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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I would suggest a hammer or mace rather than a spear, as a blunt weapon would be much better for smashing mechanical things. A falx is great for fighting fleshy things, but likely not so good when it comes to machines. The spear could still be decent in a cave though, since you can poke things that you couldn't otherwise reach without putting yourself in harm's way. Even so, it'd still be wise to have a sidearm(like the falx) as a backup weapon.
  2. Welcome to the forums! To my knowledge, this isn't a bug. Just something that takes a bit of ingenuity to accomplish since right-clicking on a storage vessel directly will open it.
  3. I'm not a programmer either, just making some guesses based on what I do know about coding. Complex creature behavior tends to be one of the more difficult things to implement. Perhaps, but it's also not uncommon for players to opt for the most efficient strategy possible, even if the strategy itself is rather cheap and unfun. Maybe it would encourage players to engage with the storm, but the more likely scenario I see is that more players just end up turning the storms off, or complaining about the storms feeling boring due to how easy it is to simply chisel a mob-proof bunker. Although come to think of it, all the player would really have to do is just set a claim on whatever chunks they wish to protect, since things inside of protected areas can't be altered for obvious reasons. For me personally, no I wouldn't bother defending it, as I would very likely be modding out that mechanic. Some players enjoy this type of base defense, but I very much am not one of those players. I don't mind fighting monsters, but I can't stand it when they tear up my lawn! Even moreso if I've spent hours making everything look just right. To me, it's punishment for playing the game and not fun at all, and it's one reason I despise Valheim raids. It's also, as you noted earlier, a mechanic that's easily circumvented by just ensuring you're not near any of your stuff. Maybe. But I don't really see it solving the "boredom" problem for players who don't really care about aesthetics, if the changes are only cosmetic and don't actually affect utility. When it comes to players who enjoy building(which I daresay covers a decent portion of the playerbase and a wide range of settings preferences) I don't really think it's a great idea to deliberately sabotage those efforts. At best, such a change would need to include some sort of toggle in the settings to stop monsters from griefing structures.
  4. 97% landcover doesn't mean no oceans entirely, it just means that oceans and other large bodies of water will be very rare. You can change the landcover in the world files, I believe, but the changes will only affect newly generated chunks and will likely lead to unusual terrain. Since you're only 34 hours into this world, I would recommend starting a fresh world instead, so that you can make adjustments at the world's creation and thus avoid potential oddities with terrain blending. Personally, I would recommend 80% landcover, as that ensures several oceans while still maintaining an emphasis on land-based travel, but it's also entirely up to one's personal preference.
  5. It seems a little unusual, at least in my experience, but to be fair I don't really go looking for natural deposits of it either. If there's a bauxite desert nearby I'll happily take advantage of deposits that do show up; same with black coal/anthracite as I need the fuel anyway. But overall I've found it more efficient to just craft the stuff. I do like to get T3 whenever possible, as that cuts down on the maintenance I have to do. However, T1 or T2 will always have to come first given that steel is required for processing ilmenite ore, as you've already noted. T2 I prefer to have, but unless there's a handy place to look for olivine I'll happily use T1 as I care more about producing the steel than cutting down on the refractory maintenance. For what it's worth, I also tend to run two refractories at the same time, for a total of 32 steel per firing. Any more than that starts to feel like diminishing returns.
  6. The best drifter retexture: https://mods.vintagestory.at/show/mod/37974 It gives them dapper suits! There are also sound replacers like these, though I don't know how much they would help: Drifter Monkey: https://mods.vintagestory.at/show/mod/36706 Plankton Drifters: https://mods.vintagestory.at/show/mod/24552 For shivers you can give them cigarettes and Starbucks, as well as make them sound like clowns: Chill Shivers: https://mods.vintagestory.at/show/mod/38375 Silly Shivers: https://mods.vintagestory.at/sillyshivers And the Glowtorns mod, if you need the link: https://mods.vintagestory.at/glowtorns There are other mods that make tweaks, but overall I don't think there's really much to make the monsters less scary. It's usually the opposite. You might try changing creature hostility, in that case, and you should be able to adjust it even after creating the world. The command /worldconfig creatureHostility [aggressive|passive|off] should allow you to switch aggression to whichever level you prefer, just make sure to type the correct option without the brackets, then reload the world for the change to take place. The options should be as follows: Aggressive: Enemies will try to attack you as soon as they notice you. Passive: Enemies will only attack you if you attack them first. Off: Enemies will never attack you. I would recommend giving "passive" a try, since that will still retain some of the challenge, but stop the monsters from spooking you as badly.
  7. I'm not really a blue aquatic mythical creature either.
  8. As far as I can tell, it's tinfoil hat. The name of the computer profile that's currently being used for the installation can turn up, but that doesn't really say much in itself about the PC owner or who was using the PC at that time. The most I can tell is that there's some sort of "ID" generated when you load up a world, but I'm not sure that this "ID" remains consistent. It may vary based on login, not sure. I don't really see it being any massive information leak though. Or why someone would go dig through the bug tracker for specific user logs, and then go posting about the user's supposed information on a public forum as some sort of weird flex. Like, what? To get back on topic though--fire clay is easy enough to find or obtain, once you establish a workflow for it. In my experience, fire clay starts becoming a critical need once it's time to work steel, as refractories take quite a lot of bricks to build and said bricks break rather easily at tier 1. Something to consider in this case is trying to find a source of olivine and making tier 2 bricks instead. Tier 2 bricks will last longer, so while you'll still quite a lot of fire clay initially for the bricks, you won't need as much for repairs once the refractory is finished.
  9. Possibly, but my reasoning is that by the time the player is farming with terra preta, they should be well-established and not intending to move. If for some reason they wanted to move it, they could wait a little while for the nutrients to tick back up to 100% and then retrieve the terra preta without penalty.
  10. A firestarter is the only other method I can think of to light it, currently. Extinguished torches can't be placed in torch holder, but lit torches will stack so it's easy enough to bring a few with you and place them in the torch holders scattered throughout the Archive.
  11. Maybe there could be a variation of claim that covers dungeons and similar locations specifically? For example, there are no NPCs to object to the player messing around with pottery or knick-knacks or otherwise leaving a trail of garbage littering the place, but there are NPCs in other locations that would absolutely object to the player tampering with stuff. Not that it's not important to protect dungeon claims, but the inhabited claims are more critical in order to stop players from robbing the NPCs(or each other, for that matter) blind.
  12. Maybe in this case, it always rounds the value down to the next lowest applicable dirt tier. That is, if you break medium fertility farmland before all nutrients have recovered, then you get low fertility soil. Terra preta would degrade to high fertility, high fertility to medium, etc. Technically, the system could be abused somewhat by the player breaking terra preta and placing the resulting high fertility dirt to get another crop out of it, but I think the key factor to consider here that such a strategy isn't sustainable and costs more resources than it produces.
  13. Welcome to the forums! If you poke around in the library, you should find some candles stashed in a box in one of the alcoves. The candles can be placed onto the empty chandeliers in order to light the place up without needing to fuel the boiler.
  14. Interesting. Perhaps it simply took a couple of minutes to properly register as a greenhouse.
  15. Most likely. I'm not sure that chiseled glass really qualifies as proper glass when it comes to these kinds of calculations. I'd recommend replacing the chiseled glass with regular glass and see if that works. Popping into creative mode(/gm 2) will make that task much easier, and you can simply switch back to survival via /gm 1.
  16. I do agree that some cheese is unavoidable. Maybe, but digging a hole from the surface to the mantle is a lot more work than just tapping some blocks to turn them into chiseled ones. Thus my expectation with such a change is that more players will end up opting for the cheese, defeating the intent of the change. As for the "broken" bits being strictly cosmetic and not actually affecting anything...doesn't that defeat the purpose of the change? If it's just a cosmetic change then there's no actual threat to the player and they can continue to ignore the monsters, while being more frustrated that they can't maintain aesthetics. For fences specifically, I'd be less inclined to allow monsters to damage them, and more inclined to just let shivers climb over them. Drifters aren't built for climbing, and neither are bowtorn. Shivers, however, look like they could quite easily clamber over fences. I'm also guessing that it would be easier to code shivers to climb, than it would be to try to account for broken fences and related mod behavior(monster or otherwise). Ultimate AoE villager experience. Maybe, except the monsters aren't really noted to target animals, crops, or structures. Spoilers ahead, but: To be fair, I do think breaking down an unfortified door in order to get to the player is fine, but otherwise if monsters are just pillaging the landscape just because, I think they lose a lot of their strangeness. They aren't quite mindless beasts, as there is some intelligence there, but it's not intelligence that's anywhere near the same level as humans, seraphs, or the average animal. I would say they're more like fleshy ghosts, if anything. Lore aside, the main hurdle I see to "monsters can break blocks" is...how does the behavior get accounted for in the code? Are the monsters breaking blocks only if there is no other way to get to the player, or do they break blocks if no player is within sight? Can they break blocks if they get stuck trying to pathfind to the player, despite a clear route existing? To me, trying to code it seems like it will create many more problems than the code actually solves.
  17. I think in this case, all that would need to be done is give the falx a bit of bonus damage against monsters--the fleshy ones, at least--if it needs more of an edge to ensure it remains the prime choice for monster fighting. That's only if the falx needs an extra bonus aside from the autoloot feature though, which is much more useful than one might think. I do love my Blackguard shortsword, but there are times that it's just not possible to manually loot the corpses.
  18. Welcome to the forums(and the game)! The colored map can help, but the clay deposits will be harder to spot than the peat deposits since they are a slightly lighter discoloration, whereas peat deposits are slightly darker and more brownish. If you look at the images in the linked comment below, you'll see an example of red clay discoloration. Blue clay will have a grayish blue tinge. I always forget about color vision. For those who are red/green colorblind, using the map to locate clay isn't a very good option. The main things to remember is that clay needs adequate rainfall in order to spawn, so you can rule out deserts and most dry grasslands. Red clay tends to spawn more in highland regions, though it can spawn near sea level as well. Blue clay spawns around sea level, and it's not uncommon to find it on shorelines. Fire clay is the exception to the clay spawn rules, as it will only spawn naturally in bauxite biomes(including deserts) or underneath black coal/anthracite deposits(but not always). As for spotting clay, it's easiest to spot when viewed from the side, as the clay texture and color is noticeably different than the surrounding dirt. From the top, it's harder to spot, but it will be covered in patchy grass with spots of the clay color peeking through. Overall, it's the kind of thing that's fairly difficult to find, until you're familiar with what clay looks like. Also keep in mind that as long as you are playing with lore content enabled, clay can sometimes be found in cracked vessels. You might also try checking with traders like Building Materials, Survival Goods, or Commodities to see if any clay is being sold, but unfortunately I don't recall for sure if traders sell it or not. However, I will note that if you're getting frustrated with the game, putting it down and doing something else for a while isn't a bad idea. Vintage Story is a meaty game with a steep learning curve, and the basics are one of the areas that new players struggle in the most. In my experience, taking a break and coming back later with a fresh mind often helped me solve the problems I faced when new to the game. A fresh mind makes it easier to spot details that would otherwise be missed by a frustrated mind.
  19. That's the main flaw of Discord, in my opinion. In my experience the forum moderation is quite good, and while there are definitely heated scuffles from time to time the moderators will typically let users sort things out themselves(if possible) and only step in when absolutely needed. Discord...I'm not going to say it can't or doesn't work, but the problem there is that users can bypass Anego moderation and report straight to Discord itself, in which case you're going to be at the mercy of Discord moderation.
  20. I wasn't defending their position. I was simply rambling about why some bugs get fixed faster than others, and you happened to have a reasonable statement to reply to.
  21. Honestly, the easiest solution here is to just make temporal storms drain more temporal stability than they do currently. The player should still have the option of hiding in light storms, since they are most likely still early in the game when these occur and thus not equipped to deal with them. Medium storms, however, could leave the player almost fully drained of stability, while heavy storms could drain stability entirely and thus force the player to either kill monsters to restore it, sacrifice temporal gears to restore it, or die. I will also note that this is a somewhat harsh solution, so it may not be the most ideal one to implement. I would drifters and shivers are both more than capable of breaking down doors, though I don't think either is really smart enough to open them. The best counter here, I feel, is to just enable the player to install a door bar to fortify the entrance and stop monsters from being able to break in(assuming the player actually remembered to bar the door). Gonna have to disagree here. Chiseled blocks are the primary concern, given that no player wants to lose hours of chiselwork. Exempting chiseled blocks, however, makes it very easy to game such a system. Same problem with limiting the blocks that enemies can break--players will just stop building with those blocks so their stuff stops getting trashed. As for fences...it's not a good idea to let monsters destroy these, since that would logically enable precious livestock to easily escape or otherwise be harmed. Base maintenance in general...I'm not entirely against it, but I'm also not generally for it either. There's a time and place for such things, but I don't want to end up spending the majority of my time just fixing everything that is broken/trying to break down. Do keep in mind that completing the main story does require the player to spend a decent amount of time away from home, so maintenance that is too demanding is going to end up discouraging such travels. I'd be more in favor of having the chances of special spawns increased the more normal monsters the player kills during a storm. That way, the player can have some control over how many chances at "the good loot" they get, and rely a little less on RNG. As it stands now, it's not unusual to have no special spawns during a storm. Of course, to make sure that players don't cheese this by building an automatic monster killer, the player themselves needs to be credited for the kill in order for it to count toward a special spawn. No last hit from a player? The kill doesn't count.
  22. Out of curiosity, have you tried playing around with the game's graphical settings? By default they are set to High quality, but they can be turned up further. Do keep in mind though that the higher you crank up the graphics, the beefier your computer will need to be in order to handle it. For the record, graphics alone do not a game make. There are plenty of games that have pretty visuals but don't retain players. Likewise, there are plenty of games that have "bad" visuals but are very popular. With all due respect...if you're suffering legitimate health issues from playing the game, you should see a doctor. It might just be a headache/something minor, but it could also easily be a symptom of something more serious.
  23. Strange. Do you have a different mouse that you could try, in case it's an issue with a specific mouse model?
  24. Welcome to the forums(and the game)! Very strange. You should just be able to left-click with a rock in your main hand to break away the voxels outlined in orange. Are you using any mods, particularly mods like Knapster? I seem to recall a few Knapster users encountering this sort of issue, but I could be mistaken. If it's the vanilla game though, I would try reinstalling, in case there's a file or two that somehow did not install correctly. Backup any cherished worlds in a separate folder before you go this route, of course. If the issue is still persisting in the vanilla game, then it's time to head over to the Github bug tracker and submit a report.
  25. I can't imagine why it wouldn't be a resolvable issue, though registering the wrong email would have to be something resolved on Anego's side of things, unless one wants to buy another copy of the game. As for users not posting updates to their initial problems...honestly that's not terribly unusual. It doesn't mean that there was no resolution, just that the OP didn't bother to post any updates to the thread.
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