Jump to content

LadyWYT

Vintarian
  • Posts

    3823
  • Joined

  • Last visited

  • Days Won

    177

Everything posted by LadyWYT

  1. 1. Monsters drop loot when they despawn at the end of a storm. The loot acts similar to dropped items, in that it only lasts for a short time before it despawns. Likewise, if a player leaves the area, the loot will also despawn in order to avoid cluttering up the world. Players will need to do their scavenging immediately after a storm in order to collect this loot. Possible loot is the same as what players can get by killing monsters(with metal scrap added as a potential drop), however, certain drops(like Jonas parts) are much more rare. The average loot one could expect just from post-storm scavenging is a handful of flax fibers, a couple of rusty gears, a couple of metal scraps, and the rare temporal gear if they're lucky. As for Jonas parts, they can drop, but the player shouldn't be finding more than one or two per year if they're relying purely on post-storm scavenging. The main idea behind this change is to keep the temporal storms as the unnatural disasters that they should be, while still offering some reward for players who aren't yet equipped to deal with them, or that prefer a more passive playstyle, without feeling like they're being punished for not risking their lives. Rusty gears are good for purchasing necessities from traders, while metal scraps make improvised weaponry a more attractive choice for the early game. The passive loot should also help point new players towards interacting with the storms once they have better equipment, in hopes of better loot, instead of being a pure obstacle to progress. I also figure a change like this would help encourage more passive players to try playing with temporal storms enabled and enjoy part of the challenge, when they might otherwise disable the mechanic entirely. 2. Killing a certain number of monsters in a storm will guarantee a special monster spawn. By this I mean that if a player kills something like 10 monsters(the tier or type of monster doesn't matter), then a special monster(double-headed drifter, deepslit shiver, etc) is guaranteed to spawn nearby. Special monsters will still be a random rare spawn, however, this change gives the player the incentive to participate in the storms and kill as many monsters as they can in order to have more chances at rare loot(Jonas parts, temporal gears) in addition to getting more mundane loot drops(flax fibers, rusty gears, metal scrap). In order to keep it balanced and avoid encouraging things like mob grinders, the killing blow must be from a player(or player pet/follower) in order to count towards the special monster spawn. For multiplayer instances, it doesn't matter which player lands the killing blow--all legitimate monster kills add to the kill counter, making working as a team a very lucrative prospect. The guaranteed special spawns will spawn near one of the players who landed a killing blow, helping to ensure that the special monsters actually spawn near the players trying to fight them and not the ones just waiting out the storm. As for servers where players are more spread out and operating independently...I'm not really sure how to balance this mechanic for that scenario, other than maybe adding an optional server configuration to make the kill counter specific to individual players instead of counting kills as a collective. In any case, the main idea with this change is to offer a better reward for players who are willing to risk their lives in the temporal storms. They'll still be able to scavenge loot from the monsters that despawn after the storm, of course, but will have much more, better loot than if they had just safely waited out the storm in a bunker. 3. Monsters can drop metal scraps as loot. As stated before, it seems like a fitting drop, and helps make scrap weapons a more attractive choice as an early-mid game weapon. Otherwise, I didn't want to touch the loot tables too much, since the current offerings feel fair, and will be a lot more exciting once late game tech receives an update. TL;DR: Passive players can scavenge some loot after temporal storms, so they don't feel punished for choosing safer options with the mechanic enabled. Players who risk their lives in the storms and fight well are rewarded for that risk with better loot, and more of it.
  2. LadyWYT

    Bush Meat

    I've never cared to do the math on it either. I just know that by the time I'm able to collect bushmeat in large quantities, I'm also able to do the same for redmeat, which is much better quality. So the nutrient loss from letting the bushmeat rot isn't really a concern.
  3. Welcome to the forums! They function the same. You just need to make sure the slab is flush to the inside of the greenhouse, and not the outside, in order for it to function. There's no functional advantage to it; at that point, it's a purely aesthetic choice.
  4. LadyWYT

    Bush Meat

    Typically I just let it rot, and then turn it into compost. If I happen to be playing with Expanded Foods, then I'll sometimes turn it into stew or pemmican, but it still generally ends up getting left to rot for compost.
  5. Hmmm...good question. My best rough guess is around 15-20 blocks, maybe 30 but I think that's pushing it. Shivers and bowtorn are a little easier to notice, as they make harsher noises than drifters do. In any case, I don't think you'll need to dig very far in order to find whatever cave they're lurking in.
  6. Unless I'm mistaken, I believe this feature is being included in the next update. This is one of those suggestions that I'm not entirely sure about. However, it seems to be a common suggestion from new players, so I think it's worth a look. I know that if you look up an item, it will have all the recipes it's used to craft listed under it. Or at least, most of them. I've seen a few mods that implement this concept. The usual solution seems to be allowing the player to sacrifice temporal gears in order to get more lives. In my opinion it's better left as a mod rather than an addition to the vanilla game. As @Zane Mordien says, this is currently being worked on. I'm assuming this is for third-person? Or something else? I don't play in third-person myself, but it would be nice to have a better third-person mode for those that enjoy playing like that. Also, welcome to the forums! It's always fun to see new player reactions.
  7. Honestly, I could see an elevator being added as a more elaborate Jonas tech contraption. You could power the thing with temporal gears, or perhaps a steam engine should steam power be added.
  8. You won't have an interface when you pop a bloom onto the anvil, since the only output is an ingot. Like any metal, you will need to heat the bloom/ingots to a workable temperature(which varies depending on the metal) in order to smith it into anything useful, which also means you'll need tongs to handle it. As for how many bangs it takes to reach the final product...I've not counted to get an exact number, but it does take several hits. The best time to use a helve hammer is in a strong wind, as that ensures it'll finish tasks in a timely manner, without a need to reheat the work item.
  9. It's been that way since at least 1.18, which is when I first started playing. Helve hammers are fairly simple--you use them to refine iron/steel blooms into ingots, or to hammer ingots into plates. When you pop an ingot onto the anvil, it will still give you the choice to start making something else, but if you select anything aside from "plate" it's not going to work.
  10. Agreed! This is what I tend to do, since brown coal is more easily found than black coal or anthracite(I don't know if this works for steel production), and doesn't take as much work as charcoal burning. And yeah, adding more blocks of fuel won't make it go faster. Two piles of fuel is the maximum you can have, because the piles need to be burning directly under the stone coffins in order to actually accomplish the refining process.
  11. She did an excellent job! Somehow it manages to be super cozy and yet scare the pants off me at the appropriate times. I also don't recall seeing anything else quite like it, which really helps Vintage Story stand out from its competitors. These right here are two big reasons I'm not worried about Vintage Story's development. The devs aren't just there for a paycheck or having to answer to corporate; it's a project they put their hearts and souls into, because it's something they too want to play. And the effort really shows each update! I can't recall seeing anything low-quality, even with all the growing pains of the last update(1.20).
  12. Like Thorfinn, I've not looked at the code either to know for sure. However, judging from experience, it tends to rain more often in the spring than in other seasons. Likewise, wintertime tends to have strong winds more often than the other seasons do. Other than that, it's a mix of the regional average rainfall(Almost all the time, Very Common, Common, etc) and RNG.
  13. And that's when you dig too deep and unearth the Things That Shouldn't Be.
  14. Flowers actually do have some uses. Bees need them in order to produce honeycomb, and some flowers you can use to make dye. That could work, though I'd presume the reason for not doing that is that peat and clay blocks already have different textures than surrounding grass. If you can see the sides of the blocks, it's a lot easier to notice the difference though. Maybe the top textures need a bit of adjusting to make them stand out a bit more?
  15. Interesting. I know there's a "Getting Started" tab in the Handbook, however, it's still a bit clunky. Instead of talking to traders for tips though, what about a small pop-up tab similar to the other block game, that appears when the player first discovers important things like clay? Unlike the other block game though, instead of directing to specific recipes it could direct to a specific page on what that resource is good for(clay pop-up could direct to the Pottery Age description, as well as a few footnotes on bloomeries and refractory bricks). The player still needs to put in the footwork themselves, of course, but new players could get a bit of extra help if they need it. As for veteran players? Every new world offers the tutorial at the start, and it's already possible to just skip that, so skipping the tutorial could easily turn off the pop-ups as well. Also, welcome to the forums!
  16. This is one of those ideas that I like it and hate it at the same time. Up front it seems like it might be a bit punishing if one finally got that full windmill going only for it to fly apart in strong winds. However...nothing says you can't pick up the pieces and put it back together, and it's not terribly hard to just craft one additional part when building the machinery. Or, perhaps instead of making the windmill fly apart into pieces, some of the linen could be stripped off the sails instead? That way it's still somewhat usable, and you don't risk parts despawning. To fix it, all you have to do is apply more linen to the bare sail parts, which seems a fair price to pay if one neglected to use a brake.
  17. Welcome to the forums! I didn't even know that command existed. TIL! Will have to remember next time I'm wondering who's online.
  18. I don't recall zinc being used for any dyes. You can use tin as a mordant though, in addition to using it to make a type of bronze. Zinc can also be used to make a type of bronze(bismuth bronze), and can also be used to create brass. Bismuth bronze is handy for tools and a different color than tin bronze, whereas brass can be used for torch holders and has a nice golden color. Brass is also probably the cheapest gold-colored metal to produce en masse for things such as lanterns. So I'd hardly call it useless.
  19. This is one of those ideas that you didn't know you wanted, until you happened to read about it. Asking a merchant to send you a letter about their latest stock would be very nice, as it's a bit aggravating to make the trek to a nearby wagon only to find out they won't buy anything you brought, and they aren't selling anything you want. Of course, I would wonder how they get the letter to you, exactly. There's not exactly a functional post system. The traders do seem to be somewhat organized though, so perhaps there is some sort of Jonas contraption that they can use to send lists of goods. You could either craft the contraption yourself, or purchase one for a small fee. It adds a nice immersive way of implementing this idea, while also giving more use to the various bits of Jonas tech that are currently...underwhelming.
  20. To my knowledge, wind speed is mostly random. However, I do believe it is affected by elevation and time of year. At higher elevations, wind tends to be stronger, hence why many players mount their windmills fairly high. As for time of year...in my experience, there seems to be more frequent strong winds during the winter than during other times of year, which makes winter an excellent time to do your smithing and other heavy material refinement processes. To my knowledge the HUD clock is the only mod out there that gives you specific data on the current wind speed.
  21. Maybe that's where all those things you just "found in the woods" came from.
  22. I don't recall hearing about any game companies trying it just for textures. The most controversy I can recall is Wizards of the Coast(I think it was) getting caught using AI images in their DnD materials. Likewise, I believe Adobe also got caught using AI images to promote their digital art supplies. I think a few game companies have been accused of relying on AI to animate, write, or produce images, but I'm not sure anything's ever been proven. As for my take...I mean, I'm an artist, so I have a definite bias toward AI and how it's being used in creative fields. My guess is it could be used to generate some textures more easily than others(like dirt textures for the ground), but the results will still need to be checked and edited in order to ensure a polished, cohesive finished product. However, AI isn't something I would rely on, as the best results it can output are just...mediocre...and I daresay a good chunk of that is due to the human mind comprehending reasoning and nuances that a computer literally can't.
  23. If I'm understanding correctly here, it sounds like a small team of former Hytale devs being assigned to develop an Adventure mode for Vintage Story, while the rest of the Vintage Story team continues developing the rest of Vintage Story proper. Which sounds pretty solid and fair to me. Here's to hoping it goes well! I've said it in another thread or two of late, but I would assume a game mode like this would result in the more populated world that some players desire, more than the lonelier setting we have now(which I do love). A mode with more fantasy sounds awesome as well, and I've a hunch that the code governing player class could be recycled to cover playable races like elves, dwarves, and whatever else gets added. What I'm curious about, is that if it starts as a spin-off game/gamemode, but later becomes its own separate game from Vintage Story, do current Vs players have to go purchase it when it becomes a separate game, or do we get a free copy? Or maybe a compromise with just a generous discount on the new game? Personally I would hope for a free copy, since if it began as a free extra for Vintage Story, I wouldn't want to end up playing a lot of that mode as a free extra and then have to pay full-price later in order to keep playing(it's the principle of the matter rather than the dollar amount).
  24. Welcome to the forums! It should be fairly simple to find a few deposits within a 10k radius of home, as it's not really a rare resource. You just need to be looking around sea level, which I think is 100(not entirely sure). Usually it's near water, which will still be present on the default 100% land. All the 100% land means is that there's basically no large lakes or oceans to contend with when traveling. Don't forget to check the forage type of cracked vessels--I think sometimes those have clay, although it may only be fire clay and not all clay types that they can contain. Panning is another way to get blue clay, although it is very slow. I don't recall if traders sell blue clay or not...I think the artisan traders will buy it but not sell it. If blue clay is what you need though, and you're having no luck finding it, there's no shame in spawning in what you need. It is a game, after all, and the goal is to have fun. If you want, you can simply dig up red clay, and replace whatever you dig up with blue clay from the creative menu, so it feels less cheaty. The thing I would double-check is whether or not you need the beehive kiln to get the color of bricks you want, assuming you don't already have a beehive kiln. Pit kilns can produce bricks, but only the most basic colors.
  25. Oh, yeah, a blur effect would be a bit more immersive, as well as fit the overall effects that are already present in the game.
×
×
  • 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.