both, kind of. As I understand it, farmland was bugged before and causing crops to mature faster than intended, and has been fixed in 1.22. So now crops are growing as they should, but it feels like a nerf due to the prior behavior. As far as deliberate changes, all grains now have half their previous yields, but spawn in larger patches in the wild. All this really means is that players will want to plant larger fields of grain. To my knowledge, no. The crops will be generated as new chunks are generated, but new crops won't spawn in old chunks. If you need seeds though, agriculture traders are a good option, as are ruins and cracked vessels. -
Currently it's tied to world seed, if I'm not mistaken. From a lore standpoint, the instability exists due to certain major past events, and certain story locations are implied to be more unstable than others. However, the typical unstable areas the player can find on the surface don't really have any direct explanation for why they exist in those spots in particular. There may or may not be more explanation provided in the future. No. Some story locations seem to have a tendency to be more or less stable, but stability/instability doesn't seem to be set in stone save for one location in particular: I do suspect there may be "command blocks" that limit how fast a player's stability can drain in story locations, but I'm not 100% sure. It does seem reasonable though, since certain areas could be pretty harsh on stability drain otherwise and most players will probably appreciate having more time to really look around. It's basically just a side effect of being a seraph, or at least that's how I look at it. They're more sensitive to temporal anomalies. There's not currently an option in vanilla to turn off surface stability--it's pretty much an all-or-nothing mechanic at the moment. There are a few mods to alter how it works, so you might try looking around the database to see what strikes your fancy. I've listed a few of them below, though how well they work I don't know. Best to make backups and test before committing them to a cherished world. https://mods.vintagestory.at/chunkstaboverride https://mods.vintagestory.at/show/mod/27496 https://mods.vintagestory.at/stabilitysetter This mod doesn't really change the surface stability, but does add some utility that may make it easier to notice the difference between stable and unstable surface areas. https://mods.vintagestory.at/mistsofstability