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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. This is something I would really hate to see implemented. It's a system that works in some games, yes, but one of the core strengths of Vintage Story is that things aren't locked behind specific skills that have to be leveled in order to build/use things. The player can easily take their time progressing through the game and enjoy each tech level to its fullest extent, or they can really push their progression and rush through the tech levels they don't enjoy as much, if they have the knowledge and resources to do so. Likewise, players who find really good gear in ruins/cracked vessels(tin bronze or copper items), purchase good equipment from traders, or otherwise are gifted better equipment by friends won't need to grind an arbitrary number of levels in a skill just to be able to use those items. As for constructing specific buildings for certain tasks, this is already a soft requirement. To refine steel, the player will need to build refractories. To store food, the player will need to build a cellar. Forging items doesn't require a specific building, exactly, but a helve hammer will need machinery to power it, which means the player will need to set up their forge area near the machinery. While I somewhat agree here, I think the better option is to just give the player more things to do earlier in the game. There's only so many things a player can do at once, and more things to do means they'll have to choose to focus on certain things over others, rather than just be able to easily complete everything the early game has to offer in a few days and jump to iron. This is changing somewhat in 1.22; with the berry bush rework and farming tweaks, the player will want to set up farms earlier and start bush cuttings if they want an established berry patch for the next year. Likewise, iron takes a bit more effort to work given the changes implemented with bellows. In any case, giving the players more things to do earlier in the game lets them decide for themselves how fast they really want to progress, and have fun with the process, rather than feel like everything is being locked behind arbitrary time gates to give it meaning. I also want to note that the early tech levels are important for the early game, but not tech levels the player is meant to remain at long-term. Not everything available at those levels necessarily needs to be viable either; for example, the player can make copper plate armor, but it's not particularly viable to do so since the resource/labor cost is quite high compared to the durability and protection offered by the armor. Bronze lamellar armor is solid equipment for general adventuring, but it's not going to hold up against stronger monsters, so the player will need to invest in iron equipment before braving the harsher storms or venturing into the deep caves. I think this idea really only works for things like special pieces of Jonas tech, where the player really shouldn't have access to the stuff without completing parts of the story in order to avoid trivializing certain things. I just play multiplayer with my friend, but I can say that multiplayer does speed up certain aspects of progress, while slowing down others. Generally, the early game goes faster, since one of us can be out scouting/hunting/foraging while the other sets up base and farms. By the time the mid-late game rolls around though, things slow down a bit, since there are two players requiring iron/steel gear rather than just one, and the forges and refineries only work so fast.
  2. First off, welcome to the forums! Given it's now July 2, it's not been very much time since you've planted those crops--either a couple of days to about two weeks. Do keep in mind that crop growth times scale with the month length, so if you make the months longer then crops will also take more time to grow. That is, a turnip will take nine days by default to mature, since that is how long the months are on default settings, but if you increase the month length to thirty then turnips will take thirty days to mature. I believe nutrients are only consumed when the crop advances a growth stage. The first thing I would check is crop growth times, since cabbage grows a bit slowly compared to other vegetable crops. It might be that everything else has a much faster growth time and the cabbage hasn't had enough time to actually grow yet. However, it also looks rather dark in that corner of the farm for some reason. Make sure that the farm is getting enough sunlight, as I don't think crops will grow if the area is too shaded(unless underground farming is turned on).
  3. While I somewhat agree, I also look at it as...at the end of the day, Vintage Story is still a videogame, and in some cases the cost for things is probably going to be a little different than what it should for the sake of keeping the gameplay balanced. Now I'm not saying that some things shouldn't maybe be tweaked(I certainly wouldn't mind seeing wattle-and-daub go just a bit farther than it's already been made to go), but I also don't want things to become too easy either. Getting two blocks' worth of material for two blocks' worth of input sounds like a pretty change though. I think this goes for most suggestions in general really, and not just presenting a good argument to Tyron. The better the supporting argument behind a suggestion, the more likely other players are to throw their support behind it. I've seen several suggestions/criticisms that weren't necessarily bad themselves, but the supporting arguments for them were either heavily flawed or nonexistent.
  4. Yes. I don't recall exactly when the changes were last tweaked, but it was fairly recently.
  5. First off, welcome to the forums! I will note that the plate armors have different models/textures depending on the material the armor is made from. As for lamellar, chain, scale, and brigandine armors, those armors tend to have a pretty uniform look in general due to how those armors are constructed. There's not as much room for variation.
  6. For future reference, strong tannin makes brown, and grass can make green dye. If you have metal scraps/rusty gears on hand you can also make black/gray dye, though you'll probably want to save the gears for spending later. Edit: Fun fact, but if I'm recalling correctly pink was a favorite color for rich Vikings, since it was a more difficult color to obtain in that region.
  7. For what it's worth the spears have been reverted to what they were before, mostly, in terms of charge time and attack. The only real difference now is that steel spears are what bronze spears used to be, and iron/steel spears can be quenched to further boost their attack power.
  8. According to this comment, it looks like there's already a way for users to work on translations:
  9. LadyWYT

    Quenching?

    Pretty much this. I've had pretty good luck with a handful of quenches in a row, boosting tool power by around 25%, durability around 20%. While I could push the numbers higher, I also don't want to spend that much time at my forge, nor break multiple items trying to get the "perfect" one. A weapon that can kill enemies with one less hit or a tool that can last longer/work a bit faster is more than sufficient for an upgrade.
  10. The percentile readings can be low, but the main thing to watch is the general reading description: Very Poor, Poor, etc. Typically it's best to dig at Decent or better, but if what you're looking for is rare or the best lead you have is Poor/Very Poor then it doesn't hurt to try digging at one of those readings. When it comes to bronze, you can also buy tin, bismuth, and zinc from Commodities traders, if you happen to be a few ore short of what you need. Panning bony soil can also yield gold/silver nuggets that can be turned into a black bronze tool or two.
  11. You mean like this?
  12. First off, welcome to the game and forums! Hens don't need a rooster in order to lay eggs. If you want to actually raise chickens though, you'll need a rooster to fertilize the eggs. To my knowledge, grain will attract any of the livestock animals. However, only large animals can eat from the large trough and only small animals from the small trough, so you'll need a trough of each size in order to attract/feed the animals in that area. I don't know the exact restrictions, however, I think the "Hens will lay one egg per week" thing you mentioned likely refers to how often a captured hen will lay without being fed. In my experience though, chickens won't lay eggs if you don't feed them, so if you want tasty eggs to eat then it's best to feed them at least once per day. If you want to hatch the eggs, then you'll need a rooster to fertilize the eggs and want to feed your chickens every other day or so once they start incubating the eggs. The hens will try to lay their eggs in henboxes when they can. However, if the henbox is too far away, or there aren't enough henboxes or space in the henboxes, they might just lay their eggs wherever is convenient.
  13. Not just that, but it's tough enough to hold up in the light temporal storms of the early game. The autoloot feature of the falx is incredibly useful here as well. The best loot the storms have to offer at this time, I think, is the rusty gears, since getting a handful of those early can be a huge advantage. Lack a source of lime? Buy some! Haven't found halite? Buy it! Lamellar is also lightweight enough that it won't slow you down that much or impose much of a hunger penalty. It also works quite well for ranged combat too. I will note in times past that I just skipped armor entirely until iron, since there wasn't really anything I needed to go fight. However, since there's now more stuff to do in the early game, and ironworking takes a bit more effort, I've started playing around with the earlier equipment. While it's still possible to rush to iron, the more relaxed approach has been a lot more fun.
  14. If you come back the next day, the fruit will be ripe. I don't know why it doesn't just ripen when the timer hits zero.
  15. Generally, it's best to wait until a stable release before trying to update old worlds, but even with stable releases it's a good idea to make a world backup anyway in case something goes wrong. This is also an option. You could also try updating an older world to see what happens, but make sure you back up the world first, as there is more likelihood of things going wrong on unstable game versions. Chunks that have already been generated won't contain new blocks like the new berry bushes. You'll need to either head to new areas of the world map to discover the new stuff, regenerate old chunks via command, or start a new world.
  16. Nah, don't have to get that fancy. Paint it with some glow-in-the-dark paint so that it "charges" in bright light(where the glow of a temporal gear isn't going to be that noticeable) and then glows softly at night. Complete with some sort of high gloss sealant for extra shine.
  17. I'm pretty sure this is already starting to happen, though I'm not sure that I would call it a complete collapse as much as I would markets just stabilizing. I don't think it's a situation unique to AI, as much as it is just a cycle that happens when new trends or technology appear. I think the key is to just be mindful of actions in the present. Kinda like playing Vintage Story, really. What you do at the start of the game sets you up for success or failure later on, so the further ahead you can plan and prepare the better the outcome tends to be. And much like winter, sometimes times are tough and you can't necessarily stop it from happening, but the effects can be heavily mitigated with some preparation.
  18. Seal them in a barrel of honey for a few days and you could have...gummy worms.
  19. We were all spoiled by that mod. But @Teh Pizza Lady made a bit of a workaround: https://mods.vintagestory.at/scs
  20. According to the wiki, chickens need to eat at least 3 portions of feed before they can mate. My general strategy though is to just feed them once a day while they are filling the nest and then once every 2-3 days while they are incubating the eggs. Bighorn sheep are typically found up in the hills and mountains, typically in regions that a little cool and on the dry side, and not heavily forested. Mouflons(added in 1.22) spawn in the warmer lowlands, but not in dense forest. Musk ox spawn in the arctic, so you will have some long walks and a lot of work ahead of you if you want to domesticate these. Or I mean...just use the creative menu to spawn a pair in and pretend you purchased them from a trader.
  21. Ah, I missed that before. In that case, the idea sounds a lot better.
  22. I'd rather stick with the current system, really. It works, and being limited to only one bag sounds like it would be even more of a hassle for inventory management than the current system. At the very least, the slots per bag would probably have to be increased by quite a bit by default, otherwise the early game is going to feel rather tedious with little handbaskets that can't be modified. In fairness, videogame inventory isn't going to be very realistic in general. The player carries a LOT of things around that have absolutely no business being in a backpack--solid chunks of stone, piles of smaller stones or ore chunks, ladders, a pantry's worth of groceries, etc. Even an item weight system ends up breaking some rules, since at the end of the day most players don't enjoy a lot of back-and-forth running to accomplish even the most basic tasks. What I would do is cut this idea out from the rest, and perhaps add a couple of other slots in the character menu that appear when a proper backpack is equipped. While the player has at least one backpack equipped, they can store tools, weapons, bedrolls, or lanterns in these slots, at the cost of needing to open the character menu and retrieve the item from that slot when the player wants to use it. Basically, it's the elk storage system, but for the player instead.
  23. I've not tried either bait, but have been using bushmeat stinkbait and catching zip. Not sure if it's the weather, or if the fish really don't like that bait, or if it's like @dakko said and there's an issue with filenames or something.
  24. LadyWYT

    Stable 1.22

    From the first rc1 news post: No one except the devs, and even then I daresay it's more of a rough idea of when the stable version will be ready and less an absolute certainty. The current release candidates are supposed to be stable enough that players can go ahead and start a new world and have it remain playable into the stable release, but not stable enough for older worlds to be updated yet. While a lot of the major bugs have been fixed, there are still several more bugs to swat, and some of the content, like the procedural dungeon and new berry bushes, still have some rough edges that need to be polished.
  25. I mostly agree, however...I think it was the @Teh Pizza Lady that noted it earlier, either in this thread or elsewhere, but the main problems arise when the AI is in the driver's seat instead of an actual human. That is, it's one thing to use AI as a tool to whip up a quick thumbnail, or check code for potential syntax errors, or write a draft of a description, etc. But in those cases the mod author is the one in the driver's seat and checking the AI's output to make sure there's nothing goofy, and then making corrections where needed so that the code runs properly, or the description makes sense, or the thumbnail doesn't have ten fingers to a hand or something...stuff like that. Where problems tend to arise, is some will let the AI be in the driver's seat and just copy/paste whatever it spits out into the mod, without checking for quality or correcting obvious mistakes/polishing the rough edges. Making a mod in this fashion is very quick, but the result is very low quality. Unfortunately, since stuff like this is so easy to make and sort of works, it tends to end up getting overproduced and other mods might get unfairly deemed "guilty by association" since they use an AI thumbnail or something.
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