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Everything posted by LadyWYT
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If you want to lean more into the fantasy side of things, the Magic Crafters section of the original Spyro game is pretty cool. Castles in the snow-capped mountains, with checkerboard tile floors and various symbols and designs etched into the walls. The Blowhard level even has windmills.
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Yes. Despite the game being quite polished for its current state, it's technically more in an alpha or early beta stage of development. As far as I'm aware, the benchmark for being considered complete is the implementation of the full story--of a planned eight chapters, there are only two currently implemented. If you want to go purely by numbers, having all the bars at half is going to yield more hitpoints than having just one at full and leaving the rest empty. That being said, it's also difficult to fill all the bars in the early game, so until you get yourself established with a base and farms it's better to just worry about keeping yourself fed and try to keep at least two of them full. Fruit and protein are fairly easy to fill, since meat and berries are typically rather easy to acquire. Vegetable can be a little tougher since mushrooms can be hit or miss, and eating all the roots in the surrounding area isn't advisable since that will deprive you of resources later. Grain is tough, since raw grain has minimal nutritional value. Dairy you don't need to worry about in the early game, since acquiring dairy means you'll need to have captured a breeding pair of sheep or goats and bred enough generations for them to tolerate milking, or otherwise need to have a lot of rusty gears to purchase cheese from an agriculture trader(which is very expensive). This is correct, but given what Tyron said in an interview, it seems like the devs are planning that feature. If the feature is added, it's not something I recommend doing, since it will probably have some unpleasant consequences.
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I would also add: remove the particle effect from lore books that have already been read. Or at least, add an option to turn those particles off. They can be need to decorate with, but players don't always want mysterious particles floating around a room just because they decided to put a lore book on a table.
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There are termites you can find in savannas, which are only in the warmer climate bands further south. Eggs can only be obtained by providing hens with food and nestboxes(if you don't want to pick eggs up off the ground). Aside from chickens, there are no birds in the game yet. The feature is listed on the roadmap though. The food will continue to fill your hunger bar and will keep the appropriate nutrition bar full, but your other nutrition bars will still continue to drain slowly and become weaker since you won't be eating nutrition of that type. So if your protein nutrition is completely full, and you continue to eat protein whenever you're hungry, you won't starve, but you won't be as healthy either since you will only be keeping one type of nutrition full.
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Is there a way to light a whole stack of torches at once?
LadyWYT replied to BurgerDaddy's topic in Questions
You should be able to stick them in a firepit and light them all fairly quickly in that fashion. Just make sure to put them into the cooking slot and not the fuel slot. -
Welcome to the forums! Not really, other than maybe mods. I see you're playing with Watersheds, which adds blue clay to its streams, so you might check stream beds when you run across them. Otherwise, clay just depends on the local climate conditions. It tends not to spawn in areas that are too cold or too dry, though there are exceptions. Red Clay: This is the most common variety, and can be found in both lowlands and higher elevations such as hills. It spawns in areas with enough rainfall, and is also the only clay type, I believe, that can spawn in the arctic regions. Blue Clay: Also fairly common and spawns in areas with sufficient rainfall, but only spawns in the lowlands, typically near water. Fire Clay: This clay variety only spawns in bauxite deserts(it could be bauxite biomes in general though, not sure) or occasionally underneath black coal and anthracite deposits. Blue clay is an uncommon drop from panning, and if you're playing with lore content enabled you can sometimes find clay in cracked vessels or purchase it from traders.
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What you're referring to here are the nutrition bars. Most food in the game has at least one of these nutrition types attached, and will contribute towards those bars. Each bar, when filled, will raise your maximum health by 2.5 points, so it's a good idea to fill as many of these bars as you can. When you die, whatever nutrition you had earned is cut in half, and nutrition will slowly decrease over time so you will want to make sure you're eating a varied diet whenever possible. Only food eaten while you are hungry counts toward nutrition, and it's also worth noting that filling up those bars is something that happens over the course of several meals rather than a single meal or two. The five nutrition groups are as follows: Fruit: Achieved by eating berries, fruits, honey, or products including fruits, berries, or honey. Vegetable: Your standard garden produces, in addition to mushrooms and cattail/tule roots. Grain: Various grain crops, and products made from grains. Protein: Fish, eggs, soybeans, insects, poultry, bushmeat, redmeat, and fat, as well as foods containing those ingredients. Dairy: Cheese and milk. You will need to either have breeding pairs of sheep and goats that are tame enough to milk, or buy cheese from appropriate traders.
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You're not imagining it--it's one of the QoL improvements introduced in 1.22.
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I don't know that they're the easiest part of game design...it's easy enough to come up with them, for sure, but difficult to produce good ones, or decide on a specific one to use out of a range of options. In any case, I do appreciate the clarification, and agree with most of what you've listed above. I think part of what bugs me so much about topics like this when they come up, is many users don't really explain much about the problem they see, or offer much explanation of how their proposed solution fits into the game or solves the perceived problem. In those cases, it's hard not to read them as pure personal preference, or a desire for the familiar rather than trying something new.
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YOU HAVE TO TELL ME THESE THINGS ARE HAPPENING VS
LadyWYT replied to catcrazies's topic in Discussion
That's not a temporal storm. A temporal storm will always have a couple of warnings in the chat box before it actually arrives--the first occurs when the storm is eight in-game hours away--so you should have plenty of time to prepare. What's happened here is you've run out of temporal stability, very likely from standing too close to a temporal rift, and that will cause temporal storm effects to occur as well as drain your health. Look at the gear on your hotbar--it should normally be a teal/blue color, but it's gray, which means it's empty. To restore temporal stability, you can hang out in a stable area, kill tougher monsters, or sacrifice a temporal gear and some health. To determine an area's stability, watch the gear on your hotbar. If it spins clockwise, the area is stable. If it spins counterclockwise, the area is unstable. If it's not spinning at all, the area is either neutral, or stable but your stability is at 100%, in which case the gear won't spin. -
Probably because VS gets compared to Minecraft a lot, for understandable reasons, and many of the players who seem to request the bed spawn feature also seem to prefer Minecraft's design choice. That is, an easier game, that doesn't really push the player to improve their skills to be good at the game. There's nothing wrong with wanting a game like that, but that kind of game isn't really Vintage Story. VS does make a few concessions, but the game doesn't need to appeal to everyone, nor should it. The more concessions that are made, the more the door is opened for more concessions in the future, and it gets harder to say no each time. I'm also not a fan of the argument "But it's JUST an option! It doesn't affect you!", because I've seen that argument made before. And the thing is...changes like that do affect me, at least in the long term, because piling up enough of them can shift the entire design direction of a game, to the point it stops being interesting because there's not much left of what made it interesting to begin with. This is also why I don't like the excuse of "Just change the lore and say seraphs can sleep in a bed to tie themselves to that point somehow, it's easy!" A temporal gear makes sense, because while the process isn't spelled out directly, it's pretty clear that seraphs and temporal gears both exhibit unusual properties when it comes to time and space. Likewise, bleeding on an esoteric object to take advantage of its power isn't exactly a novel concept either, and combining blood that's not exactly normal with a gear that's not exactly normal explains just enough for the player to make the reasonable assumption that there's some kind of alchemical catalyst happening to produce the effect. On paper, it's just a typical videogame spawn. The devs didn't have to give it a neat little lore tie-in, but they did, and it's not entirely unheard of for game developers to do this either. Kingdom Come: Deliverance has savior schnapps, Spyro has fairies, etc. The problem with bed spawns is...it's the same thing as Minecraft, which means that if it was added to Vintage Story, then it gets harder to justify VS as its own thing and not just a Minecraft clone. Other games use bed spawn rules as well, so while the idea does work, it's not anything fresh and therefore not a decision that's going to help Vintage Story stand out from other competition. Beds are also a mundane object, so it's a little hard to justify from a lore standpoint as to the how/why a seraph's return point would change just because they slept in a bed. It also opens up the question of...what counts as a bed, and what doesn't, because realistically, a seraph could take a nap most anywhere, so if it's just the act of sleeping/lying down then it shouldn't require a bed. A temporal gear, at least, a seraph can reasonably use anywhere, because it's small enough to believably carry on one's person, and the action to activate it can be performed pretty much anywhere as long as the seraph has access to a knife.
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Extending the grace timer past its usual max· length?
LadyWYT replied to catcrazies's topic in Questions
Putting drystone fence around the kiln area should help prevent that. Fences aren't climbable, and as long as there aren't any blocks close to the fence to allow creatures to scramble over anyway, nothing should be getting in or out(except you). Be careful if you place a gate though, as those are flammable. Gotcha. Honestly, I would set the grace timer to the maximum 10 at world creation and leave it at that. Not that you can't mess around with commands and config files, but it can get complicated rather fast and sticking to the basics will probably be a little easier while learning the game. If it helps, I found the game and monsters a little overwhelming when I first started--my general strategy was turning the grace period up to 10 days and picking the 30-40 day interval between storms so I could still get a feel for those things without dealing with them too often. You might also consider turning off temporal rifts to limit monster spawns to temporal storms and the underground only. Only if you think there needs to be a note about what was edited in order to avoid confusion. -
Did you at least turn the pelt into a nice hat afterward?
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Extending the grace timer past its usual max· length?
LadyWYT replied to catcrazies's topic in Questions
Welcome to the game and forums! How many days have you played the world after using the command? It's possible that the command worked, but the message doesn't actually account for the exact days remaining if the value was higher than ten. If that is the case, the daily message should be the same even after several days have passed. If it's actually counting down though, then the command probably didn't work, or ten days is the hard limit. @dakko has a pretty good solution, but if you don't want to mess with mods yet, there are a few vanilla settings you can tweak to make the experience a little less intense. Grace Timer: Set this to 10 days, or whatever value you feel comfortable with. Do keep in mind that a single 24 hour day in Vintage Story is equivalent to 48 real life minutes, so even a shorter grace period will be quite a lot of time to familiarize yourself with things and build a basic shelter. Death Punishment: Setting this option to "Keep inventory contents" does make the game easier, but it can make things much less frustrating while you're trying to learn how to play, since frequent deaths are a common experience. Timer for items dropped on death: By default it's 10 minutes, which is a decent amount of time, but if you aren't playing with "keep inventory" enabled you may want to increase this amount. Creature hostility: Setting this to Passive should make creatures neutral to you until you attack them. It gives you a little more breathing room to pick your fights, without rendering enemies completely harmless. Creature strength: You may want to turn this value down to make fights a little easier, since there are several enemies that hit quite hard. Temporal storms: Setting them to every 30-40 days will still allow you to experience them, but should keep them from getting too strong and keep them from interfering with your plans too much. Temporal storm length: By default, temporal storms only last a few in-game hours, but you may want to shorten their duration if you're more interested in them as background flavor rather than a challenge. Sleeping during temporal storms: Allowing this feature will let you choose whether or not you actually want to deal with the storm. If you've changed the above two settings to make storms shorter and less frequent, you may want to leave this feature turned off to remove the temptation to sleep through storms. -
Seems to be roughly around Y = 140, give or take a few blocks. I'm not sure there's a specific set value. Do keep in mind that the X doesn't mark the exact location of the entrance, just the general area you can find it. I think the entrance itself can be around 25-50 blocks away from the mark, and occasionally it can spawn completely buried. If you've looked everywhere in the area near the marked spot and found no trace of the entrance, you may wish to pop into spectator mode and take a peek under the surface, just in case that's happened.
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Make sure that all of your mods are updated properly for 1.22. Older mods sometimes work on newer game versions, but 1.22 introduced code changes that broke a lot of mods. There seem to be at least two that are out of date here--Combat Overhaul and Wild Farming Revival--but there could be others with issues as well. I didn't check them all.
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What's the point though? Players already complain about having to chase animals for a couple of in-game hours to kill them...I don't seem them enjoying needing to chase animals for a day or more just to kill it via exhaustion. There's also the little problem of energy gained from the food harvested versus energy spent chasing the animal. Chasing an animal for an entire day is going to burn through a lot of energy, for a bit of meat that will maybe last a day. Hunting yields could be increased, but at that point the player is facing less survival pressure since food stops being a concern, and spending a lot of time chasing prey to exhaustion probably isn't going to be very attractive when the conventional methods can yield more rewards in less time.
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That's...kind of the point though? It's going to be harder to survive in the arctic than it is to survive in the tropics or other warmer regions. Different climates are going to require different strategies to accomplish the same goals, and some things may not be achievable in certain climates at all(like cultivating an orchard in the polar regions). Yes, plants and animals tend to be more adaptable in real life, but the purposes of the tighter environmental tolerances in that game, I believe, is meant to make the climates varied and matter a little more than they otherwise would. That is, the player isn't going to be able to just gather plants from wherever and grow them at their base, or find certain animals outside of their specific environments. They're going to need to rely more heavily on locally available resources instead.
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I didn't go through everything, but you're using some mods that are either out of date, or stuck in a dev version for 1.22. Older mods do sometimes work on newer game versions, but 1.22 introduced some changes to the code and broke a lot of mods, so trying to use an older mod on 1.22 is definitely more of a risk. Likewise, mods that are still in a development version are more likely to contain bugs or cause problems. I would start with double-checking your modlist and pulling out the older mods, then test to see if the issue clears up. If the game was running fine and you recently added mods to the list, those would also be prime suspects. Here are the mods I noticed that are out of date/in development: https://mods.vintagestory.at/betterforest https://mods.vintagestory.at/sticksfromfirewood https://mods.vintagestory.at/chiselwiz https://mods.vintagestory.at/indifferentwolves That may or may not be all of them.
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I mean...there's a reason the arctic isn't exactly known for sprawling farmlands and orchards. As for the cool climate regions in the game...to my knowledge farms and orchards are perfectly viable, but the player needs to make sure they're planting crops that can actually handle the climate. Well...polar bears aren't known to live in areas with lots of trees and rain, at least to my knowledge. And they're definitely one of the more dangerous bear species from a realism standpoint, since they're one of the few animals that will actually hunt humans for food. Brown bears are going to be more dangerous than black bears just due to the size difference, if nothing else.
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I'm really curious as to the "how" as well. The only thing I can think of is that the fox managed to shove you off a very tall cliff or into a very deep hole.
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Not only that, but I mean...if the devs decided they really wanted to add the feature, they don't need to rewrite the lore or rely on beds to do it. All they'd need to do is give the player the option to start the game with a temporal gear in their inventory; the option can be turned off by default, and the player themselves can set the respawns temporal gears allow to infinite. That gives players the option to set spawn at their base easily(which I assume is why some players are requesting the feature to begin with), while still requiring the player to put some thought into how they play and when they choose to change their spawn, since it will cost them something. Edit: Also worth a mention--the devs have already accounted for making lost item retrieval easier in the form of the Terminus Teleporter. The entire point of that machine is to teleport the player to their last point of death, for the cost of one temporal gear. Building one means that resetting one's spawn point is no longer necessary, but the player will need to put in some work to get that kind of luxury.
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Yeah. Wild bushes don't use nutrients when they produce crops, so you don't have to worry about caring for them. However, they won't be as productive as cultivated bushes. It's also worth noting that cultivated bushes will slowly become more self-reliant over time, so eventually you won't need to fertilize them anymore either. It does take several in-game years to get them to that point though.
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Make sure they're cultivated bushes and not wild bushes--to my knowledge, wild bushes can't be fertilized.
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I wouldn't worry about it. As long as they're stored in a cellar, they should be fine; whatever crock you carry in your inventory you should easily be able to empty within a few days. If you're intending that food to last long-term though, I'd recommend sealing the crocks with rendered fat or beeswax, as that will greatly prolong the shelf life.