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Everything posted by LadyWYT
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Talior lacks class identity a plea from the heart
LadyWYT replied to runnybabbit's topic in Suggestions
I mean...I love my fishies, but I don't want to smell like them! -
Welcome to the forums! Vintage Story runs very well on a variety of hardware, and if you're playing on something better than an absolute potato that should cut down on performance issues. If you're playing with mods those are the first thing to check when it comes to performance issues, but otherwise it's difficult to say for sure what could be causing the problem. Unfortunately, AMD hardware seems to be a common denominator when it comes to problems like these, but the exact root of the problem and the solutions all seem to differ from user to user. The best I can say is outside of checking things like drivers and background programs, keep an eye on what you're doing in the game to see if there's any kind of consistency to when the frame drops happen. If you can figure out a pattern it's much easier to track down the exact problem. Aside from that, you might consider submitting a bug report to the Github bug tracker, especially if you are getting crash logs.
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I proposed something similar to this quite some time ago, though in many ways it was more just idle rambling and tinkering with the idea than anything super serious. Rather than making some special resource though, the idea was to allow players to freely scavenge current storm loot immediately after a temporal storm has passed, albeit at a much lower drop rate than if they had fought monsters during the storm. That way more cautious players could ease themselves into dealing with the storms, without the need to just jump right in and fight. Or they could otherwise just play with storms turned on for the atmosphere, without feeling like they're missing out by not fighting. You can find the entire writeup here: Agreed, though I would also add that I would rather see the current special drops have more uses developed for them and see how that affects the overall balance, before worrying about adding special new drops. I think one of the main reasons that current storms feel disappointing in regards to loot, is that there's really not much you can do with the loot. Flax is more easily had via farming, and rusty gears are more easily acquired via trade or spelunking. Temporal gears and Jonas parts are the main attraction, since storms are the most efficient way to acquire these, but there's little use for the stuff outside of resetting your spawn point or building a couple of devices.
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Talior lacks class identity a plea from the heart
LadyWYT replied to runnybabbit's topic in Suggestions
You could probably also vary NPC reactions a bit, in that sketchier NPCs would react more favorably to attire like the Malefactor gear or Rotwalker set. I mean...now I want a laundry mechanic where clothing can get dirty and bloodstained, depending on what you've been doing. If you don't launder your clothes every so often, they'll not only negatively impact your charisma, but they'll increase your chances of getting detected by wildlife and monsters. Or possibly decrease your chances of getting detected by monsters, given that blood can have a pungent metallic scent and the monsters are described to have strange metallic scents themselves. In that case, Tailor could have a bonus to laundering clothing, perhaps doing the task much faster than other classes. I don't know if the devs will add one or not, but it seems plausible given that none of the current classes have a bonus to healing, and there are at least a few options that would befit a healer. I would expect herbalism and status effects to be added first though, as the current healing system is too basic to warrant a proper healer class. Having toyed a bit with it myself, it's relatively easy to do, but it also depends on what exactly you're trying to accomplish with the class. Tweaking vanilla classes tends to be easier than building a class from scratch, but given the sheer number of custom class mods that exist on the database I would say that building a class from scratch isn't the most complicated thing either. The real trick though, in my opinion, is balancing the class properly against the other options available. If the class is too strong then it becomes the default pick for everyone, even if they don't really enjoy the class. Too weak, and players will avoid picking the class because it has nothing to offer. Likewise, if the class has too much overlap with other classes, it can easily fall to the wayside simply because the other classes end up doing the same tasks but more efficiently. -
The half blocks I believe are meant to be used to easily add trims and overhangs to roofs or otherwise add decorative trim to architecture, without needing to use entire blocks to get the effect. Like most blocks in the game though, they could be repurposed for whatever the player decides to use them for.
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Talior lacks class identity a plea from the heart
LadyWYT replied to runnybabbit's topic in Suggestions
Possibly, but this is something better suited for an herbalist, monk, barber-surgeon, or other class focused primarily on medical supplies. Knowing how to turn fabric into fine clothing isn't quite the same as knowing how to efficiently bandage wounds either. Personally, I think a buff to trading would be a better fit, since while Tailors aren't suited to surviving in the wilderness, their refined manners would definitely help them secure better prices. I like this idea too, though I would take it a step further and suggest that perhaps Tailors could also stitch fur linings into certain clothing items to make them warmer as well. That gives them some more valuable survival utility(especially in multiplayer), while still remaining true to the class's limits. You could probably even include a "cobbler's kit" as a special craftable as well, that can be used on footwear to boost the durability or boost the player's walk speed while the footwear is in good condition. I know if you crank up the temperature tolerance, it starts being more of a concern since your character will start getting cold at temperatures below 60 F(around 16 C). Blackguard has the roughest time, since the only clothing they have to actually keep them warm at the start is their shirt, pants, and shoes. If nothing else, the NPC dialogue could change depending on what the player is wearing. Fancy clothes that are in good condition will result in more compliments, while dressing like a beggar will result in more dismissive remarks and may potentially cause some NPCs(like luxury merchants) to refuse to trade with you at all. Dressing like a scoundrel or brute(Rotwalker, Malefactor, or Blackguard attire) could easily result in NPCs being suspicious of the player's intentions and thus treating them more cautiously. I suspect that the status effect system will change quite a lot of what players currently take for granted. It's one thing to jump off a cliff and sacrifice some health for a quick, convenient way down, but it's quite another if you could break a leg in the process and need to wait a few days for the injury to heal. Overall, I think it's fine if Tailor remains at a disadvantage when it comes to pure survival--it is meant to be more of a challenge class, after all. It's also nice to have a class option where you become a "fish out of water", so to speak. It shouldn't struggle more than it does as the class needs to be enjoyable to play, but I don't think it should really be at the same level as other classes when it comes to survival buffs as then it loses its identity. Regarding multiplayer, I've heard it said that Tailor is the class everyone wants as a friend, but no one wants to play. I'm not sure how true that is, but I suspect it depends a lot on the server rules. -
It's a bit more than that, for those who are wondering: Link to the comment for those that missed it, because I don't want to just copy/paste the entire lore dive again.
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I don't recall seeing this one suggested before, or at least, not quite in this fashion. The usual solution I see for "kill more monsters" is "make the storm shorter". I'm not sure it really fits the lore all that well as I'm not sure that the Rust really cares about the player's existence, and the player themselves doesn't fit the "chosen one" trope as much as they're fitting a classic "common folk go on a hero's journey" setup. That being said though, it's not a concept that couldn't be fitted in either. I think the main advantage is just on the gameplay side of it, in that it allows the storms to attune to the player's aggression, so that aggressive players will have more to fight(and more loot) while more passive players can enjoy the ambience but not really worry about the fighting. The main weakness I see in the design is that if the player is intending to leave home for an extended time, the optimal strategy becomes to sit and do nothing for one storm before leaving in order to ensure they don't get caught in a serious storm while traveling. The main flaw I see here(apologies if I'm repeating myself, as at this point I've lost track of which temporal thread is which) is that if the storms can beneficially rewind time like this, they should also be able to do the opposite, especially since they're portrayed as distinctly negative cataclysmic events. Honestly, it's not a solution I'm in favor of, since it's likely to encourage players to become reliant on storms to speed up processes like crops, steel, and leatherworking, and lead to complaints about the RNG as well as lost progress due to forces beyond the player's control. From a lore standpoint, aside from temporal storms being written as a clearly bad thing, I don't think it's ideal to go writing beneficial effects into them as that reduces incentive to try to fix whatever's causing them, both for the player and the denizens of the world at large. Potential spoilers here, but it's also worth noting that:
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Yes. Most of the time the forums are fine, but there are certain aspects of the game that are quite divisive. Temporal storms and instability are one of them, with combat being a close second.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
I'm pretty sure that already exists, given a certain tale told in the funny story thread by @ifoz. For bears, I'd wager they could add behavior similar to how Red Dead 2 handled it: player inaction qualifies as asserting dominance and the bear will just leave. Most players, when they see a bear in a videogame(and the bear is clearly being aggressive), will panic and either attack or run, since generally enemies are coded to fight the player and nothing else. As a result, the bear will still pose a significant threat in most cases, but it does give the player an alternative to use, if they are aware that it exists. Prey animals...I dunno, those feel like they're in a weird spot. I don't think the player should be able to one shot larger animals, as that makes acquiring certain resources too easy and reduces incentive for acquiring livestock, but neither should the prey animals be too aggressive either. Overall, I think the prey animals(like sheep and pigs) should try a little harder to avoid the player, with the potential to get more aggressive if the player insists on getting too close. Currently, it's very easy to just walk right up to them and bonk them over the head for an easy meal. -
Not to mention that abruptly removing features that were clearly marketed as a core part of the game is a pretty good way to get sued for false advertising, as well as producing lots of unhappy players and massively eroding customer trust in general.
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You need to use fire clay to make one; otherwise, you make it the same as any other clay item, except without needing to fire it before using. Just plop down some fireclay and select the correct recipe. Do note that you will need around a stack and a half of fireclay to make a clay oven. You can find deposits of fireclay in bauxite biomes, or sometimes under black coal/anthracite seams, and occasionally scavenge it from cracked vessels as well. However, it's much easier to calcinate flint, grind it into powder, and then add the flint powder to red or blue clay to create fire clay.
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It's an oversight. Homo Sapiens is a feature for those who just really want nothing but a realistic survival experience, and is not the game mode that the game itself is developed around. Therefore it's pretty easy for some details to slip through the cracks(like gray/black dye).
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Five seconds doesn't seem like a lot, until you have to wait five seconds after placing each block while building in order to make sure you don't pick it right back up. I prefer the current system. Misclicks happen, yes, but they don't happen all that often and when they do it's very easy to just break the block and place it where it was actually supposed to go.
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They also used to live in the eastern US. I'm guessing though that creature ranges perhaps aren't fully fleshed out in the game, yet.
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I don't know that it would help against monsters, since those seem to rely on senses other than sight, but for wildlife it makes sense. PvP servers would probably get some use out of it as well, and there's also the classic "mess with your friends" option too.
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At the very least you could hold on to the save and try it again later if the mod author responds to your report, or the mod is otherwise clearly updated. Otherwise...yeah, the simplest solution is just starting a new file and double-checking the mod list to make sure everything is up to date and/or known to be working correctly. If it's just decorative clutter you're after, you might consider popping into creative mode and using some of the clutter items in the vanilla game, instead of relying on a mod to do so. Saves on system resources and is less dicey when updating game versions.
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Ah, that's a shame. I'm guessing that that particular mod may not be updated to 1.21.6, but it's hard to tell for sure. I don't see a game version listed on the Nexus page, and the comments section doesn't yield anything useful other than some...interesting...information about the mod's apparent history.
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I'm thinking this one might be the culprit, based on this error: Is that mod up to date, and/or does it add clay buckets to the game?
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Welcome to the forums! Just my two cents, but I would go ahead and introduce your friend now, rather than wait. You'll both have plenty of fun, and your friend will learn a lot about the game as well. Then when 1.22 launches you can both jump right into a new world and have even more fun playing around with the new stuff, while avoiding mistakes you made in the old and otherwise adjusting your world settings as needed.
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Weird. Is there any consistent circumstance it does this? Looking at specific objects, opening menus, etc? Unfortunately I don't have any other ideas outside of perhaps submitting a bug report and seeing if one of the devs can help. AMD processors seem to be a common denominator with issues like this, but there doesn't seem to be any consistent cause or fix that I've seen.
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Welcome to the forums! Interesting idea, but I think this is more micromanagement than what the average player will really enjoy. As a mod it would be fine, but for vanilla I think just having separate sliders for fat and muscle mass as a cosmetic option would be much more popular. A couple problems with this, first and foremost being that there are several spaces in story locations that cannot be navigated if the player is unable to fit through a gap that's one block wide. Story locations are protected areas, so it's not possible for the player to alter the terrain within those areas. If muscle is a stat that actively buffs the player and requires significant time/resource investment to build, it's not a good idea to be forcing the player to undo all that progress just to do the story content. Likewise, big muscles do not necessarily mean strong ones. It's very possible to have a smaller build and still be incredibly strong; there's a guy called Anatoly who runs around with a special mop and bucket(they're very heavy) at gyms pranking bodybuilders. If you look at a lot of medieval armor, you'll also notice that quite a lot of it fits a physic that is not herculean. The final issue I see here is that while it makes sense for bigger physiques to require specially made clothing and armor, that's not really practical to implement in gameplay without bloating the game files significantly. Copies would have to be made of most attire, complete with their own special models. This runs into similar issues as muscle mass. Regarding fat reserves staving off starvation damage, there's actually some code for that already in the game, but it's not code that's actively being used. Why? I don't know. My best guess is that it's likely a concept that's still a very rough idea, and may or may not actually be refined enough later to implement. The bigger issue I see with balancing this kind of mechanic is that while it's not very realistic to starve to death after a day of eating nothing, securing a food supply is one of the basic challenges that keeps the player grounded in reality. Food supply is so simple, but if the player can't manage to successfully keep themselves fed they're really going to struggle with everything else the game throws at them, and overlooking food supply will quickly humble even the most veteran players. If the player can just gorge themselves and then proceed to go an in-game month before needing to eat again, then they no longer need to ever concern themselves with things like preparing for winter or long travels. Overall, I think if you'd like to see more in-depth dietary mechanics, you're probably better off poking around the database and trying out a few of the mods that alter such. I'm not sure that there's one that covers muscle mass specifically, but there is this one: https://mods.vintagestory.at/expandedstomach
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I can say from experience that it can make resource gathering more interesting as well. Last server my friend and I had, there was an area we dubbed the "happy hunting grounds" since it was the only reliable place to find prey. It was a decent walk from our base, and dominated by instability, so it wasn't really a place we could expect to linger in for more than a day. The stability mechanic also caught me off-guard once when I returned to base from a mining trip deep underground, only to have a temporal storm come rolling in before I had a chance to recover. That's one of the few times I utilized a temporal gear for restoring stability. As for including a toggle in the settings, one thing I forgot to mention in my initial post is that the settings tab for temporal stability doesn't have many options at all, so cluttering the tab isn't really a concern. Mulling this one over a little more, I could see this working, although I would still make stable regions return the player to 100%. Unstable regions I could see getting capped at a certain floor, in that the gauge can drain quite a lot but not so much that monsters start appearing or the temporal storm effect triggers. That would allow the player a bit more building freedom, with the obvious liability that if they build their base in that area they're not going to be in for a good time during a temporal storm due to the stability loss(if I recall correctly a light storm can drain as much as 25% of the gauge, while a heavy storm can drain 60%). Overall, I think I still prefer the current iteration of the mechanic, and would rather see some sort of Jonas device added as a way to make an unstable region stable.
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Mobs hostile even with "never hostile" setting enabled
LadyWYT replied to SPITSPHIRE's topic in Discussion
Welcome to the forums! Are you using any mods that could be affecting bowtorn behavior? If not then it sounds like it's time for a bug report on the Github bug tracker. From what you've described, I'm wondering if the ranged attacks/turret behavior is missing some sort of flag in the code to make it obey aggression rules. -
Welcome to the forums! You already suggested a very good solution in your post, really: Temporal storms and temporal rifts both have separate toggles, so having a toggle for surface instability specifically doesn't feel like too much of a stretch(it's a fairly common suggestion as well). The main hurdle, I think, would be overhauling the code to separate the surface stability from the underground. Temporal instability tends to be more pronounced underground, but not to the point that the player can't reasonably complete basic exploration and mining tasks. On the surface, what seems to happen is that players wind up neglecting the temporal gauge(there are several reasons this can happen) and end up placing their base in an unstable area, which ends up causing problems later once the gauge drains enough. Temporal stability, unlike other stats, isn't something that is restored at respawn(as far as I'm aware); the only ways to restore it are spending time in a stable area, sacrificing a temporal gear and some health, or killing monsters. As it currently stands, monsters will start spawning around the 25% mark on the gauge, with the player entering a state similar to a temporal storm and losing health once the gauge is fully empty. The time it takes for the gauge to fully empty though is rather generous, so unless the player is deliberately standing in a temporal rift they should have plenty of time to correct the problem. As for the lore behind the temporal stability mechanic:
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