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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. https://mods.vintagestory.at/show/mod/22371 Technically, it's kinda already somewhat a thing. Kind of. But yeah, something like Distant Horizons is pretty much mandatory if one is going to play with epic terrain scales. Given how well Tyron and co. have optimized Vintage Story already, I think it's just a matter of time before they figure out some work-around for larger scale terrain features.
  2. This is why, barring any major breakthroughs in drastically improving performance at very high render distances, terrain really ought to be scaled down like it is now. It's nice to have grand landscapes, yes, but if one doesn't have the render distance to actually see it then it's not all that enjoyable. And not everyone has the beefy hardware required for exceptionally high render distance. However, I do think that certain types of terrain could easily be fitted to a grander scale, without the need for high render distance. Plains or small, gentle hills are a good example, since a lower render distance will work decently well for getting the "vibe", so to speak. That is, the plain will still have that Kansas feel, since the player could go for miles without seeing a single mountain or hill. As for a mountain proper...that doesn't work so well on a lower render distance, since the player won't be able to actually climb to the top and view the surroundings for miles around. They'd be aware they're on a massive mountain, yes, but if the view is exactly the same as at the foot of the mountain, there's no real point.
  3. Given the couple of snippets I saw, I'm guessing that metal tools will still be at risk of breaking. However, it looks like the player might have more control over how likely those tools are to break, via the tempering process. I'm guessing that tempering tools to be harder will allow them to retain a sharper edge for a longer time, with the tradeoff being a higher chance to break. Less tempering probably results in a softer tool that won't hold an edge so well, but won't be as prone to breaking either. Is it true to real life? Eh, kind of. In real life, you can recycle broken metal tools back into something usable, but in the context of a videogame like Vintage Story, I think some risk of breaking(and losing the tool) is needed to help keep things balanced. Otherwise, the player will never need to seek out new ore deposits.
  4. LadyWYT

    Tyrone???

    In my experience, Tyron posts only occur every few months, when there's concrete news to post. That is, what's getting posted is actually going to be in the game, and not speculation, unless it's otherwise explicitly labeled as such. While that does mean fewer news posts, that does mean the posts we get are a lot more detailed.
  5. They might be irritated at first, however, I think players would warm up to such a system relatively quickly once they figure out it allows most foodstuffs to qualify for meal saturation, and not just things stewed in a cookpot. The main concern, I think, would be pies becoming too strong, however, pies are locked behind the quern and it's not really feasible to carry a whole table and bread oven with you for cooking on the road.
  6. Unless it's a quokka, that is.
  7. That could be said of pretty much any contraption in Vintage Story, really. Well if the Blackguard ate all the food, I guess stone soup is the only option.
  8. And here I just thought time went sideways...
  9. Welcome to the forums! First and foremost, the easiest way to address your issue is to invest in higher quality soils like high fertility soil(found in the wild) or terra preta(crafted). That alone should boost crop growth significantly. You can also make your farms larger, which doesn't speed up growth time but does ensure a larger harvest when everything does mature. Aside from what I mentioned above, the only other option I'm aware of is the modded route, which may or may not actually be possible depending on how your server is hosted. The official VS servers are currently vanilla-only. If your server can be modded though, you might try something like this: https://mods.vintagestory.at/show/mod/28295
  10. Apples, pears, and cherries ASAP. Otherwise, currants and blueberries. Cranberries...uh...not really a fan of those, so those tend to be juiced and turned into aqua vitae within short order. The longer shelf life and relative abundance makes them a prime candidate for that.
  11. I do like this idea, and that probably allows certain recipes to be narrowed down(like requiring curry powder to be added to rice in order to qualify as a curry). I dunno about that. I think rather than boost the nutritional value of the food, I would instead perhaps add a saturation bonus to food cooked with spices, similar to how meals already have an inherent saturation boost. Perhaps the current base saturation could even be nerfed, or removed entirely, and require addition of spice in order to pause the hunger rate(and add a slot for spices to go in, so the player isn't sacrificing nutrition in the process). In that way, players are encouraged to use spices and herbs when possible, in order for the food to last them longer. It could also prove to be an advantage in the early game, since instead of going straight for pottery, players could have the option of spicing their roast meat and save inventory space that otherwise would have been used for crocks, bowls, and cookpots. Of course, I would also wager that spices don't necessarily have to do anything mechanically in order to justify adding them. One of the most popular mods ever is Expanded Foods, and most of the food it adds don't really do anything outside of what base game foods already do. The main reason it's popular, in my opinion, is that many players just enjoy the sheer variety that it offers.
  12. And then there's Skyrim, that doesn't utilize carbon at all when making steel... Sorry, couldn't resist
  13. Yes, that is what you need to do--trap an elk calf, and then feed it enough before it grows up in order to have a partially tamed elk. From there, you can saddlebreak it to achieve full tameness. You can try searching mountaintops or other high altitude places, as those may be cool enough to spawn elk that far south. Otherwise, your best bet is making a trek north...way north...and establishing a temporary base for a year or two while conducting your search. Elk are most common in cool taiga regions, typically grasslands or sparse forest(I've not seen them in dense forest--they may still spawn there but will be difficult to see). In temperate zones, this typically means poking around on high altitude plateaus. Of course, finding the elk is probably the easiest part. It's acquiring an elk calf that's going to be difficult, since I'm not sure that you can actually breed deer to get babies.
  14. Rivers I wouldn't expect to see until a very major update, given that's the kind of thing that would essentially require a new world(they could probably generate in old worlds fine, but who wants to walk for miles to find one) and it's something very difficult to do right. If it's not done right, then it won't feel like it fits properly in the VS world. And yes, I know there is a mod or two that adds rivers, so it seems "easy" to implement, however...to my knowledge, those mods also have a lot of issues(bugs, doesn't play nicely with other mods, etc) and leave oddities in the landscape(like tunnels through mountains). A proper river in the game shouldn't be causing issues and should look like it actually belongs where it exists.
  15. Definitely a bug. You'll want to report it on the Github bug tracker, if it's not been reported already.
  16. I mean, on paper it sounds good, but... The current cementation furnace is stupidly simple in comparison, and a fraction of the cost. By the looks of it, you could build the blast furnace pictured here, or build two cementation furnaces for the same cost. You also have to factor in repair cost, especially with lower tiers of refractory bricks, as well as the fact that you can cheese helve hammers a bit with some ridiculous windmill setups. All in all, it still sounds good, especially for a cooperative multiplayer setup, however, the cost is disproportionate to the other pieces of the metalworking tech tree. Mass-refining and producing iron products is a start, but there needs to be a similar process available for steel as well, or else there's a big complicated step sandwiched between two simple ones. I think a better place for this level of tech, is to have it available as a late game metalworking option, after the player has already achieved steel via cementation furnace. That way, it has the high cost expected of such tech, while the incredible utility is a natural next step of pursuit after the simpler methods have served their purpose.
  17. Well first of all, good job on laying everything out. Seems like a solid idea that would fit into the game nicely. However, the main flaw I see, is that adding something like what you've laid out, would pretty much require a complete overhaul of the current metalworking system, in addition to this idea itself needing a rework in order to accommodate steel production. As it stands, it's a huge jump from basic iron bloomeries, but unless it can handle steel production in some fashion as well there's really no point in sinking that many resources into such a massive structure. If the player can building refractory brick, they can refine steel, which is much better than iron, and it's a lot cheaper(in time and resources) to mass produce iron itself via bloomery.
  18. Ah, gotcha. In that case, it's almost certainly Better Ruins that is the culprit. Ruined translocators do exist in vanilla, however, they are set dressing for a specific location, and not found elsewhere to my knowledge. Better Ruins is likely just reusing that asset for the locations it adds.
  19. Not just that, but I think you could implement a process for turning bushmeat into "general purpose string". That is, allow it to be used as bowstring, or general purpose twine for tying packages/hanging things(if drying/smoking mechanics were added, use sinew twine to hang meat, or wrap parcels of dried fruit/veggies/herbs in parchment and tie with sinew string). It could probably even be used in some of the more basic clothing items(like rawhide gear), rather than requiring linen twine.
  20. I think they tried to implement this concept with peppers, and it didn't exactly go as planned. That is, the implementation turned out to be very buggy, so while peppers are technically still in the game, they are currently unobtainable due to being unfinished. I do agree--it's one of the reasons that Wildcraft and other crop mods are popular. However, I do think it's the kind of thing we'll see get added later, as either a smaller update(mostly bugfixes and QoL, like 1.21 was), or as a part of a major update(story content, new gameplay mechanics, etc). As it stands now, there's already a decent variety of food currently in the game, with other systems still waiting to be fleshed out(late game tech, fishing, herbalism, etc).
  21. It's probably just an oversight; the priority was probably making sure all the logs the player could readily access work for the recipe. Aged logs, however, are only obtained via ruins. In some ways it makes sense though. A fresh log will make nicer items than the crusty old rotten piece of wood that's been exposed to the elements for decades.
  22. I'm just waiting for the update that causes lit torches to light flammable storage on fire. Maybe it never happens, but you never know...
  23. If you've been processing iron blooms into ingots, they can easily stack in your inventory, and it's easy enough to turn a couple into other things before you wrap up your smithing job and turn to other tasks for a while. Ever heard of a misclick?
  24. To my knowledge, it's not currently possible in vanilla. However... This mod should do the trick: https://mods.vintagestory.at/beararmorrepair
  25. There is actually a limit to how much material you can put on the anvil at once; if the material is stacked too high, you'll have to work some of it into shape before adding more. As for accidental overfills...I'd wager that's just an unfortunate drawback of allowing the player to add more material to correct smithing mistakes. Seems like the easiest solution would be to simply return the full amount of however much material was in the workpiece, if the player chooses to scrap it and start over.
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