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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. You're not imagining things. Animals got a few tweaks. I don't know that they're necessarily faster, aside from boars, since boars can now outrun a player and will try to avoid the player if possible. Sheep will try to avoid the player too but will also get aggressive if the player is too close. I think bear speed is about the same, but I think their reach and attack frequency got bumped back up after getting nerfed since it was possible to kite them with ease after the nerf.
  2. Kind of but not really. Bright lights help deter spawns of rifts and monsters, but the only way to stop rift spawns for certain is to build and maintain a rift ward. Otherwise rifts tend to pop up wherever they please, though they don't tend to spawn inside structures. As for bright light stopping monster spawns...it does help, but it's not completely foolproof either. I think lanterns placed by the player will stop it, but monsters can also spawn in broad daylight, albeit at a much lower frequency. So mileage varies... I'm pretty sure the green area in the screenshot is only showing that the space qualifies as a room, unless I'm mistaken and that's supposed to be showing where monsters can't spawn. I'm a little fuzzy on those particular console commands. The point I was trying to note though, is that if stairs and slabs specifically can stop monsters from spawning, then players will take advantage of that feature and use those blocks to mobproof areas in ways that aren't intended. There was a similar thing that happened with rocks in a previous version, in which monsters couldn't spawn on blocks containing rocks, so players would scatter rocks everywhere as a cheap way to stop all monster spawns.
  3. Welcome to the forums! Depending on what you're building with, some blocks function this way. Wattle-and-daub requires the player to spend a bit of time packing daub onto the wattle fence bits once they're placed. Chiseling blocks also takes time, as does proper beam placement. It's possible we might see more involved building processes added in the future, but overall, I doubt most players really want to be doing even more tool juggling or waiting longer for block placement when building. I know I sure don't. Even if it's only a few seconds per block, even a simple build takes a lot of blocks to create, so those seconds are going to add up very fast and result in frustrating tedium rather than immersive fun. It seems better suited to a mod than it does an option in the vanilla settings, given that the code to govern such would probably be complicated. It's not really a matter of just toggling something on/off or changing a value; it's changing how block placement and tools in general work entirely.
  4. Welcome to the forums! Is an oil lamp the only light source? If so, that is probably the reason that enemies are able to spawn. Oil lamps are useful for lighting up areas enough to see what's there, but aren't bright enough to really stop monster spawns. Realistically, monsters should smash their way through obstacles to get to their target. However, it's not ideal to have monsters tear up chiselwork that likely took the player hours to build, and many players tend to get frustrated at having their stuff dismantled in general. As for preventing all spawns on blocks like stairs and slabs...all that really results in is players using lots of those blocks everywhere in order to stop spawns. Chiseled blocks would also need to be taken into account, since slabs/stairs can't be chiseled but full blocks can be chiseled down to function as slabs/stairs. Likewise, it gets a little messy by banning monster spawns from spaces that qualify as rooms, since the space calculations are pretty generous and at that point the player can essentially just build everything into rooms, greenhouses, or cellars and never have to deal with monsters. The better solution to me would be to add some kind of "safe zone" around the player that stops monsters from spawning within that radius. It'd be a big enough radius that the player could enter a room, close the door, and continue working through the night or a temporal storm without worrying about getting bothered by monsters, without letting them cheese the mechanics entirely. Likewise, if the player chose to go out and fight monsters in a storm or near a rift, they don't have to worry about a monster spawning on top of them, but will still need to keep their guard up to avoid getting overwhelmed.
  5. Hmmm...if you're not running any mods at all and still running into the same problem on 1.22 stable, I would try reinstalling the game to see if that fixes the issue. If the problem persists after that, it's probably time for a bug report.
  6. Have you tried looking through the information on this page? https://wiki.vintagestory.at/Installing_the_game_on_MacOS#Known_issues_generally_on_macOS:
  7. LadyWYT

    garden

    Dunno. When it comes to specific crops, it's up to the devs on what they want to add and when. Technically, crops received some updates in 1.22. Grain crop yields were halved, in exchange for making the wild grain crops spawn in bigger patches. Berry bushes received some new types, as well as major changes to how they operate, including a new trait system, growth system, and cultivation system. If you're talking about farmland crop variety specifically though...like I said before, it's entirely up to the devs.
  8. What game version are you playing? Assuming it's 1.22, make sure your mods are updated for that game version, or otherwise known to be working correctly. 1.22 broke a lot of mods, so it's very likely a mod issue.
  9. Having assisted a friend with mod development...can confirm, there were a lot of changes under the hood, mainly related to entities, I think, that broke a LOT of mods. Now that we have a stable release, most mod authors will probably be busy trying to update their stuff, but it may take a few days/a couple weeks for everything to update.
  10. Truthfully, I have no idea, outside of a couple things to check. The fat is pretty easy to take care of, since all you have to do is cook it in a cookpot. If you have gardens, berry bushes, and apiaries that aren't fenced, you'll want to do so to prevent animals from helping themselves. Depending on what you have going for machinery, you may want to check that as well, and switch it to a more realistic setup if you're running "eldritch windmills". I don't think the friction mechanic has yet been added to the game, but you also don't want to be caught off guard by things catching fire if machines are set up to run faster than they realistically should.
  11. I think I would rather this be a separate texture download in the Client Area, so that players that really want old textures can download and use them, while still keeping the game files relatively small. That being said, I'm also not sure how well this would work, since things change regarding the code, models, and animations. It may not be as simple as just swapping out textures.
  12. The elk is definitely why your cabbages got eaten, but that doesn't mean he can't continue to live in the greenhouse. Depends on whether or not you want to feed your elk a gourmet diet.
  13. As others have already noted, it should be safe to update a 1.21 world to 1.22. Generally, the worst you'll face is needing to generate new chunks to find some of the new content like the new berry bushes or dungeons. That being said, I would recommend making a backup of your world(s) before updating, just in case something does go wrong.
  14. Patch notes. I don't remember which pre/rc version.
  15. This is true, though it's also something I tend to be pretty skeptical of without knowing exactly what it is the devs are squeamish about when it comes to gore. I also don't think it's a situation where certain details, like a skinned carcass, could be kept to simple pink non-furry retexture of the entire creature, as that's probably not going to satisfy those looking for realism. The thread you linked definitely had some good ideas, but it's just a matter of what the devs can handle versus what's going too far. Pretty much. Or it's a case of the mod does its job very well, but ends up resulting in a game loop that feels out of place compared to everything else since it's ultra-detailed. Granted, I would say that a lot of suggestions tend to have these issues as well; they're good ideas, but something about them doesn't quite jive with the game as a whole.
  16. Oh for sure, but I'm also wary of weighting things too heavily in favor of streamers/content creators. An option for weather isn't that bad, but also not something I think is that important either when there are world edit tools/commands to deal with that kind of thing. It doesn't really seem that difficult to run a command off-camera or even on-camera, if necessary during the stream.
  17. I don't know why it happens, but you can always download the full installer/updater from the Client Area and then use that to install 1.22 into the desired location.
  18. That should be fine. If you aren't sure, you can always try the settings in singleplayer first and fly around in creative mode to get a sense of how it feels before committing those settings to a server.
  19. Honestly, that's about what I would expect for trains in Vintage Story. Something like those mini-trains you find at zoos or amusement parks rather than a full-size locomotive, with the player needing to forge multiple parts to build the engine/cars and then supply the train with fuel in order to run it.
  20. Welcome to the forums! Older mods sometimes work on newer game versions, but it's always best to test them first as there's no guarantee they're going to work correctly on a new game version. I will note that 1.22 changed quite a lot of things, including updating the game to run on .net 10, so older mods are much more likely to break and most will probably need to be updated.
  21. I don't want to wade back into the argument too much, since I mean...we've both gone in circles about it and most issues have been covered. But there are a couple points I'll touch on, and this is one of them. Sometimes things get lost in translation, and 1.22 brought a lot of changes, a couple of which were rather significant and a bit confusing at first. Which to be fair, once you get used to things operating a certain way, and those things see big changes, it makes sense that the changes will feel a little confusing. In any case though, I think for the future, clarity in the patch notes should probably receive a little more focus in order to help prevent players from getting too confused. Knee jerk reactions will still happen, sure, and there's always gonna be a few complaints, but overall I think if the bigger changes have a bit more in-depth explanation, it'll help. Honestly, my overall take here regarding complaints is that some players prefer the easy-mode bushes of previous versions, where the player can do nothing and get free food. I'm sure those players would rejoice if fertilizer, bush health, and traits were removed, and bushes became just basic blocks again, but the flipside of that argument is that players who were hoping for more in-depth agriculture are going to wind up disappointed since the bushes at that point literally do nothing special other than allow propagation, especially since a bush rework was touted as a major part of the update. Arguments over what kind of maintenance is realistic aside, I like that cultivated bushes take just a little bit more work and planning upfront in return for better yields over time than what wild bushes offer. It's also pretty fun hunting around for different traits and slowly improving the berry farms over time as well, but the traits are also easy enough to ignore if the player doesn't really want to bother with it. The change has me actually using fertilizer for agriculture for once, rather than just ignoring that feature entirely, but again...it's not something that's going to demand so much of my time that I'm not going to be able to do all the other stuff I wanna do in the game. It's a neat idea, but already a feature, in my opinion. Wild bushes are scattered, can have bad traits, and are easily raided by critters before the player can get to them. Likewise, the player can easily spend several days checking and harvesting wild bushes. In contrast, cultivated bushes are easily checked and harvested in just part of a day, and will most likely have more beneficial traits due to the player being picky about what they cultivate. I don't really see how you widen that gap further without making the system feel frustrating in the early game, or frustrating to players who'd rather rely on hunting and gathering for their needs rather than homesteading. I mean I figure that if the player plants something in soil that doesn't have a lot of nutrients, using fertilizer would be much more of a concern. High fertility soil/terra preta has more value for agriculture not only because plants will grow faster on it, but the high nutrients means that the player won't need to use fertilizer very much, if at all. I do expect to see the growth cycle adjusted in the future to be more seasonal. However, doing so now would probably make the early game a little too harsh for most players. To take a stab at guessing: implementing an herbalism loop would be a prime opportunity for making plants more seasonal, especially since it's likely to introduce a status effect system that will likely include illness(which can also be affected by the season). Brewing teas and other concoctions alone is solid enough gameplay, but I think it would be much more interesting if it had extra depth by making many ingredients seasonal. I daresay this might also be an opportune time to possibly explore pruning options, since "pruning" could include snipping the flowers off a plant(which could be used in herbalism) and sacrificing an earlier harvest in return for a bigger harvest later.
  22. Well...in other news, stable released today, so now you don't have to wait!
  23. Helps when there's an absolute unit of a dev team putting it all together and making sure that it works. Definitely glad to hear that there's more dungeon content planned for 1.22 rather than waiting until 1.23. The current is definitely fine for what it is, but a bit more variety is definitely appreciated!
  24. It's not gone, just very outdated. https://mods.vintagestory.at/show/mod/11954
  25. Yes but also no. Harmful weather effects, like large hail, should have a grace period, since these can easily kill a player on a new world if the hail is widespread. Rain and fog and stuff that doesn't hurt the player though? Those shouldn't be disabled, unless it's via mod. Not every place is going to be sunshine and the best aesthetics ever for someone's video, and of course what makes "proper" weather for a video is a bit subjective anyway, I would say. Now if the status effect system adds some penalties for being out in the rain too long without proper protection, then there might be a better case for adding a grace period for weather, since spawning in a rain-heavy area and proceeding to catch a debilitating illness probably isn't going to be a great experience for new players.
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