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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the game and forums! I don't think there's any alternative method to download the game. If you've been through the standard trouble-shooting steps(ensuring correct log-in credentials, checking for typos, etc), and are still having issues with your account, you should submit a ticket to the support team so they can look into the issue. Issues like this aren't uncommon, and seem to get sorted out within a day or two, though it does depend on the team's workload and what's causing the problem. You can submit a ticket here: https://www.vintagestory.at/support/
  2. Nope. The brick calculations don't happen until after the refining process is done, and doubles as a handy way to tell the process has finished without needing to peek at the coffin itself.
  3. I think it would probably be fine. Cabbage seeds are decently expensive...I think 5 gears for 2 seeds? And they're only sold by agriculture traders, not other trader types. Placing an order could easily add a couple of gears onto the price to compensate the trader fairly for the effort, and if the trader in question isn't an agriculture trader then the fee could be increased even further since they're going to even more effort to acquire the thing. The player doesn't have very many gears to spend early in the game, and the gears they do acquire they may want to spend on other things(like a mount or other resources they have trouble finding, like salt). It also takes some time to build up a stockpile of gears, which is time the player isn't spending on other things that may be more important. Likewise, it also takes time to have things delivered, so it could easily be a few days before the player's order actually arrives.
  4. I'd like to see this too, as well as see kumiss/airag added to the game. There was a mod for it, but I'm not sure it works anymore, which is a very sad thing. In any case though, I know there's a handful of mods that cover these features as well, and they're quite popular. I don't know what benefits aging liquor could hold though...maybe it can temporarily grant a small buff or two when consumed? The SlowTox mod is very useful for this reason, since it gives practical purpose to alcohol consumption in general. It also smooths out the drunken effects to something more believable, rather than letting the player go from sober to roaring drunk in the span of about two seconds. As for grain alcohol itself...eh, it's inefficient to make, but I think that's okay. I think it's more ideal to have large fields of grain as a requirement for its production, rather than allow the player to make barrels full of the stuff with one little grain patch. Obviously, if the player is intent on min-maxing, they aren't going to bother with grain alcohol to start with, but it's a nice little option to have for variety.
  5. Do note that player inventory operates at a set temperature, and isn't affected by the outside weather, so if the crock(s) are being carried around in the player inventory for a while, that could easily cause them to start spoiling, if they're older crocks. Additionally, the shelf life of a sealed crock is significantly longer than the shelf life of an unsealed crock. Older crocks of food need to be used up more quickly once their seal is broken due to this reason.
  6. Not quite. It's not going to hurt the production if the coal burns out--progress will just grind to a halt until you add more fuel. The coal piles burn for about a day, so it's pretty easy to just give the refractory a check, load more piles of coal when the old burns out, and then go on about whatever other business you need to attend to. Regarding fuel, any kind of coal can be used; coke/charcoal is only a requirement for the stuff that goes in the coffin itself. I will also note that in my experience, running two refractories at once is an optimal setup. Just one refractory is too little, while three or more gets a little unwieldy. Wintertime is a great time for steel refining, since the days are shorter and the weather isn't so good for long trips and certain other activities. Likewise, the warm spots under the forge are a handy spot to warm up, if you find yourself working outside.
  7. First off, welcome to the forums! I wouldn't mind paying a bit more upfront to order specific items from traders, rather than relying on RNG all the time. The game Banished had this feature with its traders, where you could order specific resources for the next trader shipment. In regards to upgrading merchants though, I'd rather some sort of reputation system, where the player can potentially befriend the trader and gain permission to use a guest bed and the firepit at the trader's residence(but not have full permissions on the property, because players will strip it bare). Or perhaps by frequently doing business with a trader, the player will get better prices and unlock some special trades, since they've proven that they're good for business.
  8. Like I said, if there's no major threats left in Europe, it's more plausible that he might turn his attention to conquering the Americas. That doesn't mean it will be an easy task though, and won't open up opportunities back home for the conquered peoples to more easily revolt. I mean at this point, it's not so much a historical "what-if" as much as it is full-blown fantasy. Not that there's anything wrong with that, just that it makes it incredibly difficult to offer much advice if one is not incredibly familiar with the custom world that you've built. The best advice I can really offer, I've already offered above: the main points to consider/questions to answer are why would Napoleon want to focus on the Americas(especially if there are other, potentially easier, options for conquest), what risks will such a campaign present, how does he choose to address those risks, and how do others choose to react to such actions and the opportunities that may arise? Providing satisfying answers to questions like these helps keep the audience immersed in the world and invested in the story.
  9. Welcome to the forums! If you're on Windows, you should be able to use Task Manager to see what programs are currently running and close instances as needed. Of course, a system reboot should also work, and should work on any operating system.
  10. Welcome to the forums! In addition to what @Professor Dragon already noted, I also recommend checking your mods to make sure they're all updated to 1.22, or otherwise verified to work correctly. I noticed you have a few out-of-date mods and while older mods will sometimes work on newer game versions, 1.22 introduced several changes to the code that broke many older mods. That is, of course, assuming that you're playing on 1.22. If you're playing on an older game version, then you'll want to make sure that mods are the version appropriate for the version of the game that you're playing.
  11. Welcome to the forums! Is it behavior you can replicate in the vanilla game itself, or does it only happen when you're testing modded content? If it's behavior in the vanilla game, you might consider reporting it on the bug tracker, since it's probably not intended behavior. If it can't be replicated in vanilla though, then it sounds like a mod is messing with things.
  12. As far as I'm aware, items placed in the center of blocks won't prevent you from picking up said items, as long as you have space for it in your inventory(partial stack or empty slot). Why shouldn't it stack with the others though? And it's also a videogame and not going to be 100% realistic. There's at least a handful of cases where the player could realistically recycle material into other useful things, but can't actually do so in the game since the general idea is to push players to acquire new resources and make new/better things. And some of the gameplay design also helps cut down on junk cluttering up the player's inventory. The main question to answer here is, if it's going to be a thing, then how does the player recycle the steel bits? Currently, there's no fuel hot enough to resmelt steel, so you would need to add some sort of additional processing just for this specific material in this specific circumstance. To be fair, you don't really need an indicator when you can just pop the slab into the crafting grid to have it orient itself only along the vertical or horizontal planes. Carcasses probably have to be broken since they aren't exactly an item. I also wouldn't call a stone coffin lid "really easy to pick up". A linen square used for pressing cheese? That should be easy though, so I do agree that a simple right-click would work for this specific item. Other items though are quite arbitrary. Probably because crafting recipes try to arrange the crafting materials in ways that make sense for what you're trying to craft. Thus it's not necessarily going to make sense to always put the hammer in the top left corner, or always have the saw in the middle crafting grid. Of course, if the eventual plan is to eliminate the crafting grid altogether, then it also doesn't make sense to try to standardize everything to specific crafting slots. This one I can agree would be a nice QoL feature to have. It would be a good accessibility option, but it should definitely be something that can be toggled on/off in the settings. As for me, I would absolutely be turning it off since I prefer to have more precise control over my movements; auto-step leads to way too many accidents.
  13. I think at the very least, he probably needs to have Europe on lockdown and also have neutered the Russians and Ottomans as a threat somehow. If all his conquests have been relatively "easy" up to that point, then he might be cocky enough to believe he could invade the Americas and be successful. However, the best case scenario I envision for Napoleon at that point is that his armies could probably make some decent progress in the first few months/years, before gradually losing steam through attrition and getting pushed out of the Americas, if the mistake doesn't cost him his European empire as well. But that's only one option. Like I said before, the key to telling a good story here is to be mindful of the details and come up with plausible explanations for why certain events unfold the way they do. "Rule of cool" and "because the plot demands it" are explanations that can be used as necessary to tell a story, but it's also very easy to misuse these and wind up breaking the audience's suspension of disbelief.
  14. I'm not sure this would really change much, but I suppose about anything goes when it comes to alternate history "what-ifs". The main key to remember is that the details need to at least be plausible enough for the audience to suspend disbelief. For example, the supply lines and home turf advantage--if you're a European power that's going to invade the Americas, you have to consider how you're going to deal with the denizens there that are acclimated to the area and know how to survive there, as well as how you're going to keep your own forces supplied across such a vast distance, especially if there are factions in Europe/Asia that might take advantage of your absence. Also keep mind that France didn't have as many colonists(a lot of them were traders/trappers) in the New World as say, the English and Spanish had. It's also worth noting that Americans also tend to view both France and England favorably, even at this time. France, for its help during the American Revolution, and England, since many of the colonies and colonists were originally English. That's not to say that Americans didn't have unfavorable views about England and France either, but the Americans are absolutely going to get upset(and rightfully so) if either European power decides to try to invade. Depends on who industrialized and to what extent. At a glance, early steamships seem to have taken around 3 weeks to cross the Atlantic, which is still a lot of time. If the Americas haven't yet been industrialized much at all, then France and England would probably be a distinct technological advantage. However, you still need to be able to keep such equipment supplied and maintained, and you also need to keep your opponents from capturing and adapting it for their own purposes. You also still have the problem of...if your army is on a different continent on a campaign, then it's not at home to defend the home territory and territories that have already been conquered. And France probably isn't the only industrialized power in this scenario. And of course, industrialization doesn't mean squat if you aren't prepared to deal with the local climate, don't have resistance to the local diseases, and otherwise don't know how to acquire your own food in the local climate. You can't rely on taking food from the locals, since they're just as likely to torch their farms in order to get rid of you, and you certainly cannot rely on living off the land itself if you don't know how. Keep in mind that it takes a LOT to keep an army properly supplied, and if you don't take care of your troops they're not going to be able to fight as effectively, if they even remain loyal at all. Another big question to answer--what happens with Napoleon's invasion of Russia? Because that disaster is one of the major things that led to his downfall. I suppose you could excuse it as he didn't need the economic leverage against England if he's already got the upper hand, however, Russia is still going to be a major threat to his European empire since I mean...it's a giant bear sitting on his doorstep. So why would he go after the Americas first, who are decidedly aren't a threat and will be difficult to invade while leaving his territories exposed, instead of focusing on Russia's threat instead? That's not even getting into the Ottoman Empire and whatnot...
  15. It's a fawn. Probably a fallow deer fawn, given that the other deer is an adult fallow deer.
  16. I mean, that feature already exists? As you said, if you turn off source block creation, you can still collect and transport water via bucket; you just cannot use said bucket of water to create an infinite water source somewhere else. I'm guessing you mean you'd like the ability to physically remove the water block when you pick it up, and be able to place it elsewhere? In that case, you're going to have the problem of water bodies getting very ugly and annoying to deal with due to all the missing water, as well as players eventually draining some of them dry entirely as they use water for various purposes. You'd also have to change how water placement works, since currently if you empty a full bucket into another water source, it just empties the bucket and doesn't affect the water you emptied it into, and the mechanic can't be left like this or you end up with players essentially deleting buckets of water. Leaving holes in lakes also isn't particularly immersive or realistic, and neither is piling a block of liquid water on top of other liquid water blocks. In essence, you'd probably need to rewrite the entire way the game handles liquids, and that's not only going to be a LOT of work, but also likely to have unintended consequences for other things in the game that rely on liquids.
  17. He'd likely run into the same issues the English had in the Revolutionary War--that is, it's difficult to fight on ground you don't know, and it's also difficult to keep your troops supplied across a vast ocean. The American wilderness is no joking matter, and any French troops that are sent to the Americas to fight are troops that won't be available in Europe to fight if someone decides to strike back at Napoleon's empire(rebellion or foreign invasion). Also don't forget that the Monroe Doctrine was adopted in 1823, with the purpose of keeping Europe out of the Americas. While that might be shortly after Napoleon's time as leader, Napoleon's antics probably helped contribute to the sentiment, and in this alternate history scenario, may have been the direct cause for its adoption.
  18. LadyWYT

    Quenching?

    In fairness, Vintage Story isn't advertised as hardcore survival either, but rather uncompromising survival. Which isn't quite the same thing. But I do think it still matches the three settings you listed here, even on Standard settings, at least somewhat, since respawning in a specific spot isn't a free action, there is no direct walkthrough on how to play the game, and resources can be hit-or-miss. "Hardcore survival", at least to me, tends to actively stack the deck against the player, and doesn't play fair. "Uncompromising survival" gives the player a relatively fair playing field, so it is quite possible for the player to easily succeed at the game, but how successful the player is depends heavily on how sharp their critical thinking skills are. And I think that's where a lot of modern games have failed--they have too many failsafes built in to ensure the player always succeeds, and don't really allow the player to actually fail, suffer negative consequences, or otherwise push the player to really think through what they're doing. Sure, but I think this is one of those times where if you really don't want the player trying to min-max their equipment stats, it's better to just say "no, you can't do that" rather than give them a tedious treadmill so they can technically achieve it if they're willing to sink in enough time and resources. For weapons specifically, it's not until you get around a +25% power boost that you can actually notice a difference, since that's about the point it starts taking one less hit to kill most targets. Most player complaints I've seen about the system aren't about the game loop itself, but rather the implementation. Many don't like the treadmill, and would prefer some kind of "do it once and you're done" system, with the resulting stats being more heavily reliant on precise temperature control or something to that effect.
  19. It does, which is a secondary benefit. But it's not really the primary reason to wear armor. Clothing is pretty easy to repair as long as you have a farm set up, and depending on what clothing you wear, some is rather easy to craft anew.
  20. Depends on your settings. On Standard difficulty, this is certainly not the case. Tier 2 armors are the minimum requirement for the Resonance Archive, and can easily keep the player alive through the first temporal storms as long as they don't try to face-tank everything and take respites to heal. Gambeson is perhaps the best armor for exploring the surface, since it offers very good protection for very little drawback. Tier 1 armors aren't as protective as tier 2, however, they will definitely help keep you alive against the first tougher enemies you'll encounter, and they're also cheap, which makes them a decent first armor option until you can get something better. Tier 0 even has its use, since its main purpose is to allow you to survive one extra hit from surface-level threats that you otherwise would die to.
  21. I mean, they shouldn't impact performance, unless there's either a bug in the code or you're trying to play on an absolute potato of a PC. Are you having performance issues?
  22. Or do the story content, if lore content is enabled and you haven't yet done the story for that world. Or perhaps visit the tropics. In either case, you're still traveling quite a ways and covering lots of territory, but with a little more to do than "wander around until you find the thing".
  23. Welcome to the forums! Crocodiles and hippos both have been teased. There's just not yet an ETA on when such things will be added to the game. Regarding crocodilians, these are not a creature that needs to be limited to the tropics either. Alligators can handle temperate climates that are on the warmer side. Gharials would also be neat to see as a variant. Hyenas have a rather strong bite force, so you'd think the damage would be higher. Fair, but it is a videogame, and lore reasons that wildlife has become more aggressive(although it's yet to be fully explained). Big cats in general would be an interesting natural threat, since their MO is stalking and ambushing prey. Fauna of the Stone Age does a decent job of portraying such behavior. Venomous creatures would be interesting, but some of these would absolutely need to be heavily gamified, since one bite is a death sentence. Incidentally, I'm not sure that snakes are killed in order to harvest venom--I'm pretty sure they're kept alive so that more can be harvested later. Anti-venom, I think, is also something that tends to have a short shelf life if it's unrefrigerated. Regarding uses for venom, it can be very useful for hunting, as well as PvP. Poison fills a similar role, except that's generally something that needs to be ingested for it to have much effect, so this quality would be more for prompting players to be careful about what they choose to eat. Rhinos are fairly good-natured, but have rather poor eyesight, hence why they tend to charge first and ask questions later. Elephants and giraffes would also make for interesting creatures to find in warmer areas, with the possibility of taming the elephants, and both can also be quite dangerous. Ostrich, emu, rhea, and cassowary are good options as well. I'd also throw the do-do and the moa into the mix. The game's setting is the late 1300s/early 1400s, so these species hadn't gone extinct yet. Same with the great auk, Stellar's sea cow, and Tasmanian tiger(although these may not be extinct, depending on who you ask). There's probably a few others too, but the point is that given the setting, we're not strictly limited to animals that are still around today.
  24. Welcome to the forums! English History is quite nice too, as is Tasting History and Early American. I think English History has done a crossover episode or two with Townsends as well.
  25. I forgot rammed earth was a thing, to be honest. Plus it's cheap and only comes in one color, and that's sad beige. It's like building all your walls out of plain sheetrock. That doesn't mean it's a bad material, just that it's not necessarily something you want to use if you want something impressive or otherwise have a specific aesthetic you'd like to achieve. I'm assuming you're needing sediment rocks for the lime? If you're playing with lore content enabled, don't forget that you can buy lime from commodities traders(maybe survival goods traders as well, though I don't recall for sure). Likewise, the new dungeons often seem to have lime, limestone, and chalk within them, and the lesser dungeons can occasionally have stashes of these as well.
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