-
Posts
5704 -
Joined
-
Last visited
-
Days Won
260
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LadyWYT
-
Luckily there's already at least two mods that let players do this. https://mods.vintagestory.at/tradernotes https://mods.vintagestory.at/remotetradercheckmod As for base game, it would be a nice QoL feature to have, but I'm not sure how it could be implemented while still feeling realistic. Fancy tech could work but the traders don't exactly seem to really have fancy tech. My general strategy for traders that are farther away is to only buy from those and not sell, or otherwise pack along items that I know they often buy, that I'm willing to sell. Sometimes I make sales and sometimes I don't. Profits I don't worry too much about, since I tend to get a lot of my gears from ruins or temporal storms. Treasure hunters are usually the ones I sell to the most, since they often buy things that are relatively easy to make, like backpacks and boots, that sell for a rather good price(a handful of gears each).
-
1.22 quenching tools raises damage, not mining speed?
LadyWYT replied to Cursed Spud's topic in Discussion
Quenching and tempering mechanics are still a little buggy at the moment. I seem to recall both of these issues being reporting on the bug tracker already, but it doesn't hurt to double-check and make a report if you don't see it reported. -
Is it just me or did brown bears become super sayan
LadyWYT replied to VanillaGorrilla's topic in Discussion
Welcome to the forums! I believe they also have a bit more reach than black bears now, making them harder to escape or engage in combat. -
Remaining 4 lives and game saying there is no one left
LadyWYT replied to netshaman's topic in Discussion
Which version are you playing? If it's 1.22, it could very well be a bug, since that version is still unstable. -
I want to add sleighs and ice skates to the list. I don't really know what purpose the skates would serve aside from just having fun in winter, but there could be some hilarious hijinks during a temporal storm if the player decides to armor up and skate around on the local lake while fighting.
- 2 replies
-
- 1
-
-
- winter
- transporation
-
(and 6 more)
Tagged with:
-
Yes, but not with cabinets. My friend and I had fun crashing each other with bellows on one of the pre versions. Which version are you playing? If it's the most recent--1.22.0-rc4--I'd recommend submitting a bug report, if one doesn't already exist. If you are playing with mods though, make sure that you can reproduce the bug in vanilla, since the first question you'll get asked is "Does it happen without mods".
- 6 replies
-
- 2
-
-
-
- multiplayer
- bug?
-
(and 1 more)
Tagged with:
-
I got to interview Tyron and Saraty!
LadyWYT replied to Mongster's topic in Videos, Art or Screenshots
Finally got around to watching this and I think this is my most favorite interview with the devs yet. Which isn't saying much because I've only seen two, but anyway...would definitely like to see more in the future. I have a sneaking suspicion that a new monster was already teased in the 1.22 content shots, so that might be part of the potential combat-related changes. Otherwise I find the bits about the status effect system and temporal storms fascinating--the temporal storms especially so. Typically I'm finicky about changes like that, but so far what the devs have implemented in the game has been quite fun, so I'm definitely curious to see what Tyron and Saraty cook up in the future for storm changes, especially if there might potentially be a few distinct benefits to them. -
I've not tried it, but I'm guessing it probably works similar to being drunk in a temporal storm. That is, players under the effects of magic mushrooms during a temporal storm are likely to experience the worst side effects of both rather than anything helpful.
-
I mostly disagree here. Maybe parts of the status effect system could be toggled on and off, like diseases, but the status effect system itself is likely to be too integral to the game to be something toggled off entirely. Overall, I expect the status effect system to be something without a toggle, and rather an option to determine how intense the negative effects can be, with mods to further tailor exactly how the system behaves. While immersive cues and messages are nice, I think it generally works better to have more obvious feedback, similar to how the player has the hunger bar and health bar to tell them how much energy they have to work with. Those meters do still come with some additional cues to alert players to problems, but the player isn't having to rely exclusively on sound cues and visuals to determine exactly what state they're in. I will also note that my friend and I developed a mod to overhaul the game's hunger system, and while we initially went with immersive messages to keep the player informed on their status, we eventually opted to add a visual meter as the default tracking and keep the immersive messages as an optional setting. It's just much easier to tell what's going on when actually playing the game. As for diseases...there was a disease mod for VS a couple of versions ago, that I tried, and...it wasn't very fun. The common cold was overtuned, to the point the player would essentially take days to recover from a cold only to immediately catch another the next day, even if doing everything possible to prevent said colds. The other diseases weren't likely to be encountered at all unless the player deliberately sabotaged themselves by playing in the worst ways possible(leaping off cliffs, eating obviously rotten food, etc). Personally, I'd prefer something more similar to Skyrim, or rather how I modded Skyrim. In the vanilla game, the player can contract diseases occasionally by stepping on traps or getting attacked by certain creatures, and the general result is a flat debuff that persists until the player drinks a potion/prays at a shrine to cure themselves. I used mods to tweak the system so that the first stages of a disease aren't really noticeable, and when the symptoms are noticed the player needs to do some guesswork as to which disease it is, unless the disease had progressed enough for the character to figure it out themselves. While praying at shrines can still instantly cure the disease, the player otherwise needs to treat the disease with medicine or a "cure disease" potion to increase their resistance, then spend some time resting in a clean area to recover. I think a similar system could work for Vintage Story, at least with the medicine, rest requirement, and disease stages, but overall diseases should be conditions that are relatively rare and mild when they occur if the player is playing decently well. Nah, I'd rather see Herbalist. It seems the kind of class that would have broader utility than Plague Doctor(which seems a little too niche).
-
PvP is less of a concern in this case, I think, than making hunting too easy/lucrative to the point that animal husbandry becomes more unattractive than it already is. Many players already skip it since it's easy enough to go out and slaughter the local wildlife for one's supply of meat, fat, and hides. Dairy nutrition can be safely skipped, and livestock needs to be generation 3 before the animals can be killed via butcher knife, and it takes a while for most livestock to reach that level. With the addition of a status effect system, I would expect hunting to be made a little easier due to bleeds/cripple effects, but not to the extent that the player is killing large animals like deer, bears, and wolves in a single shot.
-
Tadaa! https://mods.vintagestory.at/show/mod/42820
-
I mean a second server crossed my mind when writing my post, but I ended up discarding the idea since another server likely means more staff needed to moderate and sets the precedent of opening even more "TOPS" when the second one fills up too. It's probably easier to keep things consolidated to one official public server that the devs and whatnot play on and moderate, and let players host their own servers otherwise.
-
Long queues can be frustrating, but this is also why I don't necessarily think they're a bad thing, depending on context. When a new game, or new content for a game, releases, it's not unusual to have a bigger influx of players as more new players decide to try the game and old players return to see the new content. Couple that with the fact that official game servers are usually quite popular(especially if the devs themselves play on said server), and the servers can easily get overloaded, even with the best planning. It's not much different than a concert for a popular singer, major sporting events, or other popular things. There is a limit on how many people you can safely fit into a space, and when the tickets sell out then someone's going to have to wait until another time to participate, unless there's some kind of overflow seating(which isn't possible when it comes to multiplayer servers). In the context of a videogame server, yes, it's aggravating to have to wait in the queue, but I wouldn't call it the worst problem for the game to have since it indicates that many people still want to play. If most servers were having queues though, especially outside of the launch/patch drop window, then I would say that it's more of a problem since that's a better indication that the existing infrastructure can't keep up with the normal load of players. For what it's worth, 1.20 had similar issues with player load--enough to the point the website and other infrastructure was having some issues keeping up with all the players at launch. If I'm not mistaken, that's also why some content meant for 1.20 got delayed as well; the devs needed to shift their focus to infrastructure for a while since the player count was much higher than expected. High capacity game servers that can support a couple hundred players at a time are still on the roadmap as well, though when the infrastructure to support such will arrive, I don't know. Infrastructure is expensive, and I'm guessing that it's not as simple as writing some code to make the game accommodate that many players at once. That being said, if the game keeps growing quickly, it's probably not a bad idea to invest in that feature at some point in the near future.
-
Not to mention carrying raw grain/flour. It keeps for quite a while, even outside of a storage vessel, so it's easy enough to cook into fresh food. Having some dried food options would be nice as well, though food supply has historically been a primary challenge of travel, especially on the high seas.
-
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
Honestly I haven't really had issues with grain. There was a bit of weird behavior in one of the pre versions, but that seems to be cleared up by now. I think the key is just making those farms earlier rather than later, or perhaps putting them in greenhouses when possible. Edit: worst case scenario, the player should be able to glean enough fibers from wild flax an other sources that they can build a basic windmill. -
Welcome to the forums! From the rc1 news post: Basically, if the world was created in a 1.22-rc version, it's probably fine to keep playing until stable. If a world was created in a 1.22-pre version, it's likely to have issues upgrading and not recommended for continued play. Worlds created in prior stable versions shouldn't be upgraded to 1.22 until the stable version releases, though more adventurous players can still give it a try provided they make a backup of the world first.
-
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
By balance shift I meant that the game balance seems to be shifting towards the player needing to rely a little more on hunting and foraging the first year while they get themselves established, as they can really only count on one harvest that year, assuming they didn't plant too late. In subsequent years, the player will be able to plant seeds earlier in the year and thus have much more potential for two harvests, possibly even three if they've got really rich farmland. Fertilizer I still don't expect to actually need to use outside of a little bonemeal for berry bushes. It's probably rather useful for lower fertility farmland or late plantings, but not something that I would say is absolutely necessary for farming. -
If there were penalties for overheating, could do like Hydrate or Diedrate and give a cooling bonus to certain clothing items. Then things made specifically with cotton or linen could be good at cooling but not so great for staying warm, while wool could be good for warmth but not good for cooling off.
-
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
I think it's just a balance shift. Right now I'm working off the assumption that only one harvest will happen the first year, with subsequent years offering at least a couple of harvests. -
Is there a segment or two that you could turn into blueprints and then copy/paste those segments as needed to create new bridges? That would likely be easier than trying to copy the entire structure in this case.
-
Outside of mods, no. You can, however, use fertilizer to boost the farmland nutrients, and some fertilizers will permanently increase the amount of certain nutrients that the farmland can have.
-
Cotton would also be a very nice option for fiber crops, and could use the N nutrient rather than K like flax. Not only does it give an extra option for textile crops and fabric types, but it would be very useful in warmer climates where the player might want to grow rice(which uses K) as their staple grain crop.
-
First off, welcome to the forums! If you've nothing else to do, reading through the handbook and studying your map to make plans for the next day are good options, especially for new players. Just make sure that time is unpaused while reading or else it defeats the purpose. For farming, I do want to note that low fertility soil is passable for a basic farm, especially for faster growing crops like turnips and carrots. It's possible to survive winter without farming, but it's going to be very difficult. Starving to death over and over isn't really advised, since it lowers your overall health by halving your nutrition each death and otherwise heavily limits what you can do. Lack of sleep may or may not end up applying some sort of debuff in the future, we'll see. In the meantime, if you want to flesh out that mechanic more, you might consider checking out the SleepNeed mod. https://mods.vintagestory.at/sleepneed I feel like this is probably better suited to mods than a change for the vanilla game. The increased hunger when in cold temperatures isn't that bad, in my opinion, and easily countered by having a good store of food for the colder months. From a realism standpoint, the hunger increase makes sense given that the body is going to be burning more energy in order to keep itself warm, or otherwise burn more energy to move around in heavy layers/through thick snow. Can't really comment too much on sailboat controls since I don't really enjoy nautical content all that much. As for the flax though, I do want to note that grain crops are changing in 1.22 to have half the 1.21 yields but spawn in much bigger patches in the wild. All it really means is that players will want to till a large field for their grain crops rather than rely on the backyard vegetable patch. Regarding medium fertility soil, it's most often found in areas with high rainfall. These areas also tend to be very green in warm weather. But like I said before--low fertility soil will still work just fine for farming, but will need to be planted sooner rather than later to account for longer growing times. If using low fertility farmland, one might also consider using fertilizer to boost the soil nutrients and speed up crop growth. This is actually supposed to be a thing in 1.22, I believe. Linseed oil can be obtained from processing flax grain and can be used in place of fat for machinery parts, if I'm not mistaken. Aside from that, there are a few mods that add alternatives, I think, and Survival Goods/Commodities traders can also sell fat(I think), giving players an option to obtain the material without needing to kill animals. Olives are found in the dry, warm climates to the south. By default, the player starts in the temperate climate zone. Traveling several thousand blocks to the south will take you to warmer climates, though I'm not sure that olive trees will grow in the temperate zone, outside of a greenhouse that is. At world creation, you can also change your starting climate or shorten the polar-equator distance to make traveling between climate zones faster. A cauldron would be a nice thing to have in general, though it's not something I really expect to see until a proper cooking update. I'd like this too, though I suspect it's the kind of thing more likely to come with an update to end game tech in general. Not that spyglasses are end game tech, exactly, but lens crafting is a feature that could easily be utilized for eyeglass cosmetics as well as Jonas tech devices.
-
What'd we ever do to you? Besides eat most of the food... Though you might try leaving a berry pie or meaty stew out for the local Blackguards, if possible, though any unspoiled food tends to work as long as it qualifies as a meal. If you keep them fed they will keep the rusty creeps away from your base.