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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. You can submit tickets here: https://www.vintagestory.at/support/
  2. Welcome to the forums! You might want to try out a mod like this one instead: https://mods.vintagestory.at/show/mod/18888 As @Vexxvididu already said, deleting the monster folder will probably stop them from spawning in the game, but can also very easily cause unintended game behavior as well.
  3. To be fair, placing dirty dishes in water like that should still clean them...at least you would think. But then again you can put an empty bucket in water too and still have it be empty when you pick it back up, so...there's that.
  4. You need to actually throw it into the water via pressing Q(or whatever "throw item" has been rebound to). I would have mentioned it before, but I wasn't aware that you could set bowls and crocks down in the water like this.
  5. A grindstone and tempering mechanics have been teased for 1.22. It still remains to be seen exactly what such things will entail, but my guess is that players may be able to have a bit more control over how durable a utensil is versus how efficiently it can work/how much damage it can do.
  6. Oh yeah, I don't disagree that it's a bit too easy compared to vanilla, but it is pretty nice to have one expensive hive like the Langstroth rather than a field of skeps(though ironically, you still need a small field of skeps initially in order to breed enough bees to fill FGC hives). The controls are a bit clunky though, and the honey production seems a bit faster than it is in vanilla, though I could be mistaken. I do like that the Langstroth frames have durability and require linen, as that gives more use to linen outside of building a windmill. The ability to stores multiple frames of honey is also nice, as then the hive is still working even if I forget to check it every now and then. I think another reason FGC ends up feeling fairly easy, is that bees contained in FGC hives don't produce angry bees. It'd be one thing if the player needed to smoke the hive before harvesting, but no risk whatsoever for the harvest? Come to think of it, that could be a way to make beekeeping just a bit more involved than it is--allow players to smoke the bees before harvesting for less chance of angry bees. Likewise, perhaps the player needs to be careful about when they harvest honey/how much they harvest; if the bees have no food for the winter then the hive population could decline or even be wiped out entirely. The concept could probably be taken a step further simply by slowing down how fast a swarm of bees grows, and how efficiently the bees produce honey depending on swarm size(if this isn't already accounted for). Then bees take some actual investment that's still relatively easy to manage, instead of being the current "whack a few skeps down and surround with tons of flowers".
  7. Welcome to the game and forums! The answer is...maybe. It looks like you're using the test release of Jaunt, which is more likely to contain issues. I'd recommend trying out the stable version of the mod(make a backup of your world first!) and see if that helps. You'll probably also want to report the issue to the mod author as well, though you may also want to create a test world and test just Jaunt and Equus to see if the issue still occurs in case the problem is actually with a different mod(probably not the case, but doesn't hurt to make sure). Otherwise...you may want to play a different world for a while and wait for the Jaunt issue to be resolved.
  8. The easiest way to do so is via temporal gear. Their respawn value can be set to infinite uses, and you can use creative to give each player their own gear.
  9. To my knowledge, it's not possible to change the orientation of the block texture with blocks such as dry stone.
  10. I'd recommend submitting a support ticket. The support team will have the tools and information required to solve a problem like this.
  11. Given that the player can easily transplant cattails/papyrus to the safety of their homestead, I'm not sure this is the best counterargument to use here. I do like Golden Combs, but it does feel just a tad overpowered in some ways. While I would like to see a more expensive but more permanent beehive as a later game investment option, I'd also be okay with being able to use straw or some other crop byproduct to craft things like skeps and rope instead. Still the same concept as cattails regarding the latter, but doesn't give the player as much incentive to go strip the countryside barren.
  12. Welcome to the forums(and the game)! Tickets can take a couple of days to receive a response, especially if it's the weekend or the support team is otherwise swamped with tickets. If you haven't yet, I recommend checking your spam box/other inboxes just to make sure that the email in question didn't get dumped there.
  13. What are the other world gen settings, or did you stick with the defaults?
  14. /worldconfig temporalStorms off will turn them off. Or /worldconfig temporalStormSleeping 1 to enable sleeping through temporal storms. Either one should work to take the threat out of the storm. It seems like it has, though to be quite honest I've read so many various complaints and suggestions about temporal storms and temporal stability that everything has started blending together into one big mess. In any case, for this idea specifically, I don't think it works given the nature of temporal stability/storms and how they affect the world. Seraphs seem to be uniquely sensitive to it since their own foothold in the present is...tenuous, at best. Normal creatures and humans don't seem to be affected by temporal stability at all, although they can witness certain side effects like the underground becoming more dangerous the deeper one delves, etc. Temporal storms are a bit different--these are essentially a supernatural disaster that affects the entire world for a brief time, and is easily noticed by humans and seraphs alike. One important thing to note about the storms: Basically, temporal storms will affect both humans and seraphs(animals don't seem to be affected since monsters only target humanoids), while temporal stability itself is mostly just a concern for seraphs given their unique biology. I do agree with most of this, but as for the thought there at the end...I think perhaps several players do see the intent behind the design--they just really hate it. Temporal stability and related mechanics are quite a divisive feature, and I'm pretty sure that they're a feature that players will either like or dislike, with no in-between. Most changes I see suggested I really doubt would change that divisive quality; they would just change which players like it and which hate it. The best decision here is for the devs to just make the game they wish to make, and include options when feasible for players to tweak their experience. As I understand it, temporal storms and stability are also one portion of the game that's quite difficult to mod, so making that area of the code more mod-friendly is probably a good solution as well. Personally, I like the mechanic as it is and highly dislike most changes that I've seen proposed. The only things I would be inclined to change about it, aside from making the warnings something more immersive than text messages, is correlate monster strength to storm strength a little more(ie, light storms only spawn tier 0-2 monsters, with the occasional special monster) so that they're more approachable in the early game, as well as what @ifoz suggested: make the monsters spawn at a distance from the player. With the latter, players can more reliably hide, escape from monsters, or otherwise have a smoother combat experience.
  15. It was part of the ground storage update for 1.21. That seems like an oversight/bug. You might want to go report that on the bug tracker so that it can be fixed.
  16. Try using ctrl + shift + right-click to place the stones. It differs a bit from the typical piles given that shift + right-click is the prompt for knapping.
  17. Welcome to the forums! I don't play on public servers as I prefer to play with people I know at least fairly well, so take my advice with a grain of salt. When it comes to running a public server, I think the most important thing to do is figure out what kind of experience you wish to curate, and then set up a framework of rules, game settings, and mods to support that kind of experience. It helps to be specific on what kind of server you want to run; a roleplaying server will need a different set of rules than a standard server, and a PvP-focused server different rules than a PvE server, etc. You can mix these qualities, but it's very difficult to offer some of everything and still have a high quality experience given that casting your net too wide is a fast way to achieve mediocrity. It's much better to pick one area to focus on and make that experience as high quality as possible. When it comes to rules, you will want to make sure that they're not only clear, but fairly enforced. One complaint I often see about bad multiplayer experiences is that the server rules weren't clearly advertised, so players will join the server expecting one kind of experience and get something else instead. Likewise, it's unfortunately not uncommon to read horror stories about server admins abusing their power to reward their friends/favored players and mess with players that they don't like/don't care about. When it comes to mods, do keep in mind that just because a mod is popular does not necessarily mean you absolutely have to install it. Like I said before, it depends on what kind of experience you wish to curate. Additionally, the more mods you have, the more likely you are to run into issues with performance(especially with players who have weaker hardware) and mods playing nicely with each other.
  18. If it's a bug you might consider reporting it here: https://github.com/anegostudios/VintageStory-Issues/issues
  19. There isn't, to my knowledge. The only other thing I can think of, outside of a potential bug, is that if you're using mods, there could be mod interference of some sort going on.
  20. Depends on the variety, really. The heritage meat chickens are still fairly decent flyers. It's generally the hybrid commercial varieties that lack flight.
  21. Gotcha. In that case I'd recommend reading up on all the changes that Combat Overhaul implements and relying less on the wiki. The wiki is quite solid when it comes to most vanilla game concepts, but Combat Overhaul, as I understand it, changes too much about the combat system for the wiki to really be that useful.
  22. Halite is easy enough to get from traders. Bauxite though...good luck! That may very well be the bottleneck for this map.
  23. That's pretty accurate given what's been laid out in the story and lore so far. Without spoiling too much, essentially some stuff happened in the past that brought about things like temporal storms and rifts, which is why it's probably not a good idea to go repeating those same actions from the past. Personally, I can appreciate that the "big bad thing" is actually allowed to be a threat, rather than something that's supposed to be a threat but clearly tailored for the utmost player convenience. It's not random. The storms start off weaker and get stronger as the game continues. On default settings the first storms will almost always be light storms, with the occasional medium storm if the player gets unlucky with the RNG. Towards the end of the first year, the average storm strength is medium, with a few heavy storms sprinkled in and few light storms. About midway into the second year is when the storms become predominantly heavy storms with a handful of medium storms mixed in--no more light storms. They do get harder over time though. Light storms don't have much visual distortion and tend to spawn fewer and weaker monsters. Heavy storms have a lot of visual distortion, making it hard to aim properly or navigate, and spawn mostly corrupt/nightmare level monsters as well as having more frequent monster spawns than lighter storms. Medium storms are a middle ground between light and heavy. With a light storm the player can probably get away with tier 1-2 equipment, but for heavier storms they will need tier 3+ in most cases.
  24. I believe some mods have already been added to the game, after a fashion. The deer and goats are thanks to the Fauna of the Stone Age series, I think. A friend of mine helped swat a hunger bug recently as well. I will note though that when community content gets added to the game, it's not added directly, as much as it is used for inspiration and then worked to fit the devs' designs. I also think this is at least part of the reason that baking mods directly into the game is a rare thing. Some mod licensing prevents the mod content from being altered(and therefore added) without explicit permission given by the mod author. Some mod authors may not want their work added to the game, as then they lose control over how it's developed. Some expect compensation, which is fair, but the price they ask may be too much. I will also point out that while it might be flattering to have one's mod added to the game, doing that too often will end up setting a precedent, and players may begin to assume that Anego Studios is just relying on modders to do their work for them. It's not an issue right now, nor do I really expect it to be one, but it's definitely not an impression you want a playerbase to be getting about your game.
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