Jump to content

LadyWYT

Vintarian
  • Posts

    6163
  • Joined

  • Last visited

  • Days Won

    291

Everything posted by LadyWYT

  1. It's still an issue on the tracker, so I really doubt it's intended game behavior. https://github.com/anegostudios/VintageStory-Issues/issues/8097 There are quite a lot of issues like that. My guess is that the devs are splitting their time between fixing issues and finishing the content that's supposed to be in 1.22 but not yet in the prerelease(such as berry bushes). It is a little unusual, but then again it may just be to cut down on the "clutter" in the News section. 1.21 got a little confusing when it came to the prereleases, since there were new threads for most of the prerelease versions, but sometimes rather minor fixes and changes between the two. I'm guessing once we see a prerelease version with more major changes(like berry bush rework or possibly procedural dungeons) then we'll see a fresh news thread with the details.
  2. Welcome to the forums! It's mostly just a matter of waiting for the devs to fix whatever bug in the code is causing the behavior. While it can be a little frustrating, it's just one of the hazards of playing on unstable updates--there will be bugs and other oddities. Mods could probably patch the issue, but there's really not much point for unstable updates since things change so quickly.
  3. 1.22.0-pre3 available in the client section, for those who don't know.
  4. Fair enough. I suspect that if it does turn out to be a problem, the easiest fix would probably be to just let any quantity of stuff be mashed in the fruit press, up to a maximum of 10 L output.
  5. While it might be ineffective, it is quite entertaining. Planting lots of thorny berry bushes around with Wildcraft provides similar entertainment. If this is the case, what happens if you provide a convenient swimming pool nearby? And by "convenient" I mean conveniently located at the bottom of a pit or something, from which there is no escape.
  6. I'm pretty much the opposite. I prefer to play in first person since it's much easier to point the camera wherever I wish, when I wish, as well as no player model to block my vision of things. It's also a much better mode for using tools, weapons, placing blocks, and just interacting with the world in general. Small details like plants and things I will miss occasionally, but I generally have a sharp eye for detail so I'm generally not missing that much. When it comes to terrain I'm generally a little more careful in steep or brush-covered terrain, or most instances where visibility is limited. However, I also play with the minimap, which I'm typically watching from the corner of my eye; most pitfalls show up on the map quite clearly. The elk and sailboat are the exceptions to the rule, as I'll sometimes use third-person instead of first-person in those cases.
  7. I'll also throw in that if realistic climate distribution isn't a concern, patchwork biome generation will achieve similar results without needing to mess with the polar-equator distance. That is, the biomes will generate similar to the other block game, which can look rather odd in terms of realism, but be more convenient for exploration.
  8. Pretty much! Once the player has better gear(bronze or better), or otherwise has more skill, then bears are more manageable, but in the early game it's very risky. Of course, it is possible to trap them in deep pits, or in fences, and then stab them to death, but such strategies are generally not fun long-term, as well as at risk of being patched out someday(potentially). I will note that it is possible to kite bears in melee(at least, assuming the bear in question is not white or brown), however, it's still quite difficult and not something I recommend doing unless very experienced.
  9. I doubt the rules have changed since the warning is still in place on the forum main page.
  10. There's also the Rusty Gears series, which is a collection of several Youtubers all playing together on one server. Solstin is part of the series, I do believe. In any case, while you do still need to decide whose PoV you want to watch from, it can be a great way to find other creators you enjoy watching.
  11. I really doubt it, especially since when you see both dimensions try to merge, the Rust stuff always springs up from below the ground. Likewise, the monsters get worse the deeper underground the player ventures. The more likely reason that meteoric iron looks the way it does, is so that it looks different than both iron and steel. Iron is a darker grey than steel in order for the two to be easily told apart at a glance; making meteoric iron yet another shade of grey would just muddy the waters, so to speak. If you look up examples of meteoric iron, there are some types that do have golden flecks, or that have been polished to be extra shiny. I daresay the in-game appearance is a mix of the prettiest examples to help it stand out.
  12. I would say just let it be fed to the animals instead, or added to meals. Once it's been crammed into the press it's going to be a little mushy as a result, so it doesn't really make sense to get whole fruits back out. However, the mush is still juicy, so it'd still be at least somewhat appetizing for meals. Honestly don't think it's going to be that big of deal once players get used to the change. I typically don't juice anything if I can't cram a full stack, or close to a full stack, into the press to begin with. Smaller stacks of fruit will more likely get baked into pies or turned into jams. As for honey, the honey mash never goes bad, so it's just a matter of tossing more honeycomb in later.
  13. Actual wooden chests would be fine. Reed chests the label could just go on the top, perhaps. Wouldn't be convenient for stacking, but then again, reed chests are very early game storage as well. By the time the player can create parchment, they can create much better storage.
  14. Whenever they all intended content implemented and working without major hiccups. Similar reasoning to what @EnbyKaiju already said, though I would guess the beginning of March at the earliest if the development goes smoothly, and the end of March if there's a lot of code hiccups to fix. It really is. English History is quite good as well, and I think they've done a sort of crossover episode a time or two.
  15. You're definitely not the only one. I'm waiting for the water power to be fixed in order to give the water wheel a proper go, as well as the falx to be fixed in order to toy around with melee properly. Currently the falx and other swords can crash the game with attacks. I'm also quite curious to see what the berry bush rework will entail, aside from the new berry varieties that is. I'd hope so as well. The general rule of thumb I use for guessing when an update is close to being stable, is watching to see when the update trailer drops on YouTube. The trailers typically seem to drop about a week or two before the stable version launches. That being said, I think this update might be one of the bigger ones, not because of the content but rather due to how the general gameplay progression goes. The progression itself is much the same, but it feels to me that the earlier portions of the game are becoming focused predominantly on surviving, while the latter portions are becoming more focused on thriving. And I think that goes for new players and veteran players alike. Everything is still very familiar, but I've found myself stopping to think more often and do a little more planning in the stone-bronze tiers, rather than just blasting through them within the first in-game month or two and moving on to iron, which is what I did before.
  16. Yes, but it's not the same as the picture labels that exist for crates. I think that's what's being suggested here. Would definitely be nice to have a picture label option, as pictures often read a little faster than text when it comes to sorting storage.
  17. It's an interesting concept, and I think it would work well as a mod, but not so much for the vanilla game. When it comes to inventory, there tend to be several complaints about the current system being too restrictive, so I don't think restricting inventory further like this is going to make very many players happy. Sure, the number of slots per bag could be greatly increased, but then that's inviting the opposite question of...just how much stuff should the player be able to fit in one bag? Yes, the current system waives some realism in favor of player convenience, hence why it's possible to shove a few stacks of rocks and ore into a single bag, however, the bags are also fairly limited on slots or otherwise restricted on the item types they can carry, so it ends up balancing out. Overall, I think for a system like this to actually work in a way that satisfies most players while retaining the game's balance, the bags would have to have their available storage slots increased significantly, at the cost of each individual bag becoming more expensive to craft as a result. I think this would end up being too confusing for many players, and the middle of combat really isn't the time to be figuring out that switching to a shield drops the handbasket and all its contents. More likely, players will just end up skipping the handbasket in most cases, so they don't have to choose between having a light, having extra protection, or having more inventory, which ends up making the inventory issues stated above even worse. Similar case for the skep. Sure, they really only need to be transported once, but it's not unusual for players to need to transport them over quite a distance to get them back to base. Having to drop the skep or set it down every time the player wants/needs to do something else along the way is going to be rather frustrating, especially if the player is trying to travel at night.
  18. You didn't dream it; it was listed in the patch notes: That being said, I haven't gone looking around for the dry lake beds.
  19. I think you should able to conserve even more material by sawing the blocks into slabs and then placing the slabs flush to the interior of the greenhouse. That being said, it's also easier to build with full blocks, as there's less potential for miscalculation.
  20. Wait for a stable release before trying to play worlds you actually care about, or otherwise making a new world to play long term. If you just want to play around with the new stuff though and test changes in creative or copies of existing worlds, then it's worth giving 1.22-pre a shot. Keep in mind that it's quite buggy though.
  21. Really depends on what one wants to preserve, and why. I don't worry about preserving hides myself, since I both enjoy hunting in the game and it's relatively easy to go out and acquire more hides either by hunting or with livestock(if one has pigs, sheep, or goats). Cheese will require salt, as will pickled vegetables and cured meat. While it's not necessary to utilize those preservation options to get food to last a long time, cheese is the only real option for preserving dairy for long-term use, and pickled vegetables/cured meat are the only food aside from raw grain and sealed jam crocks that last for years. If the player wants to stock an outpost with food they know will stay good for a very long time, pickled vegetables, waxed cheese, jam, and cured meat is the best option. Otherwise, I agree for the most part; salt is in an odd spot when it comes to acquiring it. The options we have aren't bad, but trading won't be an option for Homo Sapiens players, and finding a salt dome or dry lake bed(warm climates only) can be a bit dicey. Some way to boil seawater for salt would be a nice option to have, since oceans are a proper thing now, and it's a fairly easy method for the player to utilize in all game modes, provided they have access to saltwater and are willing to take the time to boil it for the salt.
  22. Man, I forgot about him! He's very fun to watch! His video editing is very good, and he offers a good variety of content in his videos. He's also quite good at the game(not throwing shade at other creators, but it can be grating to watch someone make the same mistake over and over, or otherwise sit through long segments of handbook time), but not so good that he won't have some entertaining goofs every now and then.
  23. Didn't a reset occur back towards the end of January? In any case, I'm not so much looking for a stable update as much as I am keeping an eye on the client section and News, looking for the next unstable release. I'm guessing we're probably a few weeks away, at least, from any kind of stable release.
  24. Welcome to the forums! There is currently no way to rotate tables, to my knowledge. The wrench is useful for rotating machinery-related blocks and chiseled blocks, but otherwise limited in which blocks it can rotate. The blocks it can rotate should be listed on the wrench's tooltip text, and outside of that the blocks that can be rotated should have an interface prompt showing they can be rotated via wrench and the appropriate key/click combination to do so, provided such interface prompts are enabled in the settings.
  25. This is my general line of thought as well. It would be convenient on the player end, yes, but I'm not sure what it would take to get the code for such to work. It seems like it would be something that extends to more than just crucibles, in that different types of iron ore would need to fit in the same bloomery as well.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.