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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Welcome to the forums! As far as I know, the wiki is managed by volunteers, and I'm not sure how much time they actually have to curate the content there. As for mountable entities besides elk, there are currently none in the base game; you would need to add them with mods. There is a village as part of the chapter two storyline, and there are wiki pages on various parts of the lore and story, complete with basic walkthroughs(although these are likely outdated by now due to recent changes). Those pages are, however, a bit difficult to get to, but you can get there by following links to lore/story content. I will note there is also quite a lot locked behind spoiler text, which may be why the pages are also somewhat difficult to find. Edit: In regards to elevators, there is only that currently exists in the game. You cannot build your own without mods.
  2. So About Them Wolves... There I was, minding my own business in a fresh new world in the latest release candidate, just wanting to continue testing all the new goodies. Fairly standard world, on standard difficulty, with just the player land claiming and auction house turned off, and the world map colors turned on. I spawn in, knap out a granite knife blade real quick since I'm lazy, then venture into the forest outskirts nearby in search of a stick. Since I was still feeling lazy, I just grabbed one off a nearby maple tree, and was in the process of trying to attach it to the knife blade when I heard it...that telltale growl... My friends, it was a wolf! I didn't have time to finish making my knife before getting chomped. I just exited the grid and made a run for it! Once reaching the grassland, I turned around briefly to see if the wolf was still behind me, and it was. So punched it...and punched it...and kept running around in a circle beating it with my stick until it started running from ME. Well, I am happy to report that it did not escape. So I guess I can say that I've legit beat a wolf to death with my bare hands(or close enough to it) in this game. Yay?
  3. In all fairness, the resource drops of some blocks(like clay, peat, and stone) is somewhat random, but since chiseled block types aren't usually full blocks, then you'd have to calculate how much of the block is actually there, and then assign that its own resource drop bracket. On top of that, the block might be composed of multiple materials, so then you'd also have to calculate how much of each material should drop. Maybe the calculations for that only run when you break a block, and therefore don't take a lot of extra processing power, but still...that's a whole lot more code to account for in order to implement that kind of function, and a lot more chances for things to go wrong, especially in relation to other parts of the game.
  4. Speaking of coffee...https://mods.vintagestory.at/vintagecoffee
  5. Welcome to the forums! There's a very good reason that you cannot visit these places like you can certain story locations. They were destroyed when the cataclysm destroyed the Old World and shaped the new one. If one of these locations were still in existence, it would be a case similar to the Resonance Archive, in that it's positively ancient and no one's been there for ages. Keep in mind that we are only on chapter two, of a planned eight chapters. There's certainly more to come. There are already plenty of ruins of cities, strongholds, and various other things to find and explore in the game, but only story locations are going to be anything elaborate. Part of this could be attributed to the cataclysm destroying most of the Old World, and the resulting temporal storms and monsters wiping out many of the settlements that managed to survive that. But a lot of it is also for performance reasons--the game needs to run smoothly across a variety of hardware, not all of which is high end. In the meantime, you might try out this mods, or search the database for similar: https://mods.vintagestory.at/betterruins
  6. I mean, it looks pretty, but I'd imagine you'd need some beefy hardware in order to even run with that option...which leads to the problem of players picking that option because it's pretty, and then complaining that the game doesn't run very well. You could add a warning label, but still... I think this would also make building harder too, in that now you have to chisel everything in order to get it to look good, or at least make it look like part of the landscape. With the current setup, you can chisel if you want to make things look extra nice, but you can also just use basic blocks and the pre-made decorative blocks(like roofing) to get results that still look very nice without a lot of effort, that still match the surrounding landscape. That, plus it would probably also make it tougher to determine how many resources a block needs to drop now, since it's not a full block anymore. I'd also be concerned about creature pathfinding, as it can already struggle sometimes with just the basic blocks. I'm not sure how much harder terrain like this would be for creatures to navigate, but it seems like there would be some issues. My general conclusion, based on my own observations here on the forums, is that the developers absolutely check in with relative frequency, but do not post or otherwise interact very often at all outside of News and other official communication.
  7. Yeah I think this pretty much covers it, really. Just my opinion, but I don't think most of us get that upset when someone points out something they don't like about the world generation, game aesthetic, mechanics, or just other parts of the game in general. It's when changes are demanded to suit the preferences of a specific individual, that users start getting upset and jumping into the fray, so to speak. To be fair, "I don't like this and want it to change" is a valid opinion, but other players may or may not agree that it's something that actually needs to be changed about the game itself(that everyone will have to deal with), instead of being a mod(that players who want those specific changes can use without changing the game for everyone else). Opinions and ideas usually get much better reception if there's a detailed explanation of why a certain thing is an issue, and how the proposed change could make things better. Users might still disagree, but it's a much better ground for having a discussion about the issue.
  8. By "someone else", did you/your friend actually see a nametag? If there was no nametag then it was likely a bear standing on its hind legs, or something else that looks similar to a player but isn't(if this is a modded server, make sure you aren't running a mod like Outlaws that adds other humanoids). If it was just a marker on the map, it was probably a desync issue, as that's happened on my friend's server a time or two. Same as for actually spotting a player tag--if it's not moving, it's probably a ghost of one of you two caused by a desync; I think that issue was supposed to be fixed, but it could have cropped back up. I know that's happened on friend's server too. That being said...the server logs should tell you for sure whether or not you had another player log in. As others have mentioned, I'd check your server settings as well to make sure that you aren't running a public server by accident. That happened when first setting up a server with my friend--the server was private, but settings were messed up so it was listed publicly and a random player joined. Thankfully, said random was polite enough to leave without issue when asked, and a whitelist has prevented that issue from reoccurring. So...yeah, whitelist and/or server password to keep out unwanted guests. As for the forest fire, you probably just have the setting enabled that allows lightning to start fires. This setting is only enabled by default on the Wilderness Survival difficulty. If it's not a desirable effect, I would check your server settings and see about setting that particular game rule to "false" to prevent it from happening again.
  9. I'm pretty sure that was 1.22 content that was teased. 1.21 is primarily fixing a lot of issues and improving already existing content. Funny thing about the animal kingdom...just because it eats plants doesn't mean it won't snack on some protein from time to time. For hippos specifically...given how aggressive they are and how many people and other creatures they manage to kill per year, I would say they count as honorary predators, at least.
  10. I'd say it's less a test of your tech level and more a test of creative thinking. If you can figure out how to acquire a tin bronze pick before actually acquiring bronze gear, you'll probably do okay in the Archive despite being undergeared.
  11. Just make it strong enough to float a horseshoe and then it's done.
  12. Darn. There goes that plan! Then again the treasure hunters are probably very confused given that my latest method of completing the quest, for testing purposes, has been just summoning a tin bronze pickaxe out of thin air, right before their very eyes. This...this might be why there are so many wild rumors about the abilities of seraphs, now that I think about it.
  13. What I want to do one of these days, since I'm pretty sure that treasure hunters sell pickaxes, is buy a tin bronze pickaxe from a treasure hunter...and then give it right back to him to complete the quest. What purpose would this serve? Does it logically make sense? Couldn't I just find my own minerals to make a pickaxe, or buy one from a different trader? Well I suppose I could do those things, but then it wouldn't be funny. As for the logic behind it...I assume it's just the trader's odd way of shaking down the player for a few extra gears.
  14. Welcome to the forums! As others here have already noted, there is a limit to how long temporal storms can last(4.8 game hours) and how strong they can be(light, medium, or heavy). Heavy is the strongest a storm can be, and generally means that more monsters will spawn in addition to having the most distorted visuals and audio. How long the storm lasts is random, but it's never going to last longer than 4.8 in-game hours, unless you either changed something via mods, or encountered a bug. As for the interval between temporal storms...it also varies. By default, the interval is 10-20 days, which means that on default settings you can expect to encounter a temporal storm every 1-2 months in-game. It depends...keep in mind that Vintage Story is very early in development; of a planned eight story chapters(the game being considered "finished" when all eight are fully implemented) there are currently only two implemented. Things could change. The developers take old worlds into consideration when they release updates(only the stable versions--never play a cherished world on an unstable testing candidate!), so as a general rule old worlds will remain playable in new versions of the game without issue. Sometimes the game needs to do some remapping, but it only takes a few minutes and you will be prompted to do so the first time you load that world in the new version. The game also adds story locations to old worlds, so you don't need to worry about missing story content as it releases. All that being said...it's also possible that a future update could potentially require creation of a new world, for some reason. If you are playing with mods, creating a new world for a new version is almost a given, although not always. It depends a lot on what is added in the new version, and whether or not the mods update/still function if old.
  15. LadyWYT

    Acne

    Can also kill you if said liver came from a polar bear.
  16. It was, as well as recording messages. I mean...I totally didn't write all just because... But I did figure it would be a cool little piece of tech that would be very useful, while reusing some pre-existing assets rather than needing to create more.
  17. Archives, as in previous worlds/mods/other files, or "archives" as in the Resonance Archive story location? In any case, your worlds, mods, and things will still be present when you update to the latest stable version, as will anything you've discovered in the world. Some story locations may need to be regenerated when you update, since new content has been added to them in 1.21, but this shouldn't take long and the game will probably prompt you to let it update those locations when you first load an old world in the updated version.
  18. The crude door is what you use when playing with your buddies, so you can have fun blaming each other for letting the drifters in when the door inevitably breaks as you're running for the safety of the base.
  19. Hmmmm...if you copied the textures into your mod's folder, have you tried setting the file pathing for you custom expressions to reference what's in the mod folder, instead of the vanilla texture path? I'm thinking it's a pathing issue somewhere, or a mislabeled asset, but it's hard to say for sure without having the mod file to dig through and compare. As @Diff says, do you have a .zip file to share, or a draft uploaded to the database that you could share a link to? The only other thing I can think of is that the white is due to the modded eye model for the expression is slightly too big for what the vanilla texture is, leading to the lighter color around the pupil. On you comparison image, the seraph on the left matches the colors found in the seraph-naked-hairless.png file, and the "white" is the same light turquoise color of the skin. Incidently, seraph.png and seraph-naked.png are found in the same place that seraph-naked-hairless.png is found; Vintagestory > assets > game > textures > entity > humanoid
  20. I've also been wondering if some of the issue is due to recent adjustments to the game's lighting--that is, brightening everything up a tad. So things might look too bright for monsters to spawn compared to before, but in reality it's just dark enough for them to appear. That being said, there have been issues with the odd monster spawn or two in broad daylight, but those seem to have been cleared up in 1.21, as far as I can tell.
  21. I think it's due to the vanilla expressions being shapes, rather than plain textures. Vintagestory > assets > game > entities > humanoid will take you to player.json, which contains the code bits for texturing the player model, as well as pulling the correct shape needed for expressions and such. You can find the shape data for expressions by going to Vintagestory > assets > game > shapes > entity > humanoid > seraphskinparts > face Do note that in the case of shapes, you'll need to be using the VS Model Creator in order to create new parts, or otherwise alter existing ones. You can find the download in the client area, and tutorials on the wiki to help you get started on learning how to use it. https://wiki.vintagestory.at/Modding:Model_Creator_Portal
  22. Welcome to the forums! Unless you have a friend or two to play the game with, singleplayer. In singleplayer, you have the luxury of pausing the game to look things up in the handbook, as well as changing the settings to be however you wish them. Likewise, you also won't be competing with anyone else for resources, which is a concern when it comes to multiplayer. Multiplayer also alters gameplay significantly via mods, although this depends on which server you join. In any case, I would learn the basics at your own pace in singleplayer first, and then jump in to multiplayer whenever you feel ready. The exception to that is if you have some friends to start a server with, in which case you can all have fun learning the game together. The other piece of advice I have is that you may want to play the Exploration difficulty for your first world, for an easier time learning the basics. Vintage Story has a very steep learning curve, and while Standard is quite manageable, it can also be a lot to handle for a brand new player. One specific setting you might adjust, regardless of difficulty, is setting a grace period for monster spawns so that you have a few days to figure things out before they start showing up.
  23. Or I mean, just plop a hay bed down wherever and sleep under the stars. It's mostly safe...mostly...
  24. Have to hard disagree here. Hunter is strong in the early game, but will struggle underground and against the first boss, since the first boss is a better fight for melee than ranged due to the location and the attack patterns. Hunter is the strongest pick against the second boss though, and overall Hunter is at its strongest above ground in the wide open spaces, where there is room to maneuver and little place for targets to hide. Blackguard will struggle in the early game, but the extra health can allow you to survive things that might kill other classes. Blackguards are also going to be the strongest pick for the underground, as the health, melee, and mining speed boosts make it much easier to deal with a variety of situations you'll find. Likewise, Blackguard is perhaps the strongest pick for the first boss fight due to the health and melee boost, but ends up being the weakest pick for the second boss fight due to those circumstances favoring ranged over melee. It's also not wise to discount the Blackguard's bonus to moving around in armor--more mobility is a very good thing, and it helps make heavier armors a more viable pick should one choose a heavier armor option. Honestly I think Malefactor is fine. They're the strongest class in the early game, perhaps, but the tradeoff is that they fall off quite hard when it comes to the late game. The foraging boost makes it rather easy for them to acquire gambeson, which is quite strong in terms of armor, quite early in the game. The looting bonus means they'll have plenty of extra rusty gears to purchase various goodies from traders as well. The stealth bonus means they'll have an easier time exploring and foraging without getting jumped by the local wildlife. The main weakness of Malefactor is they're really going to struggle in combat due to the ranged penalty(can't shoot as far), health penalty, and melee penalty. And like I was trying to say before, this hinges on one's preferred playstyle, and the situation in question. Some circumstances Blackguards will struggle, and others they will absolutely dominate. Their strengths scale well into the late game, while their weaknesses become almost a non-issue once you've set up your base and secured your food supply chain. Not really. It's meant to be somewhat of a challenge class compared to the others. One could say that tailors are tailor-made for the nuances and finery of civilized life in cities, not roughing it in the wilds. And there's really not much of civilization left anymore, so the odds are stacked against. Ironically, they happen to be one of the stronger picks when it comes to combat, since the only downside they have is a penalty to health. This one I definitely agree on. Clockmaker has some very cool themes going for it, but is currently underwhelming on the execution. I'd wager that once we see more added to late game tech options, Clockmaker will probably get some love as well and be a more exciting pick as a result.
  25. I recall it was @Maelstrom who first mentioned it though.
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