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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. As I understand it, Tyron wasn't involved with TFC, though TFC and VS often get compared because they have some similar goals regarding realism. Vintage Story started out as the Vintagecraft mod for Minecraft, and became it's own thing once Tyron realized that a Minecraft mod wasn't enough to handle what he wanted to do. Likewise, Hytale wasn't really going in the direction he wanted either, so he cordially parted ways with the Hytale team and set off to make Vintage Story.
  2. Torches can help mitigate monster spawns, but are easily outclassed by lanterns. They do, however, have a reddish light that lanterns do not when it comes to aesthetics. Torches are also able to easily start fires, which is something lanterns can't do, so it's useful to place torch holders near your forges, fireplaces, and other things that you intend to be lighting with relative frequency.
  3. With a candle or two and some clear quartz, those plates can also be turned into lanterns. Welcome to the forums and the game! If you really want the materials back, you can use /gm 2 to set your gamemode to creative and exchange the brass ingots for the raw materials, then use /gm 1 to set yourself back to survival and continue playing as normal.
  4. If you missed the iron deposit by a few blocks, digging a small sample branch from the main shaft should allow the propick's node search to pick up some trace of the deposit. If the first shaft doesn't yield any useful results though, then it's best to sink a different shaft around 25-50 blocks away to see if anything turns up. Of course, one could also just stick to the first shaft and dig several longer branches trying to find the deposit as well, but I think the multiple shaft method is better. Ah yeah, in my experience iron usually generates somewhere between y 15 and y 60, and usually on the deeper end of that range. You'll almost certainly run into stability issues when sinking mineshafts, however, you don't really need to worry too much about your stability until it drops to around 40%. When it gets to that point, that's when you should probably either head to a stable area for a little bit to recover, or sacrifice a temporal gear and a bit of health to instantly restore some stability and keep digging. Also keep in mind that digging straight down in Vintage Story is a good idea, provided you are using ladders that is. It's not possible to fall off a ladder unless you physically move your character off the ladder block, which is tough to do in a shaft that's only a block wide. To save on ladders, you can also place a ladder every other block and still have a functioning ladder to work with.
  5. This seems like the best solution to me. For builders and non-builders alike, it opens up a lot more possibilities that are fairly easy to pull off, as well as making a more immersive way to build other than "make block place block". It'd be in a similar line of thought as the wattle-and-daub building blocks.
  6. Just to make sure all the bases are covered: is that 24 blocks deep beneath the surface, or digging to y level 24? Iron is located fairly deep, so you'll need to dig a lot deeper than 24 blocks to find it. When sinking exploration shafts, it's usually not a bad idea to sink it all the way to bedrock, or nearly so, just to see what kind of goodies are there if you've not yet found what you were after. If you're trying to sink a different shaft in the same general area to see if you just missed the ore vein, I would recommend sinking the other shaft(s) a couple chunks away or so(that is, probably around 50ish blocks). Iron veins are around the same size as quartz veins, so you don't need to hit the exact center as much as you just need to be within the general area of the ore disk. When it comes to probing for ore, I generally only sink 2-3 shafts in the area when trying to locate it, before moving to a different location. That's not to say the ore isn't there and I was just very unlucky, but I find it better to try my luck elsewhere than to keep digging in a spot I've had no luck in. An alternate method of probing is to explore the deep caves in the area to see if one cuts through any ore veins; it's more dangerous due to the monsters within the caves, but less work than digging mineshafts.
  7. It's only the probability of which ores could have been generated there, and not what actually did generate. It's supposed to mimic real life prospecting a bit, I think, in that there's not really a way to tell exactly what kind of ore is buried in the ground beneath and where, while still being suitably balanced for a videogame. Generally speaking, the ores listed in the density search readings will be there more often than not, but it somewhat depends on the ore in question. Common ores like tin and copper are easy enough to find, while other ores like chromite and gemstones are harder to find. Stuff like halite and iron deposits get rather goofy given the sheer size of the deposits when they do occur; they're pretty good about producing readings, but sometimes they can be offset from where you expect to find them. In my opinion, yes. Since the density search is only a probability, there's still not a guarantee that the ore will be there, but you're making the best guess that you can with the data you have available. Poor and Very Poor readings aren't always a "never dig here" indicator. If it's the only reading you have on that ore, then it's worth a shot. If you don't find anything after some digging around, best to try a different reading elsewhere. Patience is key. A single iron vein will generally supply a player's needs for the rest of the game, though it also depends on what the player is wanting to accomplish. Some maps it's quite easy to find iron and some maps iron turns out to be a bottleneck--this happened to me and my friend last map we played. If you have a lot of andesite in the area, you may try checking out magnetite readings as well. Magnetite is generally the harder one to find, but it seems to turn up more frequently in andesite, and it's not unheard of for that to be the iron type that fulfills a player's iron needs instead of hematite.
  8. If it's a story location, there's no way the devs are going to let players use a cheesy strategy like fences to beat a swarm of enemies like that. Best to tone the enemies down to tier 3, with a couple of tier 4+ scattered into the mix for good measure so that it's a dangerous fight, but something the player can still reasonably manage if they're careful. Dumping a bunch of the highest tier enemies into cramped quarters though, and then adding a couple of bells on top of that to summon more enemies...that's just a seraph blender. Keeping in mind that the general recommended gear quality for Chapter Two is iron(tier 3), and thus the challenges within those locations should be balanced with that general equipment level in mind.
  9. It's the moon. If it fully covers the sun, you'll be able to witness a spectacular solar eclipse.
  10. You might try out this mod: https://mods.vintagestory.at/unconscious The vanilla gives you around 5-10 real life minutes, I think, to revive a downed friend. It's been a while since I dealt with it so I don't recall for sure, but I do know that while it's a fair amount of time, that window of time can easily run short when you're dealing with other things. In any case, I think that mod is still working on the current game version, and should let you tweak that mechanic a little more easily. Definitely test it on a trial world to make sure it works correctly before adding to an actual world though(or make a backup of your current and then try it).
  11. Welcome to the forums(and the game)! Cattails are found near bodies of fresh water. On default settings, most water you see on the map will be fresh water; if it's a huge body of water then that's likely an ocean, which is currently a rare thing to find on the default settings. While cattails are important, if you are starving then your first course of action is to find food. Any food, provided that it isn't poisonous. Cattail roots can be dug up and cooked as an emergency food, however, that will destroy the cattail plant in the process and if it's a spawn with few cattails then searching specifically for them as a food source isn't the best course of action. I'd recommend looking around for some berries or mushrooms, or make a spear and go hunting(or fishing, if there's a sufficiently stocked pond). If you're not having any luck finding food to forage though, you may want to start over on a fresh world that has some better options at spawn. Most spawns tend to have several cattails nearby, as well as berry bushes or mushrooms to forage for your initial food.
  12. Maybe rivers, but I've not heard of any major world-gen changes actually being confirmed, aside from traders getting upgraded to something more interesting than wagons. As to whether it's a good time to start a forever world...maybe. The devs have been pretty careful to account for old worlds prior to releasing an update, so old worlds are usually able to be updated to stable versions of new updates. That being said...there's also no guarantee that a future update won't implement a massive change that requires the creation of a new world. Consider also that the more updates a world gets put through, the more risk there is of something eventually breaking due to all the changes it's been put through. Personally, I would go ahead and start a world intended for long-term play, but at the same time don't get too attached to it at this stage of development.
  13. That's a palace compared to my first house in this game. I went with the standard newbie dirt box when I wasn't just camping under a tree.
  14. You don't need a mod to remove temporal stability. /worldconfig temporalStability false will turn off the temporal stability mechanic entirely, so that all you have to worry about are rifts and storms, if those are enabled(there are separate commands to turn these off). Simply reload the world after running the command in order to apply the change. If you're looking to disable temporal stability on the surface specifically, then you will need a mod for that as there is no vanilla option for that currently.
  15. I would say just make the elevator broken but repairable in the present. The main issue I see though is, how does such an option get balanced so that the intended method of climbing the tower doesn't just get bypassed every time? The immediate solution would be to just make the repair option very expensive, so that it's there for players who really don't want to do the parkour for whatever reason, but won't see the majority of players sinking the resources into it over figuring out the jumping puzzle. The problem though, is that making it an expensive repair is likely to result in several complaints about the expense; a cheap repair though will just mean most players end up skipping the puzzle, which isn't ideal. One thing I'm not really partial to with this idea, is setting the precedent for an easy-out every time the story presents the player with a tough challenge. Tweaking some of the surface and underground ruins to include some basic parkour would probably help, though the timeswitch mechanic should be left to the tower and later story points given that that ability is a pretty significant development. Overall though...I think the tower basement does a decent job of allowing the player a safe spot to figure out the mindbending weirdness of the time-switching puzzles before they unlock the door on the ground floor and begin the real challenge. One thing I will note in the design, is that the key is paying attention to the details of the set pieces on whatever floor the player is currently on--there's always something there that stands out to indicate to the player where they should go(like a lamp or a prominent window). As for the pressures, I think the pressure at the tower is fine, for the most part. It's a risky adventure, yes, but that's rather fitting for the location in question and by this time the player should really have learned to reset their spawn points via temporal gears when doing dangerous things like this. A couple of tweaks that I'd be more inclined to make are preventing monsters from spawning/entering a certain radius of the tower, and allowing Tobias to give the player some more useful advice/items should the player have visited him prior to retrieving the Lens. The former tweak would mean players don't have to worry about getting picked off by bowtorn and could be easily passed off as the Crow not allowing anything or anyone to get close to the tower. The latter would give players a little more option in how they approach the story, as well as some help for that challenge should they think to ask for it.
  16. It's possible, though somewhat improbable due to the distance from spawn. I'm pretty sure this is partly why the Chapter Two locations are so far away; at least two of them are easily spotted from a distance, especially with the map enabled. It's also possible, but not ideal, to skip Chapter One entirely as well as skip most of Chapter Two, though this is improbable as well unless one really knows what to look for. It does make for a pretty fun challenge for a world you really want to take your time on. That being said, it may be necessary to "cheat" a bit to get some pointers due to what you already mentioned about the RA entrance being buried. This is what happened to my friend and I the one time we attempted this kind of challenge, lol.
  17. To be clear, plate armor isn't bad, but it's not the best armor for adventuring. It's better suited to base defense(plenty of food and healing material at home) or delving deep into caves(mobility isn't a big concern here). When it comes to jumping around in general, I think as long as your movement speed is above 75% you should be fine for most jumps, but in my experience that's the approximate threshold for beginning to miss jumps instead of succeed.
  18. Welcome to the forums! As @Vexxvididu already noted, baby animals don't need their parents in order to grow up, at least they don't as of the time of this writing. That may or may not change in a future update. Personally, I prefer to leave the adults alive until the babies have grown up, so I can cull the ones I don't need and ensure I still have enough breeding stock in the event of a tragedy. Breeding them or fattening them for slaughter.
  19. First off, welcome to the forums! It's unknown how many more story locations will be added to the game. All we really know is that of an eight planned chapters, only two have been implemented. If each chapter introduces a new location, that's six new locations minimum, though it could easily be more than that if a later chapter follows a similar design as chapter two's locations. Maybe, but I think that there will be plenty to do at the end of each chapter. Chapter One can be completed with bronze equipment, while Chapter Two generally requires iron. Different armor sets may be ideal for different chapters depending on what each requires(for example, higher mobility armor like chain versus more protective, low mobility armor like plate). Overall, there are things like livestock, fruit trees, and just general base improvements that players can focus on when not working on the story. Likewise, players usually get some nifty gizmo to build as a reward for completing a chapter(so far), that will probably take a bit of time to acquire. Most players will probably also want to take a small break and relax and restock before heading out on their next adventure. I think how long a story chapter ends up being depends heavily on world generation settings and player skill. Some players might struggle with Chapter Two while others breeze through it; same goes for Chapter One. As for world generation, some seeds are harder than others in certain areas, and if the player changed the distance scaling for story locations then the story will take longer or shorter depending on how they scaled that setting. I do agree with the last statement though--it's really too early to make many solid guesses.
  20. Steel plate armor is very protective, but also bad for mobility, especially for non-Blackguards. Steel chain is a better option here, in more ways than one. The jumps, though tough, can still be done with armor equipped, but plate will likely slow most players down too much. In the event that one is wearing plate armor, it doesn't hurt to remove a piece or two briefly to get some mobility back, and then put the armor back on once done.
  21. I suspect maybe a brief venture into a "pocket dimension", perhaps--a very small sliver of the Rust World. Or perhaps travel to a different settlement to find some allies, perhaps. The most likely option though, I think, is probably another sort of location similar to the Resonance Archive. Some monsters to fight, some puzzles to solve, and some lore to find, but otherwise fairly straightforward. It's hard to say for sure though. What I do expect though, is a focus on whatever new mechanics are being added for that update. Chapter 2 had some story-specific additions, yes, but it also served to showcase one of the main features of the update: travel options like the elk and sailboat. The sailboat, of course, being a bit underwhelming since coral reefs and ocean life were delayed, and aquatic features still being something relatively underdeveloped as a whole.
  22. For those who hate parkour, this is likely the best option.
  23. I actually suggested something similar a while back. The general idea was to have some sort of receiver device, or expanded use for the resonator as a receiver. For transmitting messages, one would need a bell; bells could also serve as alarms for intruders. In any case, it would be a great immersive communication method for multiplayer and certain NPCs. In multiplayer, such a system could be used to leave offline players messages.
  24. So that's why the world is still messed up. Someone's been microwaving metal to create tiny drifters and creating temporal storms in the process!
  25. As in you couldn't get to that floor, or couldn't get past that floor? To get to the first floor from the ground floor, you need to go up the flight of steps in the past, timeswitch to the present as soon as you reach the top, and then carefully make your way across the floating debris to get through the hole in the wall where the door used to be. Once on the other side, you should remain in the present and should see a ruined chest before you. Jump on top of the chest, and then jump from it to the ruined table on your left and make your way up the stone blocks to the second floor. Like I said before, the parkour in this area is very tricky. Mistiming a jump can sometimes mean death, making it a good idea to bring a glider with you in the event of a miscalculation, though it will still be very brutal to complete on permadeath just due to the nature of permadeath rules. The wiki has a complete walkthrough of the puzzles, complete with some video clips for the Tower portion itself should you need a visual reference. https://wiki.vintagestory.at/Guide:Devastation_area#The_first_floor:_boiler
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