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Everything posted by LadyWYT
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I mean...if we want to be really technical about item weights in the game and whether or not they'll ever be added... I don't really expect that to become a thing at this point given that it would take quite a lot of work to implement given the amount of items in the game, for a feature that is practically guaranteed to cause some major uproar if implemented. If, however, it was added to the base game...it existed as a mod first(a mod that wasn't really that popular, given the downloads data): https://mods.vintagestory.at/show/mod/2002 Popularity depends a lot upon who one asks.
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Welcome to the forums! Well it depends entirely on why you're recommending VS to them. If you're recommending VS because you enjoy the game and think they would too...well then why not recommend it? I'm not sure anyone can answer these questions, aside from yourself. With popularity come benefits and drawbacks both. Overall, I think that if Vintage Story is a game you genuinely enjoy, and genuinely think others will enjoy it, it's perfectly fine to tell them about it(though if you're worried about potential bad apples joining the community, you might want to be careful who you're telling). But it's also important to be honest about what the game is like and where it's at in development--that is, it's still very early in development so there will be bugs, major and minor changes, a story that isn't fully finished(yet), and systems that are still very much works-in-progress(if not missing entirely). Vintage Story is also a game that has a rather steep learning curve that tends to catch new players off guard. That's not to say that those are absolute deal-breakers, but it's not really uncommon either for players to pick up VS expecting an experience like the other block game, or a fully finished title, and then getting frustrated when they run into issues.
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I mean...at least it's not the sound of someone trying to gargle Lego.
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Eh, kinda/sorta. Minecraft wasn't really a kids game when it was first created, but that's eventually what it morphed into. Originally it didn't have a crafting guide at all, but one did get added to the game at some point, as well as more streamlined achievements to help loosely guide the player through the game's progression. While Vintage Story might have a much more thorough handbook of information than Minecraft, I do think it's important to note that Minecraft has been around so long and grown so much that it's very easy to look various information about the game. Technically, you don't even need the internet to do so; you could probably just ask any kid or younger adult and they will probably be able to answer at least basic questions about the gameplay. In terms of difficulty, there are some things about Minecraft that can be tough(like redstone), but for the most part it's really only a challenge for kids and isn't likely to pose much of a challenge for an adult. That's not really a bad thing, but if one wants to do more than just build, explore, or redstone, Minecraft is probably going to be underwhelming. As for games dumbing down challenge over the years...I think at least part of it is due to the introduction of the internet. In the early days, the internet was still a bit of a novelty, and if you wanted to know more about a game you had to either play the game more yourself, ask your friends, buy a strategy guide, or read a gaming magazine that covered it. Once more information started getting dumped on the internet though, then it became a lot easier to just look various things up online. The other part of it, I think, is many games get watered down in order to try to appeal to a wider audience, and thus make more money via game sales and merchandising. The Elder Scrolls series is a good example of that; I wouldn't call Skyrim a bad game, but it's a mere shadow compared to some of its predecessors.
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Right, and that's fair, but I also feel those are settings that depend quite heavily on individual preferences. "Island survival" to one player might mean an archipelago, or to another large islands with plenty of space and resources(and plenty of ocean between them), or to another mean a world that's almost entirely ocean with only a handful of tiny islands barely big enough for a modest homestead. It does take quite a bit of fiddling with settings to set one's own presets, if the option were added, however making the preset is something the player really only has to do once(unless they do a complete reinstall of their game). Plus if players can easily save a custom preset, there would probably be some sort of community list formed rather quickly that covers various presets. In any case, that's not to say that having more baked in presets is bad, just that I do think it's better to keep it simpler and let players tweak things to their own taste.
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Probably a good change, since clicking the Vintage Story logo isn't necessarily the most intuitive action. Perhaps I'm wrong, but can this not be modded already? I'm not sure it's a matter of "it can't be modded" as much as it might be that no one's been inclined to change the title screen via mod yet. Similar reasoning to how texture packs can be made easily enough, but there's only a few texture packs that currently exist. Probably not the only one, but I don't think it would be a popular change. Greens, browns, copper colors, and bright teal tend to be the most prominent colors when it comes to general VS aesthetics. Pink on the title screen, whether bright or pastel, would be quite jarring, and I know it's a change I would definitely hate. I'd be surprised if these options weren't added someday. If the player can save their own preferences for later use, there's not really a need for more presets than the default. Another thing that's not really needed if the player has the ability to make their own presets. Plus the player gets to set their own rules that way, so they could play something as easy or as hard as they wish while only being limited to one life, instead of being thrust into "Wildnerness Survival but only one life" rules. The latter is easy enough to achieve already by tweaking one setting before world creation. I wouldn't be shocked if this became default someday, but I also wouldn't be shocked if it remained off by default either. Personally, I prefer this option off by default, as I enjoy digging up pretty much whatever I want without having to worry about accidentally causing a disaster. Could definitely see these options being added as well, though I'm not sure how much of a priority adding sorting options like this is.
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Fair enough. The only other thing I can think of to check, is have the crashes been happening ever since you first started playing Vintage Story, or are they something that's only occurred relatively recently? In the event of the latter, are there any hardware or software upgrades that you have done recently that roughly coincide with the time the crashes started to occur?
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I think that's where there's a disconnect currently between how things actually are in the lore, and how things can be implemented into the game. Given what I've seen of NPC dialogue and structures, the strategy is to pack everyone into the safest area of a fortified structure, and post the guards at the door. Monsters don't seem to be inclined to demolish structures or loot possessions, so there's no need to worry about vacated buildings getting destroyed or personal belongings going missing. As for why monsters don't just appear in the middle of those hiding, I would assume there's some unwritten rule the keeps them from appearing in areas that there's not enough space, be that rule plot armor or some unexplained "natural law". As for why monsters can spawn on top of the player during a temporal storm in actual practice, as well as why they spawn in dark basements outside of temporal storms...I chalk that up to a gameplay limitation. If just making an insulated room was enough to guarantee no monster spawns, there's all kinds of exploit potential there given how lenient the parameters are on "insulated room". Thus the current workaround to give some challenge is to let monsters spawn in dark areas(so players need to invest in good lighting for their homes), as well as allowing monsters to spawn in areas where there's enough space during temporal storms(so that players aren't just enclosing everything in 14x14x14 dirt boxes to avoid any kind of combat). Either way you cut it, I wouldn't be surprised if the spawn mechanics become more refined in a future update.
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Written guides (not video) on how to make leather?
LadyWYT replied to Haltingpoint's topic in Questions
My general strategy is to just ignore the math and shove hides into the barrel until the output reading goes away. Then I know I added too many hides, so I remove one or two to get the output reading back and then seal the barrel. Granted, I've made leather enough times to memorize the hide stack sizes for full barrels, but when it comes to partial barrels I just can't be bothered. -
I'm guessing a thirst mechanic is excluded in order to keep things a bit simpler to manage regarding stats. It's the kind of mechanic that's in-depth enough that, like hunger, it really shouldn't be a toggle in the options, but most players probably don't want to keep track of both a hunger and thirst meter. To be fair, I'm not saying that the mechanic isn't fun at all, because I do enjoy playing with it from time to time. It's just perhaps a bit much for the average VS game though. I'm assuming you meant "Expanded Foods" here, but in any case, you should be fine. The only option I can recall tweaking on HoD is turning the drunk effect back on, and turning off the movement speed penalty while carrying more than 3 L of liquid. Both of these are optional, of course, but I enjoy the drunk effect(especially with a mod like SlowTox), and while I can see the reasoning behind the speed penalty I don't like being slow because I decided to carry two jugs of a choice beverage instead of one. The mod I would be more concerned about here is actually EF, since to my knowledge it's still on a dev version and not a yet a stable mod release. That's not to say it won't work, just that there's a much higher chance of running into problems.
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Having played some Mount and Blade, you can absolutely cheese the combat in that game too. Personally I think it would be a great mod idea, but not a healthy change for the base game itself(unless that's the direction the devs really want to take it). It's not very realistic to just open an entire inventory page and do whatever with it, however, much like the minimap it's a convenience there to lower some player frustration. Unrealistic as it is, it does still take a couple seconds to open the inventory and retrieve something that's not already on the hotbar, and two seconds can be critical when it comes to combat.
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Welcome to the forums! I don't see anything overly suspicious here. Were these crashes happening prior to 1.21.6, or did they only start occurring after updating to 1.21.6? If they only started occurring after, it's very likely that a mod is having an issue with the update somehow, if not a potential issue lurking within the update itself. Aside from that, I don't really have any good advice aside from keeping an eye on it and trying to figure exactly what triggers the crash. Maybe, but maybe not. Is this something that happens only on one world, or does it happen consistently across other saves? If the crash keeps happening about the time you reach bronze then it could be an issue with something in that particular level of tech. But it's hard to say for sure. Assuming you haven't tried this already--you might try completely reinstalling the game(backup your worlds in a separate folder before doing this!) and test on vanilla, before adding your mods back. Mods that are disabled shouldn't be affecting the game while disabled, but goofy things can happen.
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You can give yourself the requisite map items from the creative inventory in order to just mark the location, I think. However, you can also use /tpstoryloc with the appropriate location moniker in order to teleport right to it. The monikers are as follows, I believe:
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Unpopular opinion: The player should have to physically remove their backpack(s) and set them down on the ground before they can access the bag inventory. No that is not an opinion I myself hold, but the thought did cross my mind.
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Welcome to the forums! I do like the idea, but if the reasoning behind the change is "it's silly to carry 4 different bags" one could argue that it's just as silly to expect to carry an entire container of ores and rocks in one backpack, along with containers filled with plenty of other things. Not that carrying entire backpacks full of rocks and minerals in addition to everything else isn't particularly realistic either, but at least in that scenario there is a complete bag devoted to the task(like the mining bag) and not just a smaller part of one bag.
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If no one is showing interest, that would suggest that it's not something the general playerbase has an interest in. That doesn't mean that the server concept can't be done, but it does mean that it might be harder to find players who want to play on that type of server. With all due respect...did you advertise the server's direction when you created it, so that players knew what they were getting into, or did you try to add a bunch of extras after its creation? If players signed up for a more standard VS experience at the server's creation, they're not likely to be keen on adding a bigger focus to stuff like RP, PvP, or elaborate server economics. The key is to be clear about the intended experience up front, so that players who are interested in playing that way can be attracted and those who don't want to play that way can avoid it. If you start with a more popular idea just to get players on the server, and then change all the rules to what you actually intend, it's a classic bait-and-switch and players will absolutely leave as a result. If the original discussion was just about adding mods to the server, I'm guessing the players expected that the discussion would end there. That is, add a few mods to enhance the basic game experience, not add mods in order to encourage completely different gameplay(like RP and PvP) to the server. I will also note that just because players are open to trying different things, doesn't mean that they'll be willing to try anything or everything--there are limits. The question to ask here is "fun for who". Players who do not think the things are fun will leave, which means you'll need to try to attract the players who do find those things fun. If you don't want players to monopolize the server market, the admins are the ones who are going to have to intervene and put an end to it. Otherwise, the monopoly will continue, and players who aren't part of the monopoly will most likely just leave rather than deal with it. As in an actual functioning town with players, or is this simply a concept? I am thinking the latter, since you indicated that the server has lost most all of its players. Which a concept is fine, but you will need actual players in order to make it work--players that are willing to just give their hard-won results to other players that haven't/won't put in the same effort. I could be wrong, but I do not think many players will be keen on that.
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Yeah I was thinking about that while writing up my post. I don't even think the monopoly has to be for economic reasons either. Sure, some players might create one to enrich themselves, but it's also quite likely that some will band together to monopolize a critical resource(or a fun luxury like cocoa beans) just to be jerks to everyone else. Admins might be directly involved, but they can also enable the problem just by doing nothing and letting the players do whatever. Which is fine for an anarchy server, but in that case it's important to advertise that stance up front so players know what they're getting into. The other thing that comes to mind is an incident from my RP days in World of Warcraft. The guild master of one guild that I was in was in the process of making plans to transfer the guild from one server to another. For those who don't know, this is a BIG deal because guild members don't get transferred with the guild...each member would be needing to pay real money in order to transfer their characters to the other server. In any case, the guild master hadn't breathed a word about it to anyone else in the guild, not even the officers. The only reason the plan got figured out, is I stumbled across a post on the forums where the guild master was testing the waters of the other server, and then I asked one of the officers about it. The end result was members getting understandably upset and confronting the guild master about it, who walked back the plan rather quickly. So yeah...really not a good idea to make sweeping changes to a server without consulting the players about it first. EDIT: It's also worth noting that the typical Vintage Story game requires more time commitment from a player than do other games. That's not to say that one can't play on multiple servers at once, however, given how much work it can be to make and maintain progress in VS, it's not out of the question that players will pick one server to play on and stick to that. Therefore if they only expect to be playing on one server, they're going to be a lot pickier when it comes to server quality.
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Welcome to the forums! This might be a bit harsh to lead with, but in all honesty...spelling and grammar. Neither one has to be perfect, however, good quality writing are important when it comes to making good first impressions. The more typos and grammatical mistakes that a post has, the easier it is to make the assumption that what's being advertised isn't the best quality either. Anyway, aside from that, my general two cents: Unless you've dealt with RP stuff and server moderation before, this might be a bit much to manage as a new server owner. When it comes to RP, it's best to think of it as running a TTRPG campaign: figure out what kind of setting you wish to have and story you'd like to tell, as well as decide whether you want the RP experience to be serious, or more casual. Once you've made those decisions, it's just a matter of finding like-minded players, and then make sure they get along outside of the game as well as while playing. I will also note that PvP scenarios especially are notorious for causing drama, especially when mixed with RP. It's possible to host an RP-PvP server, but you will likely need some stricter rules to keep the peace. This is fine, but it's also a big task to balance. The main thing to watch out for here, I think, is players creating monopolies and using that power to bully other players on the server. That kind of situation can quickly kill a server's reputation and population; new players won't be inclined to join if the deck is that stacked against them, and older players will leave if they're getting run over by the monopolies. The same I said above could easily be said for PvP as well. The thing to watch for is players who consolidate power and use it to force the rest of the server to play by their rules. That kind of situation is really only fun if the player in question is one of the ones wielding that power, or if they were otherwise looking for a pure anarchy experience. Overall, I think the issue you seem to have run into, is you tried to do too much at once, and didn't listen to your players' feedback or otherwise ask them for input prior to posting the pending changes. I'm also guessing that based on your initial description: That it was most likely a basic VS server experience, with no special rules or expectations other than just enjoying the game for what it is. If that's the case, that would be the experience that the players signed up for, and not RP, PvP, or intense competitive economic gameplay. As the server owner, you do have the final say in regards to what happens on the server. However, do keep in mind that if you drastically alter the server experience from what was originally set up, especially without considering how the current players feel about it, the players are understandably going to leave for greener pastures. I think it's better to start small, with a simple idea that will be easy to curate a good experience for, and then stick to that, rather than trying to do too much at once and winding up satisfying no one.
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I'm guessing probably not, but hey, one can always dream!
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You might try reinstalling the game(backup cherished worlds in a separate folder before you do this). A friend of mine had the same issue, and a fresh install fixed the problem.
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The obvious joke being that if you have no salt, you have no pickle to be left in.
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Rabbits should drop white meat, and chickens too
LadyWYT replied to TamanduaGirl's topic in Suggestions
I do agree here... But not here. For gameplay balance, bushmeat should remain on the lower end of the nutritional scale so that the player is pushed to hunt more valuable prey animals or establish livestock, and not rely on bears and wolves. -
If it's a mod you made yourself, you could try describing the issue over in the Modding section of the forums and see if anyone can help figure out a solution. If it's not a mod you made though, you'll probably want to go report the issue on the mod's page(or wherever the mod author tracks issues). One thing you might want to check, if you haven't already, is disabling all your other mods except that one and then testing on a fresh world to see if the issue persists. If the issue disappears, then it's probably interference from another mod causing the problems, and not the update.
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Come to think of it, the other block game might actually be somewhat worse in that regard, given that zombies can pick up certain items and use them.