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Everything posted by LadyWYT
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bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
What's even better is the normal boar are now no longer fast enough to outrun the player, so even if they do run they can't actually escape. -
Forum suggestion: Ease up on that reaction limit
LadyWYT replied to Echo Weaver's topic in Suggestions
Welcome to the forums! Wait an hour or two and more reactions should be available for use, so you can always come back later and react to posts that you couldn't before. Or just quote the post/part of the post and write a response. It depends entirely on who gave the wolfbait, who got the wolfbait, and the context of the situation in which it happened. Wolfbaits are often used to indicate dislike, but they can also be used sarcastically to indicate dumb ideas, or used as a friendly way to laugh at players who made rookie mistakes. Generally if it's getting used to meme on a rookie mistake, there will be other comments laughing along with the initial post and/or stories about other players making similar silly mistakes. Generally, it seems to get used more often as dislike/sarcasm, rather than something humorous. -
I like the grains and vegetable greens concepts but don't like the weeds idea at all as that seems way too punishing. The player will need to spend time away from home exploring for various resources or completing the main story; the main story alone requires several days per chapter, on average, to complete, especially if the player hasn't experienced the content before or otherwise wants to spend time looking around for goodies. It's also worth noting that players are getting pushed towards tilling larger fields in 1.22 due to grain crop changes, and trying to keep a large field weed-free is much different than just tending a backyard vegetable patch. Honestly, with the suggested implementation, I think more players will end up just opting to turn the mechanic off completely in order to better enjoy exploration and whatnot, rather than feel like they're tied to babysitting their farms. I will also note that there was a mod that tried to add similar weed mechanics(CropsV2, I think was the name), and it's not particularly popular. I'd also say that recent berry bush and grain crop changes for 1.22, while being quite reasonable, haven't exactly been very popular amongst the entire playerbase, so a change that adds more frequent maintenance probably isn't going to be a very popular change either. A better solution for weeds, I think, would be to improve on the weed mechanic that's already in place. Rather than allow weeds to grow amongst crops, the weeds continue to grow on unplanted farmland, but the player will now need to use the hoe to remove them. If the player opts to leave the weeds alone, then the farmland will eventually turn back into regular grass, at which point the block can be broken and picked up as normal or retilled to turn it back into farmland. A change like this would give more use to the hoe, as well as let the player reclaim unused farmland over time, without the player feeling too pressed to stay at home and babysit crops.
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Any fertilizer will work, I believe, but bonemeal is the prevalent suggestion since it's easy to acquire but isn't otherwise very useful. Emphasis added in quote.
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I'd like this too, as well as some different style options for saddles and bridles. Doesn't need to be a huge variety or anything too fancy, but just a bit more customization.
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bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
When did you plant? I think when I last messed with it I planted late June/early July and had one harvest before winter. Planting in late July/early August might be a little dicey. -
bug? 1.22 Medium fertility farmland(?)/flax(?) nerfed/bugged?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
It's both, kind of. As I understand it, farmland was bugged before and causing crops to mature faster than intended, and has been fixed in 1.22. So now crops are growing as they should, but it feels like a nerf due to the prior behavior. As far as deliberate changes, all grains now have half their previous yields, but spawn in larger patches in the wild. All this really means is that players will want to plant larger fields of grain. To my knowledge, no. The crops will be generated as new chunks are generated, but new crops won't spawn in old chunks. If you need seeds though, agriculture traders are a good option, as are ruins and cracked vessels. -
Currently it's tied to world seed, if I'm not mistaken. From a lore standpoint, the instability exists due to certain major past events, and certain story locations are implied to be more unstable than others. However, the typical unstable areas the player can find on the surface don't really have any direct explanation for why they exist in those spots in particular. There may or may not be more explanation provided in the future. No. Some story locations seem to have a tendency to be more or less stable, but stability/instability doesn't seem to be set in stone save for one location in particular: I do suspect there may be "command blocks" that limit how fast a player's stability can drain in story locations, but I'm not 100% sure. It does seem reasonable though, since certain areas could be pretty harsh on stability drain otherwise and most players will probably appreciate having more time to really look around. It's basically just a side effect of being a seraph, or at least that's how I look at it. They're more sensitive to temporal anomalies. There's not currently an option in vanilla to turn off surface stability--it's pretty much an all-or-nothing mechanic at the moment. There are a few mods to alter how it works, so you might try looking around the database to see what strikes your fancy. I've listed a few of them below, though how well they work I don't know. Best to make backups and test before committing them to a cherished world. https://mods.vintagestory.at/chunkstaboverride https://mods.vintagestory.at/show/mod/27496 https://mods.vintagestory.at/stabilitysetter This mod doesn't really change the surface stability, but does add some utility that may make it easier to notice the difference between stable and unstable surface areas. https://mods.vintagestory.at/mistsofstability
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I can't recall having ever seen one crawl out of a hole; while they can spawn somewhat close to the surface it's still a bit too deep for them to really wander out of caves and into broad daylight. Are there any mineshafts nearby? Drifters can climb ladders, so if there is a shaft somewhere nearby then it most likely crawled up the ladder. Likewise, if you have underground portions of your base with easy access to the surface(ie, no doors, open doors, etc) then it's possible there is a dark corner for them to spawn in there before crawling out. If a temporal storm rolled through during the night then the drifter was most likely a leftover spawn from the storm. In that case, the drifter should appear to flicker in and out of existence. If there was rift activity at the time of the storm and it spawned from a rift then it might not be flickering, but I'm not sure if rifts that are active during storms will produce stronger monsters or not. The only other thing I can think of currently is that if you are using mods, it's possible that a mod may be causing some unintended behavior.
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To be fair we do have other New World flora and fauna in the game, so I would expect to see potatoes added at some point in the future. I wouldn't say more foodstuffs is really a priority right now though since there are other systems that are more barebones and need attention(Jonas tech), or entirely missing from the game(like status effects and herbalism). That being said, you are also correct--potatoes shouldn't be added solely on the premise that they were an important food source for medieval Europe, since they weren't introduced to Europe until quite some time after the end of the medieval period.
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I think it's a fresh take compared to others I've seen and would make for an interesting mod, but isn't something that would fit in the base game. Temporal storms are tied to the game's lore and there are specific reasons that they occur as they do. On the mechanics level, I think it's way too punishing for newer players and way too easy for more veteran players. New players are prone to making many mistakes due to a lack of experience, and some of those mistakes can easily snowball. Veteran players already have the knowledge to take excellent care of themselves, so a lot of things like starvation, low health, etc. just aren't going to be a concern. It's also worth noting that if normal mechanics are tied to temporal stability, the player will have fewer options for choosing how to play the game. For example, if the player is working on intricate interior design, they're going to end up spending a lot of time indoors. Same goes for preserving food and other tasks the player might prefer to do indoors. If it's cold outside, the player will be more inclined to stay indoors as well to keep warm. If staying indoors causes stability to drop then players who prefer/need to be working indoors for whatever reason are going to be actively pushed away from doing those tasks. Likewise if it's winter, they'll end up suffering either way in the suggested quote example since being in cold temperatures will drop stability but so will being indoors. It also feels like a very arbitrary implementation. Starving or suffering serious injury might destabilize a seraph, sure, but staying indoors? Being out in cold weather? The current vanilla implementation makes more sense, in my opinion, since seraphs already have a tenuous foothold in the present reality and dealing with anomalies like rifts and temporal storms will damage that connection. I do want to note that there is already a way to solve this problem, aside from turning rifts off entirely. The rift ward will actively stop rifts from spawning within a certain radius, provided that it is kept powered with temporal gears. One gear can power it for a few in-game weeks. While it is an effective tool for rift prevention, it's also the kind of safety that the player needs to actually earn by progressing through the tech tree. Overall, I think most of the ideas listed are much better handled by a status effect system, and not a massive overhaul of the temporal mechanics.
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VS Forums update "let posters delete their posts"
LadyWYT replied to DUCATISLO's topic in Suggestions
It should be an option. I just checked my posts, both new and old, and the option to delete the post is there, right under the Edit option. Maybe consider submitting a support ticket? It's likely an account-related issue. -
1.22's Hide Scraping (Talking about the future of in-world crafting)
LadyWYT replied to ifoz's topic in Discussion
Out of reactions so I'll leave a comment instead. But Ancient Tools does add a really nice way of processing hides, along with just adding the alternate tanning process and all the other little goodies that are so very satisfying to use. Though to be fair, the leatherwork process it adds is a bit OP when stacked with the vanilla system, since it cuts the need for lime/borax entirely. Is it the Seasoned Firewood mod? I forget the exact name, but basically it just adds a different category of firewood that burns longer but not as hot. It's a very nice QoL thing, since it makes firewood better for heating living spaces and cooking, but only if the player is willing to put in the effort ahead of time to prepare it. -
Welcome to the game and forums! To elaborate on what @Zane Mordien already said, you don't need a hammer and chisel to make an oven, but you will need fireclay, which does require a hammer and chisel since you will need a quern to grind calcinated flint. Crafting fireclay is usually the easiest option, and you'll need a quern anyway for grinding grains into flour(unless you're using mods) to get any use from the oven. However, fireclay can also be purchased from traders, found in cracked vessels, or spawn in natural deposits in bauxite or underneath black coal/anthracite deposits.
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@MKMoose It's probably a bug. I've noticed similar happenings on my client. It doesn't really seem to happen in normal singleplayer gameplay, but rather seems to be an occurrence if I'm flying around in singleplayer creative or running around in survival multiplayer. Interacting with a block in the "missing" chunk will trigger a reload and make everything appear.
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Fast travel, better caves, and empty desert or gravel landscapes
LadyWYT replied to WilliamClyde's topic in Discussion
There's also an option to shorten the distances between story locations in the World Generation settings at world creation, if the default prove to be too far/not far enough. Ironically, the distances for some of the chapter 2 locations have been shortened a bit since their initial launch, and while the new balance is better for the majority of players, I do think the story lost a bit of its punch as a result. -
1.22's Hide Scraping (Talking about the future of in-world crafting)
LadyWYT replied to ifoz's topic in Discussion
I'm guessing it's probably intended to be a softer transition for players--that is, introduce a more immersive crafting system and let them get used to that first before removing the grid recipes. I would prefer to see a scraping rack too. That being said, the tedium potential for such tasks is why I don't usually advocate for requiring manual processing for things like hides and firewood chopping and whatnot. Oddly enough, the ground scraping didn't turn out to be as bad as I thought, but I still remain skeptical for tasks like firewood chopping especially. The player will use a LOT of firewood over the course of the game, and I really doubt that most players will be very thrilled about needing to stand in front of a chopping block performing the same action multiple times to fill up a charcoal pit and whatnot. Once a sawmill is added, it becomes a more feasible change, since then the player can have a way to make the tedious process much less so. However, that does run into the issue of figuring out how to supply everything with power. -
Just adding my two cents to the mix, but it's basically stable enough to play, but not enough that I would really trust it for a long term world yet. Aside from the handbook and crafting issues, the worst bugs that I'm aware of are the story content being a bit softlocked right now due to the treasure hunters not having the correct dialogue options yet. Certain areas from chapter 2 may also be bugged, since they got rather broken in one of the prereleases and I'm not sure they've been fixed yet.
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I like to sleep through the night with a hay bed, but do keep in mind that will drain hunger, so if food is tight you might not want to do that. Panning isn't the most exciting thing to do, but if you can hole up with some water it can be a nice way to get some goodies. You can also spend the time reading through the handbook(make sure the game is unpaused while reading), or otherwise study your map and make a plan of what to do when daylight arrives.
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Alcohol is a useful way to preserve fruit for the winter in the early game, especially if the player doesn't have access to bees yet. Pies are good too, but they don't last as long, so having some wine around is handy for topping off fruit nutrition towards the end of winter/early spring. Whatever alcohol isn't needed can be distilled into aqua vitae, which is very useful for healing after fights, especially when at home.
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You might try setting the land percentage to 80% from the 97.5% it is by default. While I prefer land-based maps myself, I also like to see the ocean every so often, so the 80% setting typically gives me maps that are primarily land but with enough ocean that I'll actually be able to see/utilize a few of them in my travels. I play with the default resources for Standard without much trouble. That being said, if you're worried about resources you can always change the spawn rates of global deposits(affects all ores) as well as the spawn rates for surface copper and surface tin specifically.
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Yes, mushrooms can grow back. I think it depends on the species of mushroom and where you found them. Generally, the more rain that an area has, the faster the mushrooms tend to respawn. The weather should also be decently warm, since cold weather really puts the damper on much of anything growing. Puffballs, red wine caps, and field mushrooms seem to be some of the faster spawning varieties. They don't necessarily spawn on the exact same blocks, but will respawn in that general area. It depends entirely on whether or not you want to keep harvesting those mushrooms. If you want to keep that spot for foraging, best not to build there, but if you don't really care then build away!
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Can confirm, this is how it works. Old-style berry bushes become legacy blocks, and the player won't be able to obtain more through the creative menu. The legacy bushes can still be picked up and placed as normal, and will still operate according to the old berry bush rules, which means they won't have traits, produce cuttings, or otherwise require any sort of care.