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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I think you should able to conserve even more material by sawing the blocks into slabs and then placing the slabs flush to the interior of the greenhouse. That being said, it's also easier to build with full blocks, as there's less potential for miscalculation.
  2. Wait for a stable release before trying to play worlds you actually care about, or otherwise making a new world to play long term. If you just want to play around with the new stuff though and test changes in creative or copies of existing worlds, then it's worth giving 1.22-pre a shot. Keep in mind that it's quite buggy though.
  3. Really depends on what one wants to preserve, and why. I don't worry about preserving hides myself, since I both enjoy hunting in the game and it's relatively easy to go out and acquire more hides either by hunting or with livestock(if one has pigs, sheep, or goats). Cheese will require salt, as will pickled vegetables and cured meat. While it's not necessary to utilize those preservation options to get food to last a long time, cheese is the only real option for preserving dairy for long-term use, and pickled vegetables/cured meat are the only food aside from raw grain and sealed jam crocks that last for years. If the player wants to stock an outpost with food they know will stay good for a very long time, pickled vegetables, waxed cheese, jam, and cured meat is the best option. Otherwise, I agree for the most part; salt is in an odd spot when it comes to acquiring it. The options we have aren't bad, but trading won't be an option for Homo Sapiens players, and finding a salt dome or dry lake bed(warm climates only) can be a bit dicey. Some way to boil seawater for salt would be a nice option to have, since oceans are a proper thing now, and it's a fairly easy method for the player to utilize in all game modes, provided they have access to saltwater and are willing to take the time to boil it for the salt.
  4. Man, I forgot about him! He's very fun to watch! His video editing is very good, and he offers a good variety of content in his videos. He's also quite good at the game(not throwing shade at other creators, but it can be grating to watch someone make the same mistake over and over, or otherwise sit through long segments of handbook time), but not so good that he won't have some entertaining goofs every now and then.
  5. Didn't a reset occur back towards the end of January? In any case, I'm not so much looking for a stable update as much as I am keeping an eye on the client section and News, looking for the next unstable release. I'm guessing we're probably a few weeks away, at least, from any kind of stable release.
  6. Welcome to the forums! There is currently no way to rotate tables, to my knowledge. The wrench is useful for rotating machinery-related blocks and chiseled blocks, but otherwise limited in which blocks it can rotate. The blocks it can rotate should be listed on the wrench's tooltip text, and outside of that the blocks that can be rotated should have an interface prompt showing they can be rotated via wrench and the appropriate key/click combination to do so, provided such interface prompts are enabled in the settings.
  7. This is my general line of thought as well. It would be convenient on the player end, yes, but I'm not sure what it would take to get the code for such to work. It seems like it would be something that extends to more than just crucibles, in that different types of iron ore would need to fit in the same bloomery as well.
  8. I want to say that it's possible, just expensive since it will require clear quartz specifically. However, I don't bother with greenhouses much, so I would take @Thorfinn's advice here. That being said, you could always try building one out of quartz glass in creative, and see if it works. If nothing else, if you have access to bronze, you can mine out quartz veins and smelt the chunks in bloomeries to get clear glass.
  9. Hence why if dispatching hunted animals is made easier, I would expect hunting itself to overall be made more difficult to compensate. With the current balance, larger animals take multiple hits to kill, but are also quite easy to find and tend to ignore the player's approach, to an extent. If the target can be killed in a single hit though, then I'd wager the animals will become harder to find but occur in larger groups(with herding animals), as well as be more inclined to notice a player's approach much sooner and start moving away to avoid said player. Overall, I think it's more a matter of...where do most players want to put in their effort, when it comes to hunting. Is it in finding a creature to actually hunt and taking time to set up the perfect killshot, knowing that may be the only chance they have for a while(but a decent chunk of product if they succeed)? Or is it more in having lots of opportunities available at the cost of more hits needed to kill the target, with a slightly lower drop rate? I do agree, there needs to be some tradeoff to hunting in order to help encourage players to acquire at least some livestock, aside from just the dairy nutrition. Livestock's primary strength is having lots of animal products with very little risk or effort, at the cost of requiring quite a bit of effort up front to get going. Hunting's strong point is that it doesn't require much investment up front and can be done almost anywhere/anytime, with the main drawback of requiring more overall investment from the player long term.
  10. Looks like there's likely another smaller meteor right on the southern edge of the map too.
  11. I don't really watch that many YouTubers anymore, at least, not for gameplay videos as much when I could be playing the game myself. Really just depends on my mood at the time. But I like Rhadamant, Solstin, and a little of Ashantin, for the most part. Though sometimes I like to watch the occasional non-English video just for fun. Won't really know what's being said in that case, other than the occasional word, but it's fun to try to figure out the context based on the gameplay footage, as well as interesting to just listen to other languages in general.
  12. The minimum tier of armor for the Resonance Archive is tier 2, which means you'll need bronze or gambeson. It is possible to complete without, however, it will be very difficult to do so. Iron tends to be what I prefer, especially in singleplayer, since it gives more wiggle room for fighting tough stuff. Leather armor I don't recommend for anything other than basic travel about the surface. It's a tier 1 armor with lower durability, which means it will be shredded easily by most attacks. Bronze armor is tougher and more durable, as is gambeson(which you can buy from some traders, though I forget which, aside from Clothing), and iron will eclipse both of those in terms of durability and damage mitigation. The more durable your armor is, the less often you'll have to repair it as well. For open world travel like you've mentioned, you might look into building the terminus teleporter--it will teleport you back to your last point of death for the cost of one temporal gear. You can also set temporal gears to have infinite respawns, so you don't have to worry about refreshing your spawn unless you actually want to move your spawnpoint. Otherwise, there are mods that allow players to set spawn via bed, but I don't expect the spawn system itself to change since setting one's spawn is a powerful ability, hence why the current system is designed the way it is. Depends on class and armor. Fast enemies like wolves, bears, and shivers are better at outrunning heavily armored players, however, the player generally needs to be wearing plate or scale, or otherwise be a little lacking when it comes to terrain navigation. Brigandine and chain are solid options for iron/steel armor that will be very protective without slowing the player down too much. Chain is better since it's more protective and less restricting for movement(move faster, with more ranged accuracy), but it's also more expensive than brigandine. Brigandine offers good protection for a slightly lower cost, if the player is running a little short on metal. Scale armor is protective than chain, but also more expensive and a little more restrictive when it comes to movement and accuracy. Plate is the most protective of all, but also carries the most drawbacks; it's very good for base defense in temporal storms or for diving deep into the caves(movement isn't as much of a concern for either scenario and the player has more opportunity to step back to safety to heal), but not so good for adventuring due to the drawbacks. For general surface adventuring, you'll want to invest in gambeson. It's lightweight, so it won't penalize hunger, movement, bandaging time, or accuracy much at all, while also offering tier 2 protection, which is sufficient for dealing with most surface threats. Since it's made of linen, it's also rather easy to repair once you get flax fields going, and the durability means it won't need repair too often(provided the player isn't trying to fight tier 3+ frequently in it). Last but not least, enemies aren't very adept at navigating rough terrain. It's not unusual for them to struggle to climb hills, swim across lakes and ponds, charge through thick brush, or skirt holes. Learning to navigate rough terrain with ease should help you lose most pursuing enemies. This really can't be stated enough, though I do want to add that sometimes it's better to avoid the fight, if one has the option. Yes, there are times where fighting isn't optional, and dead enemies are no longer capable of attacking the player. However, for example, if the bear hasn't spotted the player and isn't near the player's base, sometimes it's best to just leave the creature alone, give it space, and keep an eye on it while in the area so it can't sneak up behind. Likewise, when cave diving, if there are a lot of monsters underground at the time, it's best to check the rift activity(it will likely be higher, since higher rift activity generally means more underground spawns) and come back later on a calmer day. When it comes to wildlife specifically, the player doesn't necessarily need to kill them if they attack; the creature will run away from the player if severely injured. Wild animals will sometimes run away briefly even if not critically injured, which can give the player opportunity to run away if they need to.
  13. I'm not sure there is a way, currently. In order to get more water, you have to increase the ratio of water to land. You might try adjusting the Landcover Scale and Landform Scale to see if that helps, but otherwise I think the settings that produce oceans that are 5k or larger are going to result in small islands of land only, no real continents, at least at this point in the game's development.
  14. A full-fledged castle, with perhaps a small village to go with it. That, and a cathedral perhaps, as well as a museum and several large sculptures/wall carvings in general. I've taken stabs at some of them but not really had a world last long enough yet for me to really get into finishing one. A proper fortress though is my main goal. I think what tends to trip me up the most is building scale; that is, my mind is still trying to design builds on Minecraft scale, which can work in Vintage Story but isn't the most ideal in many cases. Vintage Story lends itself a little better to building on a smaller scale, both due to the chisel system and difficulty of acquiring some resources. The decorative items also make it easier to flesh out smaller structures, whereas Minecraft doesn't really have many options for small scale decoration, hence why it's better to build on a larger scale there.
  15. Currently, you need to use a bucket to retrieve the solidified fat from the cookpot and dump it on the ground. However, quoting Redram from Github: https://github.com/anegostudios/VintageStory-Issues/issues/7998#issuecomment-3899870683 Basically, yes, it is confusing, but it seems to be an oversight that's getting a quick fix for 1.22, and a better fix later on when the devs have time to make cookpot behavior more complex.
  16. Welcome to the forums and the game! You might give the armor page of the wiki a read, as it explains quite a lot about how weapons and armor work in the game: https://wiki.vintagestory.at/Special:MyLanguage/Armor But basically, each enemy has a specific tier of attack. In order to counter attacks effectively, you'll want to wear the appropriate armor for that tier, or better tier armor if available. For example, wolves and bears are tier 2 enemies, meaning that you'll want tier 2+ armor to mitigate the attacks. Lower tier armor is still better than nothing when fighting them, but it won't soak up nearly as much damage, and will lose more durability than an armor of the appropriate tier. It's also very important to note that armor isn't meant to make the player entirely invincible, as much as it is meant to improve a player's chance of survival and extend the amount of time they can spend in combat. It will still be necessary to take short breaks to heal, especially when dealing with high tier opponents as they hit quite hard. Regarding player weapons, enemies do not currently have armor stats, so there's no need to account for that unless you're fighting other players. Heavy temporal storms I really wouldn't recommend venturing into unless you have iron or better gear, or unless you're experienced enough to handle high tier enemies with lower tier gear. Heavy temporal storms predominantly spawn tier 3-4 enemies, which will be difficult to kill with bronze equipment while being able to punch right through bronze armor. It's still possible to fight them with bronze equipment, but you'll likely need to be taking healing breaks much more frequently, as well as being more careful with your movements(it's possible to dodge some attacks with quick left/right sprints, or backward sprinting). Hogs can be dangerous if you aren't armored, but they are a tier 1 enemy(tier 2 if the huge boars in 1.22) so most any armor should be sufficient to help defend against their attacks. That being said, the best way to go about hunting them, and most prey animals in general, is to stand at a distance and throw spears or shoot arrows(spears are stronger in the early game). It takes some practice to develop your aim, and patience to track down larger animals, but most prey animals would rather run away than attack. The main exceptions are hogs and male deer. I will also note though, that if the enemy damage feels too high, it's possible to adjust it in the game settings. You can do so at world creation, or via the command /worldconfig creatureStrength 1.0, whereas 1.0 is the default multiplier for Standard difficulty. If you adjust the setting via command, make sure to reload the world for the change to take effect.
  17. Probably hinges on world generation settings, but on the defaults the rapids seem to occur fairly often, provided there's some mountains or hills nearby.
  18. Yep. But to make sure that I'm very clear here: this particular exploit is not something I would be inclined to fix, if I were in the devs' shoes, since trying to fix it is likely to cause more problems than the exploit itself in this specific scenario.
  19. It's a neat idea, but it seems like it could really mess with the underground system as well. Some ores, like chromite and nickel, are supposed to spawn rather deep, so by shifting the entire chunk downward it's going to shift ore closer to the surface as a result. There's also the issue of monster spawns as well, since the lower Y levels spawn stronger monsters. Not really ideal to have tier 2+ potentially hanging out at the mouth of caves, or crawling their way to the surface. I think it would be less an issue of digging horizontally, and more an issue of digging vertically. For current chunks, I believe the average number of blocks the player has to dig to reach the mantle is about 100. To skirt the world height restrictions it seems more logical to keep the mantle as-is and simple shift the surface down, in which case, the player has less digging to do to get to the mantle in those chunks. There's also sea level to account for as well--most land tends to be above sea level, and it's not that often that dry land is found below it.
  20. I'm of a similar mindset. It's one feature of Valheim that I don't enjoy, since the recipes are locked behind picking up specific things, some of which are reliant on RNG as loot drops. While it can help guide players through the progression by alerting them to new stuff they can craft, it also locks player progression to finding specific things and picking those things up, making it somewhat easy for players to miss some recipes. Minecraft has a similar problem, in that if the player doesn't already know they can craft certain items it may take them quite a long time to figure out how if they rely on the game's crafting handbook. As a mod though? Sure, why not. It'd be an interesting alternative choice for players to have, either for their own preferences or just as a fresh new way to play the game.
  21. Drystone is the bane of my existence sometimes. The stone brick is easier to get ahold of than the loose stones needed to craft it, in some ways. Ashlar stone blocks are rather reasonable to acquire in large quantities, for those wanting the more classic stone block look.
  22. I don't know that there are any mods that do this specifically at the moment, but there is a mod to lock progression to certain tiers: https://mods.vintagestory.at/techblocker
  23. If the player has a very specific build in mind, that requires very specific world generation features, it's generally better to find a good spot in the world and use a little creative magic to fill in whatever's missing. Relying purely on random worldgen in this case will likely lead to a lot of frustration and disappointment. Freeform building is rather easy to do in the other block game, since that's how the other block game is designed, but Vintage Story uses more grounded designs since the focus is centered more on realistic processes and building with what's locally available.
  24. With a status effect system, I'd say it could also be used to mitigate the effects of certain injuries. Historically, strong alcohol was used to dull pain, I do believe, so players suffering from a lingering injury(like a broken bone or serious gash) might consider a stiff drink of brandy, whiskey, or other strong liquor to reduce the negative effects for a time. Also important to note that reducing the effects is not the same as making the injury heal faster. That would be a job for herbalism. Or tying in into the above idea, use stronger alcohol as an option for cleaning wounds so they don't become infected and get worse.
  25. It's definitely abusing game mechanics, however, it's also a classic example of an exploit that can't really be patched out due to the core game design. The player is meant to be able to break and place blocks at will; the only locations they cannot do so currently are the story locations, since allowing players complete freedom there results in strategies endemic to the other block game. The devs could, of course, let monsters simply walk through blocks, but to the player that's not going to feel fair at all. The enemies could break blocks, but that introduces the problem of players getting their builds destroyed, which isn't ideal. Letting enemies only destroy certain types of blocks, like dirt and cobblestone, or preventing enemies from destroying chiseled blocks entirely doesn't fix the problem either, since players will just use different blocks or otherwise turn every block into a chiseled one in order to mess with monster pathing. Thus for this specific example, it's easier to just let it be and not worry about it.
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