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Everything posted by LadyWYT
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I don't even know how to start solving this.
LadyWYT replied to VoidNeko's topic in Using Mods Troubleshooting
Welcome to the forums and the game! What's likely happening is that either a mod is causing issues with the game, or you're running more mods than what your current PC hardware can handle. However, it's also worth noting that big modlists in general take a while to load. If you're trying to use a lot of mods, you might try a smaller modlist to see if that helps. Alternatively, you could try hosting the game on a different machine so that the PC you play on doesn't have to work as hard. Either way, do keep in mind that mods that add lots of new items, blocks, or entities tend to be more demanding on performance than mods that are relatively simple. Ultimately, the easiest way to troubleshoot issues with mods is to disable them all and verify that the vanilla game is working first, and then re-enable each mod one at a time, testing as you do so. It's a tedious process, but it'll make the problem mod quite obvious. Of course, do make sure to do your testing on a throwaway world, and otherwise make backups of the worlds you care about before testing things on them. Edit: also make sure that the mods you're using are up-to-date for your game version, or otherwise known to work correctly in the case of older mods. -
Being a vegetarian was the mistake, or more precisely: not hunting more. You don't necessarily have to eat the meat that you hunt, as it can be composted, but hunting is the primary source of fat. Killing wolves, foxes, and raccoons is relatively easy and typically yields at least one piece of fat(though foxes and raccoons don't always drop fat), and pigs are a great source of redmeat for meals and fat. Hogs are handy to have, as they produce big litters and mature relatively quickly, but do keep in mind that livestock does require some time and effort to really get going. Hunting will be your primary source of meat, fat, and hides in the early game, even if you manage to pen wild hogs on day one. To my knowledge, no, the drop rate hasn't changed. As I said above, the main issue seems to be that you haven't placed much priority on hunting. Most players will hunt fairly often, especially in the early game, if for no other reason than to acquire hides and fat. As to the question of whether oil lamps and pelts are worth making...yes, but it also depends on your playstyle preference. Pelts make good winter clothing, which you won't need in warmer climates. Huge pelts can make crude bellows, which you don't necessarily need either if you have access to leather. Pelts can make good decor too, but decor isn't critical to survival. Oil lamps don't provide enough light to stop spawns, but they are cheap to make and will provide enough light to see what's in the area, and dealing with visible threats is much easier than trying to deal with threats obscured by darkness.
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Do you have a moment to talk about Drying Peat and Wood?
LadyWYT replied to Emeal's topic in Suggestions
Incidentally, if you want a rough idea of what players think of drying mechanics: Granted this is only pertaining to pottery, but I daresay there'd be similar results for needing to dry fuel as well. As luck would have it, there is a mod for that, so we don't have to wait. https://mods.vintagestory.at/realsmoke Edit: I will note that smoke mechanics I'm not typically a fan of, as it's not something I enjoyed in Valheim. However, this mod implements the concept very well, in a way that's challenging but not so much that it becomes restrictive to fun. -
Welcome to the forums and the game! I'm not sure that such a feature exists at the moment. The best way to achieve this is probably to schedule specific times for everyone to play, much like a dedicated tabletop game night, and shut down the server outside of those times.
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Like @Facethief already noted, there are plenty of New World creatures and plants in the game, which does make sense given that the world kinda got scrambled and all. I think the "Old World only" part pertains more to the lore, in that the main setting for the Old World was based primarily in central Europe, with parts of Asia and North Africa/Middle East being referenced as well(so the literal Old World). It's not that New World cultures didn't exist, just that there's no real evidence of contact with them before or after the world scrambling.
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Do you have a moment to talk about Drying Peat and Wood?
LadyWYT replied to Emeal's topic in Suggestions
Nah, I would actually add drying pottery before firing it to the list. Because I mean, that is a required step, and makes sense to add if fuel needs to be dried before burning. That being said though, the main pushback against ideas like these tends to be that many players don't really want to wait around for fuel to dry before they're able to use it. The Seasoned Firewood mod is very good at implementing and balancing this concept for firewood though, adding a variant of firewood that takes time to cure, but burns much longer at the cost of of burning at a lower temperature. In that case, the cured wood becomes much more valuable for cooking and heating, but the uncured stuff still remains valuable for quick fires or cheap fuel for smelting. I think this is where, if it were added to the vanilla game as a mechanic, the green stuff needs to be burnable, but at a less efficient rate and with the risk of giving the player some kind of negative effect from all the smoke if they decide to hang around the fire. This way, the green stuff might have some limited benefits, in that it could be ideal for smoking meats, emergency heat, or signal fires, but the cured stuff will be better for most purposes. -
Maybe 1.22 is the update for generous mines. My friend and I stumbled across a cave that was just loaded with black coal, iron, halite, and other goodies.
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Making regular backups while playing unstable versions will probably help guard against that. If you have to roll back, you might lose a bit of progress, but not the entire world. I'm not familiar with your series, but in the worst case scenario that you do need to start over for some reason, is there a way to spin it into a story about some villainous character sending your player character to a different reality/rewinding time, or even just an unfortunate side effect of sampling the "special shrooms" in a temporal storm? Tweak a couple of settings or throw in a couple of small mods to give the new world something different, and you're golden. I'm also not at all saying you're going to lose your world, just suggesting a potential workaround to salvage a series if something does goes wrong in the future.
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As a veteran player, I had the worst time finding red clay when it was first added, until I'd found a couple of deposits to learn what to look for. Of course, sometimes the world gen just decided that clay was going to be the tough resource to get. Welcome to the forums and the game! It might be a joke, but part of what makes it funny is that it's also somewhat true. There are certain things that every player has to go through when learning the game, and figuring out how to find clay deposits reliably is no exception. Though after you've found a few and know what to look for, they tend to be easier to find.
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Welcome to the forums! Without a crash log, it's tough to say what the problem is. I recommend looking through the server and client logs to see if there's any clues to what could be causing the crash. I'd also recommend that your friend try rebooting his computer to see if that helps, as that can sometimes clear up unknown issues. Tagging on to what @TheeButterMan said, knowing your friend's PC specs and how the game is being hosted can help pinpoint the problem. Given that mods like Better Ruins can be demanding on system resources, it could be that the PC hardware isn't strong enough to handle that modlist without some issues.
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Go to the "My Attachments" section of your profile and make sure there's enough space to actually upload the image. If the space there is almost full, that might be why the uploads are failing. If that does turn out to be the case, you'll need to clean out older images to free up some space for new uploads.
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PETITION TO ADD CHICKEN NUGGETS TO VINTAGE STORY!
LadyWYT replied to COMMANDER_GEB's topic in Discussion
Only if it's the chicken nuggets that actually look like chicken when you bite into them, and not the meat paste kind. Those are pretty gross. -
First off, welcome to the forums! Which is fine, but do keep in mind that while the vanilla game is optimized as much as the devs can when it comes to performance, performance can get dicey very quickly when mods are involved. Mods that add lots of new blocks, items, or entities tend to be especially performance-heavy. Running a dedicated server for the game on a different machine can help, since in that case it won't be a single machine trying to handle the entire workload. When a modded game has issues, and isn't generating a crash report or other immediate clue as to the culprit, the only real option to figure it out is to go through the log files to see if anything is amiss, or otherwise disable the mods, verify vanilla works correctly, and then re-enable and test each mod one-by-one to see when the problem reappears. It's definitely tedious, but it's generally the most effective way to figure out which mod is causing the issue, and one drawback of using a bigger modlist.
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Is my skep not detecting flowers because its too cold
LadyWYT replied to rereretrograde's topic in Questions
What game version are you playing? As of 1.22, horsetails don't count as bee/butterfly food. -
The sling doesn't really mesh with Malefactor's incentivised playstyle
LadyWYT replied to ifoz's topic in Discussion
I took a stab at drafting a Noble class a while back: Not really sure how well it holds up now, but yeah. Pretty much. The general idea I had when writing up the above concept is that the Noble could act as the classic monster-slaying medieval hero, with specific bonuses toward equipment upkeep and fighting bosses/minibosses, but faring rather poorly when it comes to "peasant work". As for how such a class interacts with NPCs, they don't necessarily have to be rude, as much as they could be just friendly but wildly disconnected. Kind of like the usual stereotypes of city people visiting rural friends/relatives and having no clue about what happens on a farm, or the stereotypes of rich people not understanding how the middle/lower classes live. As far as harvesting penalties though...while it makes sense for the most part, I could see them perhaps getting a boost to hunting specific animals, mainly the tougher ones. Hunting was a favorite activity of nobility, especially larger "trophy" animals like bears, bucks, large boars, etc. -
Looks good to me, though I think it's also something that will be hard to balance without some playtesting. Sometimes the numbers will look good on paper, but not work as well in practice. Go for it. If nothing else, you could always make config options for it all, so players/server admin can choose what bonuses they want to allow and how strong those bonuses should be. Even to the point that the bonuses could make some vanilla elements unnecessary, provided there are enough followers participating at the shrine or whatever.
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Just in case other players aren't aware, it's also safe to move saplings after they've sprouted. It does reset the growth timer, I think, but it won't destroy the baby tree.
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Make that plate armor anyway. Bronze plate has a different look--a sort of Greek style, if I recall correctly--and having a set of black bronze plate is a definite status symbol. Even if you don't wear it, making it will be a challenge, and it'll look really cool as base decoration. Also keep in mind that iron might have come easily, but that doesn't mean that steel will. Though even if it does, @WiggleStick has it right--sit back and enjoy the ride if the RNG is in your favor. Next map could easily go the other way.
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"Create Custom Class" option at character creation
LadyWYT replied to LadyWYT's topic in Suggestions
I thought about a trait template, but ended up leaving it out of the suggestion, since playing broken builds(good or bad) is also fun. Oh for sure--a mod is still a win, though that mod unfortunately appears to be outdated. Though there are a few players that just absolutely will not use mods for whatever reason as well, hence why I don't think having a vanilla option to create a class would be the worst thing. In that case, players could make whatever they want, and maybe there'd be fewer forum arguments over which classes should be added/how current classes should change. -
It's just goofy generation. Water occasionally forgets how to water.
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I mean...I know a way to "help" investigate the pit...and by that I may or may not mean pushing the hunter in...
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Welcome to the forums! I'm not a code expert by any means, however, I think it's easier to swap textures than it is to swap block names, since block names may be referenced elsewhere in the code and things are much more likely to break if those pieces of code are missed. This is true, but this also seems to be standard practice for Anego Studios. It's one reason the game is such high quality and the playerbase keeps growing. While I do think there was a bit of content that could have been pushed back, I can also appreciate that it made it in to 1.22, as that means the foundation is there to add even more stuff all at once in a future update.
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"Create Custom Class" option at character creation
LadyWYT replied to LadyWYT's topic in Suggestions
Oh for sure, it's impossible to balance, and goes against the general design philosophy to an extent. However, there are also several settings in the game itself that allow the player to play in ways other than the intended game balance, including dialing the difficulty down to almost Minecraft levels of easy. Hence why I also suggested that it be a feature turned off by default, that the player must enable themselves if they really want to play that way. I would also be really surprised if server admins allowed players to create custom classes. The main drawback I see is that custom classes just aren't going to be tied to the world in any impactful way, since NPCs won't have anything to say about the player's class choice. That's not really going to make for a very interesting game if the class is just a pack of bonuses/penalties and no real impact on the world otherwise. The player could also decide to give themselves all the beneficial effects, sure, but the drawback of doing so is that there's not really much challenge if one is good at everything. However, making a custom class that has all the negative traits, or exclusively crafting traits, or some other weird combination could make for an interesting challenge. -
I think in the earlier rcs it was fine, mainly because the bears could easily outrange the player in melee, so kiting was really dicey and armor or pit traps were almost required for bear fighting. Then I think the bears' reach got nerfed, so the player could easily dance around the bear and practically never get hit. While it might not be realistic for a player to outrun a bear, I think for gameplay it's fine if players can outrun bears, provided the player isn't wearing heavy armor and reacts in time. But the bear should absolutely have a long reach when it comes to melee, so that players need to do a bit of planning before tackling one.
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Given all the existing mods that add various new classes or make adjustments to existing classes, as well as discussions about classes in general, an option like this probably wouldn't be the worst thing ever. Players could select this option from the class menu at character creation and be taken to a third screen where they can pick whichever traits they want, as well as their starting outfit template from existing classes, and then give the class a custom name before playing. Of course, the player does this with the full understanding that NPCs will only ever offer the most generic interactions, with plot-relevant NPCs essentially saying "I have absolutely no idea who you are", since I mean...there's just too many variables to account for(though if the custom class name matches an existing class name exactly, then perhaps it will be treated as that class). Obviously, this could lead to severe balance issues, but I think that's fixed simply by having a toggle for the option in the settings, turned off by default. The player will need to turn it on themselves if they want to play this way, and in the case of servers, it allows server owners to limit players to premade classes and thus maintain desired balance. From a modding standpoint, I'm guessing this might make modding classes a little easier, at least for singleplayer, since players could probably just install a library of traits/outfits and then use the create-a-class feature to make whatever they want, rather than need to figure out how to actually mod a custom class. Do I really expect this to happen? Eh, not really, at least not anytime soon. But I think it would probably be a handy tool to have so players could more easily balance a class however they want, without necessarily needing to learn how to mod in order to do it.