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Everything posted by LadyWYT
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Have you tried looking in Georgia? Jokes aside, the only places I can recall seeing them in the game is in patches of warmer climate, but not necessarily the Warm climate band itself. They will spawn in the temperate band, but I think it has to be in a warmer chunk, and I'm assuming that in the Warm climate band they might need a cooler chunk in order to spawn. In which case, maybe they're not an option that's easily found by switching to a specific starting climate, and instead require the player to do some exploring between the climate bands.
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Behavioral responses for animals, inspired by real wildlife
LadyWYT replied to MKMoose's topic in Suggestions
I think the main thing about the threat displays is that while I would like to see them, I don't want to see them become something the player can use to avoid an encounter 100% of the time. By that I mean I still want to be able to stumble across a bear in the bushes every once in a while, and then needing to deal with that. That doesn't necessarily mean that the bear has to attack me when that happens, or that I have to run away, just that it leaves the door open for some more variety in animal-player interaction other than "You're fine until an animal does X, then you should leave before you get attacked". Maybe this kind of thing could be handled by animal "personalities", where some are more skittish and likely to run while others of the same type might be more aggressive and prone to attacking the player. In regards to livestock animals specifically, perhaps they could become semi-tame when fed, but the player will need to remove negative traits like aggression or skittishness over a few generations of breeding to get special traits for domestic livestock(docile, higher yields of certain products, alarm calls when a threat is nearby). -
Why are reed roots such a finite resource? They are a classic survival food!
LadyWYT replied to DeanF's topic in Suggestions
In the meantime, there are at least a handful of mods that add ways for stuff like cattails and tule to be propagated. At least a couple are usually kept up to date. That being said, I wouldn't be surprised if there was a way to propagate more plants like reeds and flowers in the future. As for why that's not a thing right now...dunno, other than it's not been a priority compared to other things. I'm also guessing that it might not make the most sense to add right now either since those roots are meant as an emergency food, rather than a regular source of nutrition for the player. Cattails grow pretty fast IRL, and in the game don't require nutrients from the soil like other crops, so if the player could propagate them then the player might easily end up ignoring farming almost entirely in favor of relying on cattails for vegetable nutrition. -
I think it was 1.21 that saw some changes to the world gen, and the devs went to some lengths to ensure that chunks would blend smoothly for players upgrading older worlds. That's not to say that something couldn't go wrong, mind you, just that precautions have been taken so the chunks should blend smoothly, assuming the world is vanilla or not otherwise using mods to alter terrain generation. If those kinds of mods are used, then it becomes a lot more dicey. It really depends on the mods. Generally it's best to wait for mods to update before trying to update a modded world, but there's no guarantee they will be updated either. Older mods sometimes work fine on newer game versions, but it depends on what content the mod adds and what content was changed in the update. Depending on what content the mod adds, they can usually be safely removed mid-playthrough, with only ? blocks left over that can be deleted by breaking those blocks(creative usually works best for this). However, not all mods can be removed mid-playthrough, and removing even the "safe" mods typically isn't the best idea as that can create problems. Some mods will also have special instructions for updating them, so it's best to check the mod pages carefully. Overall, the best advice I can give is to make sure you backup your world before updating, just in case something goes wrong. Make sure to test mods for older game versions on a special test world before adding them to your main world, in order to make sure those mods are working correctly. Also make sure to read each mod page carefully to see if there are any special instructions for how to update the mod and older worlds using that mod.
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Behavioral responses for animals, inspired by real wildlife
LadyWYT replied to MKMoose's topic in Suggestions
I'm probably going to have to come back to this later, as I'm not really sure I'm going to cover what I really want to in proper detail. Overall, I like the suggestion, and I'm pretty sure this is already what the devs would like to do someday. However, I'm also not expecting 100% realistic behavior either, as there are limits to what can be simulated and a 1:1 of real life doesn't always make for the best of gameplay. I think these in particular aren't necessarily hard to simulate, but hard to implement as fun, challenging gameplay. The main hurdle when it comes to creature behavior and survival challenges in general is that...videogames aren't real, and are very predictable. Mistakes in real life can have severe consequences, so people will tend to be more cautious in how they approach things, since there's not exactly console commands or reset buttons if something goes really wrong. In a videogame though, poking a bear to see what happens will, at worst, cause the player a bit of frustration and lost time(maybe a broken keyboard if the situation is bad enough). Hence where I think the threat display fails, and needs some additional planning if it's going to work well in the game. If the creature is small enough, the threatening display might entertain the player if they choose to watch, but it's not going to make them think twice about attacking said creature when they know they can easily overpower it without consequence. I think the same applies to large creatures as well, to some extent; if the creature always gives a lot of warning before attacking, then the player will pretty much always be able to avoid dangerous creatures with ease, and won't think twice about picking a fight if they're confident in their skill. Creatures already do this to some extent, especially if severely wounded. I also don't think a lot of them run fast enough or react quickly enough, but eh...details. The main issue I see with making creatures good at noticing the player and running away is then it's harder for the player to really enjoy watching the local wildlife. For some, like deer, it does make sense, but I don't think it should be a given for every creature. Cutting to the chase, I think overall the animal behavior issue isn't something that can really be solved until the status effect system is implemented. As it stands now, animals just aren't going to be very scary unless they can hit hard and chase the player down/get the drop on the player somehow. The recent changes to the raccoons are pretty fun(and funny), but I'm still not going to think twice about collecting their hides whenever I want. Even the bears don't really feel that threatening anymore since I can literally just run backwards and stab them to death with a flint spear or falx. Half the time they're just sitting there letting me get free hits, and the other half the time they swing at me but somehow miss despite the fact that I'm right in front of their face. At the very least, I'd like to see bears get their reach back, since while I think it's fair to allow the player to outrun the bear if they react fast enough, they shouldn't be able to just run around and stab the bear to death. Bears should be dangerous, and it seems more appropriate for the player to build a pit trap or get some armor before trying to tackle one head-on, if they aren't going to rely on ranged combat that is. As for wolves, I'd like to see them prefer to avoid the player if by themselves, or call other wolves nearby for backup before attacking as a pack. They are, after all, pack animals, and working together as a proper pack would make them a lot more threatening, as well as help them stand out from other aggressive wildlife. The howl could even be a bit different than the standard howl, so the player knows when they're actively being hunted versus when the wolves are just socializing. When the status effect system is added...there's a lot I'd like to see, but one thing I really want to see: skunks. They don't need to attack the player at all, not that they'd be terribly dangerous if they did. The main concern for the player? Getting sprayed. This would be a perfect time to implement a "threat display" warning, that the player really should listen to, since getting sprayed by a skunk isn't at all fun and that smell is going to stick around for a while. I'm not sure what kind of effect getting sprayed would have, but surely smelling that bad can't be good for conducting business with NPCs, and probably isn't useful for hunting since everything in the forest is gonna smell the stink coming. It may also make the player more noticeable to monsters, though given monsters already smell bad I could also see it having the opposite effect. -
This is true, and I do agree they shouldn't be the ones to start the fight or otherwise continue fighting if they have a chance to flee. They should fight defensively. However, in the case of the open field/obvious escape route, I do think it's fair to get a couple of hits in on a threat that is right there breathing down their necks. In that case, the idea is that the raccoon is attacking to get the predator to back off just enough so they can make a run for safety. In real life, most animals tend to use combat as a last resort, especially predator animals, since for them an injury can easily mean their death. Aggressive displays and bluffs tend to be more useful, since the animals can use those to get an idea of how much trouble a target is going to be and judge accordingly. That's a bit hard to translate to a videogame though, especially since the player certainly isn't going to be behaving in a realistic fashion in many cases, and the wildlife isn't going to be a threat if it always backs off when it has the chance. At any rate, this kind of discussion is better suited for another thread. The most I'll say is that I'd like to see some more realistic creature behavior, but I also don't expect 100% realism.
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Welcome to the forum and game! One thing to check, if you haven't already, is make sure you used the right credentials, as well as typed them correctly. Your game account is separate from your forum account, and typos happen all the time. In my experience the support team is able to resolve most tickets within a couple of days. That being said, how fast a ticket is resolved depends on what the problem is, how many tickets the team has to handle, and whether there's anything going on that could affect the workload(like a holiday or weekend). Issues like you've listed though, I think, are generally resolved rather quickly, so you should have an answer within the next couple of days.
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server Is there any mods that let you view peoples inventory?
LadyWYT replied to kidkapt's topic in Discussion
This is true, but if the server consists of just a small friends' group, that is playing more cooperatively, then land claims might not be needed. Land claims are enabled on my friend's server but we don't use them for similar reasons. That being said, just because everyone is friends doesn't mean that someone won't cave to temptation and take something they weren't supposed to...in which case, might want to consider using land claims in the future. Though really, I hope it's more a case of the server glitching and causing issues with items, and not a player turning to theft. Not a glitch is really any better, but it's probably easier to deal with than a thieving friend. -
They might still be trivial to kill, sure, but in the case of new players it's probably better for them to learn via raccoon that wildlife fights back, than to learn from a boar or sheep. Plus raccoons might be small and not able to really case much damage from a balance standpoint, but even small creatures that are significantly outclassed will fight for their lives if they don't feel they can escape. I also think this kind of scenario will be more dangerous with a status effect system. It's all fun and games until the raccoon gives you rabies or something.
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YES! I dunno why, but this might be one of my favorite little changes. I was wondering the other day why they can't fight the player--they're rather vicious little beasts in real life. As funny as it was to see forge contents blast off into space, I'm glad this has been fixed too.
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Or just add a sickle for that kind of work. The difference between the two is that the sickle is great for small, precise work(won't damage crop vines) but not great for harvesting large areas quickly, while the scythe is great at harvesting large areas in a short time but not very particular about what it harvests in the process.
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Welcome to the forums! I do agree that solid doors should dim the lighting in a room when closed(assuming no other light source), but they shouldn't block the light out entirely given the reasons other users have mentioned. Lighting in general is a little goofy at the moment, since lights can shine through solid blocks and whatnot. The system will likely receive some upgrades in the future, but I doubt it's any kind of priority at the moment.
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Thinking about if Water could not be Destroyed only moved.
LadyWYT replied to Emeal's topic in Suggestions
I like this idea, since it would make crops more interesting if they had different moisture requirements: ie, rice needing flooded fields, or crops like sweet potatoes and millet needing less water in order to thrive. However, I think the system should be kept relatively simple, since the more complex a gameplay loop is the more time the player will need to devote to managing it. And the player will have plenty of other things to manage aside from farming, including needing to set aside blocks of time for long adventures(such as completing story content). They'll want to do that without feeling too pressured to give up on critical things like farming. Yes water flow changes somewhat with seasons, but consider this: the main drawbacks of water power currently is the player needs to build next to the source in order to use it, and the water wheel is a bit slower than the basic windmill. The main advantage to water power though is that it's very consistent; the player doesn't need to wait for the wind to blow in order to power machinery, nor do they need to worry about everything grinding to a halt mid-process due to the wind deciding to stop blowing. If the water flow is able to change like that though, then it's no longer a consistent power source, and players are more likely to start ignoring it entirely in favor of sticking to windmills. I think something like this would be more easily calculated based on the average rainfall of the area. If the average rainfall is very high, fire shouldn't be able to spread as easily, but if the average rainfall is low then fire spreads more readily. Of course if it's raining at the time, fire shouldn't spread very well at all. Honestly I don't want to deal with this, and it would make mining a real pain outside of the late game. Once the player starts to move on from the copper tier, they're going to need to go deep mining for ores, but won't have the tech to deal with water pouring in if the mine decides to flood. At best, they're probably only going to be able to make one trip into the mine before it floods and needs draining, and at worst the mine is going to flood too quickly for them to retrieve any ore at all without pumps if they happen to dig in the wrong spot. I think overall, I prefer the simpler system we have as opposed to something that strives to be super realistic. Performance concerns aside, I like being able to build decorative water features, so being able to move water via bucket is nice, and the fact that rapids can't be player-created(outside of creative mode) means that those remain balanced as a power source. I don't mind tinkering around with engineering aqueducts and the like, but that's also not something I want to be forced to spend most of my time doing in order to make sure things don't flood. Additionally, if water always has to have somewhere to go, it seems like it would make it very hard to drain lakes and small ponds. What I would rather see are puddles after a good rain, and some geysers and better waterfalls. Perhaps some hot springs variants or other natural springs that contain minerals and stuff that's beneficial to the player. Or some bigger waves and a surfboard to ride them on. -
server Is there any mods that let you view peoples inventory?
LadyWYT replied to kidkapt's topic in Discussion
I'm not aware of anything like this. Looking at the log files is the only way I know of to figure out for sure who did what in the game, and when. If players are behaving suspiciously or otherwise being accused of cheating, best to check those files to figure out exactly what's going on. Edit: Checking the log files will also prevent suspects from bypassing an inventory check by hiding stolen items elsewhere on the server. -
forging Quenching and tempering are overly gamified
LadyWYT replied to MKMoose's topic in Suggestions
Yeah. In fairness, I think in many ways that if players aren't intended to be chasing the super weapons/tools, then putting a hard cap on how many times they can quench a workpiece is a better solution than allowing them to quench as many times as they want, for a really high risk and material cost. The latter isn't exactly the worst thing either, since sometimes you just want to roll the dice and make something super powerful once in a while, even if the cost isn't practical at all. As for the power jump from bronze to iron, I still think it's fine. It is a big jump, yes, but so is the jump from copper to bronze and part of the boost from iron equipment relies on the player quenching and sharpening their weapons and tools. When the player first achieves iron, they may not want to jump right into that immediately, since breaking a workpiece is more of a loss at that point and they may not have the setup for running a grindstone without shuffling parts around(which they may or may not want to do). Regarding iron vs steel, it's not the power that's the benefit here, as much as it is the durability. Steel tools last around twice as long as iron ones, by default, and I'd imagine the gap only widens with quenching once for durability. Players could still choose to ignore steel, I think, and be fine, but personally I prefer having my stuff last for a long time before needing to replace it. Here's to hoping! I daresay if/when a mod like that turns up on the database, I'll give a try to see how well the system stacks up against vanilla. -
No worries! Vintage Story is a very information-dense game, and it's easy to get lost in it all. The handbook and wiki cover a lot, but it never hurts to ask around on the forums and whatnot for advice when you need a little extra help.
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forging Quenching and tempering are overly gamified
LadyWYT replied to MKMoose's topic in Suggestions
Echoing what Moose already said, I'm pretty sure it's a bug. If a player quenches a workpiece for both power and durability, only one of the stats actually seems to get applied when the piece is turned into a tool or weapon. Oh it definitely happens. I snapped a hammer head the other day despite the fact that it had never been quenched and was below quenching temperature. Now I'm not 100% sure that was intended behavior, but I've learned to be a bit more patient as a result. I think it's probably a scenario where a mod could really shine. Such a mod would take a lot of effort to make, to be sure, but then it would offer players an alternative to the more basic vanilla interpretation, as well as act as a valuable test to see which kind of gameplay players actually prefer. If the mod's proof-of-concept proved to be popular enough, then the devs might consider reworking the vanilla system to be more like what you've proposed. Of course it's also possible that players try the mod and decide they prefer the simpler route, but in that case the mod is still there for those who want a more realistic interpretation. I'm just guessing here, but I think the main idea is to give the players a way to further improve their gear in a way that's at least somewhat realistic, if a bit videogamey. There are some inconsistencies, but that's to be expected from a freshly implemented system that's still being worked on. As for the benefits/drawbacks of tempering and quenching, yes the player can achieve some ridiculous numbers, but I think the question there is...how much time and patience does the player have to achieve those numbers? They could roll the dice and get really lucky, and get a super item without much effort, but I think in most cases getting the crazy numbers will take a lot of time and material due to workpieces getting snapped in the process. In my case, the strategy I roll with is quenching at least once on most items, with a few more quenches sometimes on a weapon to boost the power by around 25%. It's enough of a power boost to make a noticeable different in combat, especially for things that can be sharpened, but not so much of a boost that it's going to be too risky to pull off or too demanding on time. I'm also guessing that most players will probably settle for similar strategies, though I could be wrong. -
Just on the outside looking in here, but I mean...there were echoes of the aftermath on the mod database, where someone else reuploaded Freedom Units and the moderators had to step in because some people were hating on the uploader in the comments. I think that's the main problem...some weren't leaving it at just disagreement/reporting rule violations of one guy, and instead taking things to the extreme. Precisely.
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Brass? Or bronze? I'm assuming you meant bronze, but just in case: brass will require zinc(sphalerite) and not tin. Unless you started over on a new world, the settings changes will only take effect in freshly generated chunks. As @PineReseen already noted, the typical way to find tin is to use the Density Search mode on the prospecting pick to find a good spot to dig, and then dig a shaft down using the Node Search mode every 12 blocks or so to see what ores are actually there, if any. If you are using ladders in the shaft, you can safely dig straight down, since it's not possible to fall off a ladder in VS unless you actually move your character off the ladder block. Do keep in mind though that you only tin bronze specifically for completing the treasure hunter's quest. Black bronze can be created with copper and few nuggets of gold and silver, which can be easily found by panning bony soil and are useful for getting tools/weapons if resources are tight otherwise. If tin is being hard to find, bismuth bronze is also an option, which you can get by smelting copper, zinc, and bismuth. Tin, bismuth, and zinc are also fairly common ores to find, so it can be worth digging at Poor/Very Poor readings if that's all you've got to work with. It's also fairly easy to find bismuth and zinc if tin is scarce, and vice-versa. Trading is also an option for acquiring tin, zinc, or bismuth ores. Commodities traders often have those ores for sale, so if you have a few gears lying around or otherwise want to do some wheeling and dealing, trading can be a good workaround.
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Welcome to the forums and the game! If you didn't receive your game key email, you'll want to open up a ticket with the support team to resolve the issue. You can do so here: https://www.vintagestory.at/support/
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It's not been tweaked, to my knowledge. That being said, if you want to eat that last bite of pie before picking the full slices back up, you can do so with this mod: https://mods.vintagestory.at/expandedstomach Otherwise, yeah, it would be really nice if the game placed priority on keeping the full slices over the half-eaten slice, so that this kind of thing doesn't happen.
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It's been a while since I planted one, but like @KahvozeinsFang I recall getting some pretty big ones when I did plant. I'll see if I can toy around with it again if I get a chance, but I would chalk it up to bad luck.
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Welcome to the forums! Personally, I would lean more towards herbalism/medicinal uses, poisons, and perhaps some limited uses for jewelry making, agriculture, or some appropriate medieval industry(Dye making?) Better explosives I wouldn't mind either, but firearms I think would be harder to balance, as well as fit into the more rustic tone of the game. It's not that firearms didn't exist in the Middle Ages, mind you, just that the firearms that were available were rather weak and clumsy compared to what most players probably think of/expect when it comes to that sort of thing. I don't know how well they're working on the current game versions, but I recall seeing at least a couple floating around. https://mods.vintagestory.at/lavoisier https://mods.vintagestory.at/alchemistry https://mods.vintagestory.at/chemistrylib
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After the uproar about the berry bush rework? Madness! That said, I do like the idea though. It's perhaps not the most realistic thing ever, but it's a realistic enough way to allow players to have some control which trees grow really big, rather than leaving it up to chance.