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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I'd at least like to see an option to search by mod author, and not just by keywords/mod titles. Yes, you can just click on the mod author's name while looking at a mod and go to a page to see all their other mods, but here's the thing. Oftentimes I can remember who made the mod, but not necessarily the mod's name, which can make searching the database a little tedious when I'm trying to look something up to answer a question on the forums or whatever. Now to be fair, such a feature could exist already and I've just not been able to figure it out, but to my knowledge it's not really a thing at this time.
  2. I know that these do sort of already exist in the game, at least for oak trees. But I do agree, it would be nice to see some other variants on old growth forests as well.
  3. Bowtorn + any other monster/reasonably sized opponent ought to hurt a bit if the corpse falls on you. That, and they really ought to stop rocketing up ladders when dead.
  4. Depending on what item you're after, there's possibly a way to obtain some "restored" clutter items via a specific NPC that will sell those kinds of things in 1.22. You can meet said NPC in chapter 2. I think mostly though that a lot of the nicer clutter is unavailable simply because the devs haven't worked out a good system for the player to obtain most of it, in a way that isn't just buying it.
  5. As far as I can tell berry bush cuttings don't have any chance for failure.
  6. I think all you'd have to do is perhaps just lessen the amount that linen sheets/twine can repair. That makes Tailor more valuable in multiplayer as well. Singleplayer maybe not so much since the player can easily turn off class-exclusives, but it would still lend a bit more value there as well, I think.
  7. TIL. I don't know that I really qualify as a proper "old guard", but in fairness, the bowtorn were overtuned/bugged when released, especially for temporal storms, so it was pretty rough. Plus no one had really figured out how to deal with them yet, and something that looks that terrifying you don't necessarily want to go interact with to figure it out. In any case, a lot of the rage subsided, I think, when the bowtorn numbers were adjusted a bit and players actually figured out how to counter them. As for me personally...I don't really like them that much, but it's in the same fashion that I don't like several other things in this game and in others. They fill a certain niche of enemy and are quite good at the job; simple monsters to deal with, but complex when mixed with others and complex enough to try to avoid letting the player walk right up to them in melee.
  8. It's quite simple really--you can put up some decent debates, which I can respect. And like I said before, I like to see various perspectives on things, so even if I don't necessarily agree with whatever's being said, it gives me a better idea of what others are thinking. Plus seeing new information gives me a chance to re-examine my own views on some things and change my mind when appropriate. One of my favorite bits has actually been that time you called me on the ruins stuff, believe it or not. It was messy and very aggravating at the start, to be sure, but I went and had some cocoa and then explained my reasoning a bit further since something seemed to have gotten lost in translation. And you had a pretty good argument in response, so I've since changed my mind a bit on the subject. To be fair though, I'd rather avoid the messy arguments when possible, as they aren't usually very productive and my patience does have limits.
  9. It's either that, or we're all slowly turning into drifters.
  10. I'm not really sure what causes it, but there seems to be similar behavior when stacking rocks as well.
  11. I would like this too, as well as perhaps small "streams" of water particles dripping out of rocks/cliffs/bluffs/small overhangs to simulate little springs. Perhaps placing an empty bucket or other container underneath them could slowly fill up the vessel. I'm inclined to agree, however, given that videogame water can be a little goofy, I don't necessarily mind it either, at least in part. The main reason I say that is that while the player should be careful when it comes to exploring their environment, it's probably going to be frustrating for many players to break blocks underwater/explore something underwater only to get sucked into a spot from which they have no escape. Personally, I've found it fairly easy to get pushed around by moving water in VS, and fairly difficult to swim up the waterfalls. I'm not saying it can't happen, mind you, just that it's quite difficult compared to TOBG and can result in players trapping themselves. I mostly agree, though I think I liked the way my friend put it the other day when we were talking about it. Something like the Vigor mod would probably be more appropriate here, so that way the players can walk around normally but have a stamina limit for things like sprinting and swimming. Wearing heavy armor increases the amount of stamina used for such actions, and running out of stamina means the player can still walk but can't sprint until they recover a bit. In the case of swimming, there could be a "fast swim" the player activates with the sprint key to get a short burst of speed in the water, which burns stamina faster, while the normal swim speed is much slower but also burns stamina at a much slower rate. In that way, armor and action choices now have a bigger impact on the entire game, and not just a specific area. Instead of swimming across a massive lake, the player will probably want to build a raft. Since sprinting costs stamina, the player will also want to pace themselves in combat, as well as when exploring, since running too low on critical can mean no escape options when the player really needs them. I still think this would be too harsh, and better suited for a mod, or at the very least an optional challenge in the game settings that is toggled off by default. Wearing four different backpacks should realistically restrict one's movement, however, it would realistically affect more than just swimming and I don't think most players would really enjoy that kind of realism. Granted, I could be wrong, but limited inventory is a somewhat common complaint. That would definitely be a nice change. I don't know how feasible it would be to code, or for performance, but for filling in those weird pond gaps it would be great.
  12. I don't mind that large stacks take a long time to heat up, but I do think that they(in this case meaning the firepit and item stack) should take a proportionally longer time to cool down as well. In that fashion, it would be easy enough for a player to get a large stack of stuff up to temperature and then add a bit of fuel every now and then, rather than needing to drop a small stack of fuel just to keep the stuff cooking. Currently, the change doesn't exactly feel horrible, but it does feel a bit overtuned so I do expect to see it adjusted a bit sometime in the future.
  13. To steer us back on topic: I think it was @Broccoli Clock who said it best: don't feed the trolls! If an individual proves to have questionable behavior or otherwise proves to be just a consistently unpleasant person to interact with, it's best to just add them to the Ignored Users list and move on. Edit: it was actually Blaiyze. Oops! Point still holds though!
  14. If it's singleplayer can always use /gm 2 to switch to creative and replace the lost resources, before using /gm 1 to switch back to survival. I've done that a time or two when the game acts a little goofy.
  15. I'm more inclined to say that wolves should be relatively shy when they're alone and shouldn't directly attack the player in that case unless provoked. However, they could howl to summon their packmates and then attack the player once another wolf or two shows up.
  16. When you purchase the game, you should receive an email with the instructions on how to get your game account set up. If you used the wrong email address, or otherwise didn't receive the email in question, you'll need to open up a ticket with the support team, since they will have the tools and information required for fixing issues with accounts. The best way to install the game is by downloading the installer from the Client Area at the top of the webpage and then letting the installer do its thing. That being said, if certain websites are blocked on the school network you're probably out of luck unless you go to a friend's house/local cafe/local library or something.
  17. I think when(it's really more a matter of "when" and not "if") it's added, players will want to be able to do more things with it than just use it as a way to preserve dairy. Buttered bread would be nice but that also implies the ability to slice bread, in which case the player should be able to spread jam on the slices or use the slices to make sandwiches. Butter can also be used for frying, as can animal fat, so having some sort of fry system in place could flesh out the cooking more. In any case, that's probably why it hasn't been added yet.
  18. Welcome to the forums! In addition to what @Blaiyze said, I'll also note that if you are using mods those can sometimes contribute to performance issues as well. I don't know if that's a factor here or not. Other things to check are graphics drivers, background programs, making sure the correct graphics card is being used for the game, etc. Playing around with the game's graphical settings can also help, since custom settings can get switched back to defaults on fresh installs.
  19. Using a bowl will allow you to retrieve the glue from the pot, if it hasn't solidified yet. You should be able to apply the glue to broken objects after that. If the glue is solidified the pot can be reheated to make the glue a usable liquid again. Yeah, this part is counterintuitive, but the devs seem to be looking into that behavior so the cookpot can be improved in the future. For now though, trying to pick up cookpots containing uncooked meals/non-meal contents will empty the contents.
  20. I don't know that they're rarer, persay. I think it's more that their spawn pattern is a little more irregular now, and the little outposts don't stand out quite as much as the wagons. So far, the distance between traders seems roughly the same, but I've also found several instances where there'd be 2-3 traders within a short stroll of each other, and other instances of a relatively large swath of wilderness with not a soul to be found. I will note that while Survival Goods/Commodities traders often have lime/salt for sale, it's not all the time either. Sometimes they need a week or two to "get the shipment in", so to speak.
  21. You would be surprised at what can break when trying to code even the most minor things.
  22. Welcome to the game and forums! Navigate to your VintagestoryData folder--this is where your game saves and mods and everything is stored. There will be a folder labeled Playerdata within. Open that folder and look for the playersbanned.json file. All you have to do from there, I think, is open that file, remove your name from the list, and you should be able to rejoin your world.
  23. Speaking from experience, but it really does help. I don't like to block users unless I absolutely have to, since I like seeing multiple different views and whatnot, but sometimes it's the best option for the long-term. Yeah, having the Ignore feature be easier to use would probably help smooth some things out. I know that user signatures can be hidden by simply clicking on them and choosing "Ignore", but to ignore the user fully you have to go to your profile and manually add their name to the list. I wouldn't be surprised if the feature gets overlooked by many for that reason.
  24. I think if you add a roof, it would look very good with a light-colored trim. But otherwise I think the design works well with or without. If you leave the roof off then you may or may not consider adding lightning rods to the tops of the columns in order to attract lightning to the structure.
  25. Speaking purely from my perspective, but I recall your comments being fine. We don't always agree on stuff but the discussion are usually pleasantly productive. When it comes to this kind of thing Broccoli already covered what grinds my gears about certain situations: Basically I don't mind if someone disagrees--it's more the matter of "how". If something is bad, I want to know the reasoning as to the why, because then a discussion can be had over what the issue is and how it could be fixed. If it's just personal opinion that's also fine, but it's also just that: personal opinion. I also get the impression that sometimes users see mod suggestions, or the statement "It would be great as a mod, but not for the vanilla game" and end up taking such as an insult, when that's often not the case. In many cases the idea is cool but doesn't really fit with the vanilla game for whatever reason, so making it into a mod instead would still allow players to play with that mechanic if they choose, without changing the entire game experience for everyone else. Likewise sometimes the idea is cool and would be a good fit for the vanilla game, but the infrastructure to support it just isn't in the game yet, so in the meantime there's usually a mod or two that will cover that option until it gets added to the game(if it does). In any case, when a lot of criticism seems to be lacking solid reasoning to support it and seems primarily rooted in emotion instead, it can get difficult to keep track of who's actually trying to have a discussion versus who's arguing in bad faith. So much this.
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