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Everything posted by LadyWYT
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To my knowledge they can mature, however, unless you're intending to keep them as curiosities, there's not really a point to keeping them around. They can't be domesticated, unless you're using mods to do so, and the resources they offer aren't very good in comparison to other animals, especially proper livestock.
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Out of curiosity, was this singleplayer, or multiplayer? If it's a singleplayer world, this scenario shouldn't be possible, since the player starts at the beginning of May and a full 24 hour day in the game is equivalent to 48 IRL minutes. The game also starts at 8 AM in-game, and on the default temperate start night doesn't really start to fall until around 8-9 PM, meaning that the player has around 24 IRL minutes to get things done. That's plenty of time to get enough resources for handbaskets, basic tools and weapons, gathering food, making bandages, and even crafting basic armor; however, I will note that doing all of those as a new player on the very first day is a very tall order and not likely to happen. I will also note that while early game equipment like improvised armor, the crude shield, and whatnot will help you survive a bit better should you get into a fight, since it's better than no equipment at all, but it's still weak equipment and won't be able to stop much incoming damage or take many hits before it breaks. You'll likely need at least tier 2 armor before surface-level opponents stop feeling like serious threats. In any case, if you are playing multiplayer, I would recommend making some friends on the server that can help teach you various things about the gameplay. Otherwise, I recommend starting a world in singleplayer, so that you can adjust settings to your specific liking, as well as not have to worry about competition for resources or worry about time passing when you aren't actively playing. I do agree here, mostly, and prior to the addition of bowtorn and shivers the surface monsters were an absolute joke. Drifters alone were easily dealt with, since the player could move significantly faster and easily exploit other enemy weakness. It was possible to just kite them around with spears, or stand on a dirt pillar and pick them off one at a time, among other strategies. Armor really wasn't necessary at all if one was decently good at movement, even for the heaviest temporal storms all you'd really need is a handful of spears and bandages. Now, the player can't just stand on top of a pillar and expect to pick off enemies like it's a shooting gallery, since they'll be sitting ducks for bowtorn. The bowtorn range also means that they'll generally be out of the player's sight when it's dark out, so the player will need to really pay attention to sound cues and shot directions if they want to find and deal with the bowtorn(would almost have to be melee as it's not really feasible to aim in the dark). Likewise, the shiver's speed means that the player also can't expect to just easily kite all the enemies or otherwise outrun them to safety should a fight go south. Overall, I think that the monsters are meant to be not so much enemies that the player has to actively fight(outside of certain story locations, that is), as much as they're meant to be environmental hazards that the player has to figure out how to deal with. Sometimes it's easy to just dispatch a handful of monsters in order to keep working outside through the night, but sometimes there are enough monsters that trying to fight through them all really isn't worth the effort. In the case of the latter, it's easy enough to work inside or sleep through the night, and then plan ahead for future similar situations by lighting up outside work space to cut down on monster spawns, or otherwise fencing it off to keep monsters out.
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So what exactly do the rainfall frequency levels mean?
LadyWYT replied to DinoHazard's topic in Questions
I believe it refers to the chance that the weather will be rainy for that area. So areas listed as "Almost All the Time" will have about a 90+% chance of rainy weather, while "Very Rare" will have a 15% or lower chance of rain. You can find exact values here: https://wiki.vintagestory.at/Weather It does not. More likely, what's happening is that you are checking the status in an area that acts as a border for two different levels of rainfall, and the transition between areas can be rather fast sometimes. It's very possible to go from "Almost All the Time" to just "Common" over the hill. Rainfall also seems to be distributed as a sort of heat map, so dry areas will always be near other dry areas, and wet areas will always be bordered by areas with common rainfall. That ensures the player isn't going to go straight from a rainforest to a desert, essentially--there will be a gradual transition in between. -
First off, welcome to the forums! It depends on the creature in question. Small animals will generally mature faster than larger ones, although it still takes a few days. Chicks should grow up into pullets or cockerels within a couple of days, but will need a few more days to mature into hens and roosters before they can actually produce eggs or mate. You can still harvest them for meat and feathers at the pullet/cockerel stage though, I believe. Larger creatures like sheep will take around an in-game week to mature at minimum, I'm guessing, with creatures like deer taking even longer.
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Welcome to the forums! My initial questions are which mods, and does the issue still happen in the vanilla game? Not saying that a mod is responsible, but when playing a modded client mods are generally the first thing to check when issues arise. Otherwise, I would suspect that you might be playing with VSync turned on. There were changes to the rendering system in 1.21, I believe, that seem to be more noticeable on certain hardware with VSync enabled(ie, produces a graph like the one in the video). Turning off VSync may smooth out the graph, however, I would also note that your framerate still seems to remain high despite the issues. Unless your frames are dropping enough to make the game actively choppy to play, I'm not sure that I would worry too much about it, in the event it is VSync related or something.
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Prospecting is a broken system being replaced by mods. Let’s fix it.
LadyWYT replied to Rexvladimir's topic in Suggestions
I mean, this encapsulates my strategy quite well, and it's served me well in my time in the game. The density search I use to get a good idea of where I want to dig. The node search will tell me what goodies are actually there. Most of the time, there are goodies in the shaft, and most of the time they're also the goodies I was looking for. There's been a time or two I didn't get what I was after, and there's been a few times where I found something that wasn't listed in the density search--those are what I call "happy accidents". In the very worst case scenario, I just end up needing to dig an extra shaft or two to find what I'm after, which generally equates to around an extra ten-fifteen minutes of work or so per shaft...small potatoes in the grand scheme of the game.- 143 replies
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There are answers though: you can fight them, find something to do indoors where it's safe, or sleep. Each solution will cost you something. Fighting the monsters might be interesting, but is very dangerous early in the game due to a lack of good equipment, and lack of experience in the case of new players. Doing something indoors is safe and makes some progress, but may not be as interesting depending on your mindset. Sleeping through the night is a safe and fast way to pass the time, however, it will cost you hunger points. My point is that if one lacks the experience to fight with minimal equipment, and is otherwise unwilling to remain indoors or sleep, then there are already solutions to adjust the game to one's personal preference. That is, adjust vanilla settings so enemies are less aggressive, or do less damage, or give the player character more health and better damage output, etc. The game can be further adjusted by installing mods--there's even a button to click to install the mod for the user. In the case of monsters, there are several already available on the database that adjust monster behavior in various ways, though older mods may or may not work on newer versions. For really ambitious players, Vintage Story modding is fairly easy to jump into, so making mods that tweak gameplay in smaller ways(like disabling certain creature spawns) tends to be relatively simple. The developers have a specific vision they wish for the game, generally represented by the Standard game mode. Of course, not everyone wants the exact same thing, hence why there are easier presets(Exploration and Creative) and harder presets(Wilderness Survival and Homo Sapiens), as well as a slew of various options to fine-tune specific things and mods on top of that. In other words, there are plenty of tools at the player's disposal to tweak the game to their exact liking, while still preserving developer vision and appeal to different types of players. However, those tools are only useful if the player chooses to use them.
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Welcome to the forums! A player can outrun a shiver, provided the player is decent at navigating terrain and not being weighed down by heavy armor. I have worn brigandine as a Blackguard and caught up to shivers with relative ease. Shivers are also unable to climb over fences, and require a 2x2 space to fit through since they are big creatures. They are fast and a bit tanky, yes, but that is the point--a fast monster that can close a gap and force the player to deal with it. Bowtorn will attempt to run away if you get close, and they do not run fast at all nor can they take much punishment. They also telegraph their impending shot with a loud screech and aren't very particular about making sure they have a clear line of fire, so it's very easy to duck for cover or dodge out of the way to avoid getting hit. Equipping a shield is also a good option, as a shield will absorb most(if not all) impact from the incoming shot. The main purpose of the bowtorn is to serve as a proper ranged opponent, so that players can't easily pick off enemies from a safe vantage point. With all due respect...the addition of the monsters was bringing some much needed balance to the game. Drifters were an absolute joke before, and easily handled with basically no gear or planning. Now the player actually needs to think a bit on how they approach combat, and whether it's really worth the fight at the time, instead of charging into the fray blindly. Of course, for those who really don't like the new monsters, the situation is easily fixed via existing mods such as this, or modding the monsters out by oneself: https://mods.vintagestory.at/show/mod/25812
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Honestly, I don't know. My cursor is locked to the crosshair, unless I'm in a menu, and I don't use macros or anything. I might as well just take a moment to open my map, and that allows me to fine-tune the placement, as well as decide on other important details. I have a particular system of color-coding as well, that my friend has yet to properly learn. I'd still call it hard mode, since you don't get the luxury of learning the hazards of the land via death. You'll have to start over on a brand new map, which means that you'll have to learn an entirely new set of hazards and useful locations.
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Welcome to the forums! If you change world generation settings, the new settings will apply to newly discovered chunk, but not the old. You would need to regenerate old chunks entirely for the changes to take effect. To regenerate chunks, I think the command is /wgen regen [chunk radius]; I do not recommend doing this in chunks that you've built in, or chunks that otherwise have things you wish to keep. If you go this route, I also recommend keeping the chunk radius value small, as the more chunks you try to regen at once the longer it will take. Of course, if you aren't particularly attached to your current world, there's always the option of starting anew with the correct settings. That saves you the hassle of trying to fix things via commands.
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They are, but unfortunately, that is likely the cause of the problem. Herbarium received an update recently, but I'm not sure that the issue is fully fixed. The Wildcraft mods themselves aren't yet updated for 1.21, save for the trees module, I think. There is an unofficial mod that makes the Wildcraft mods function on 1.21, but that's really about all it does...makes the mods run. It doesn't really fix any underlying issues that might exist. In any case, you can try checking for any updates of the mods you're using, and seeing if installing any applicable updates fixes the problem. Otherwise, I would recommend starting over and leaving out the mods that are causing problems.
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What if the cementation furnace runs out of coal?
LadyWYT replied to Echo Weaver's topic in Questions
Nah, you can just wait until the pile burns out before refilling--it won't hurt anything. The process will just remain paused until you refill and reignite the fuel piles. -
Welcome to the forums! Are you using mods? Particularly mods like Herbarium for Wildcraft? There was an issue with those where animals wouldn't eat from troughs or take bait for traps.
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I don't think it's the warm biomes; given that you're playing with mods I would still suspect some lurking issue within one of them. Just to be on the safe side, I would backup your saves and reinstall the game, then play with a vanilla world for a bit just to make sure everything is working correctly. If you have no issues running vanilla, then start building your modlist once more; make sure that the mods you pick are properly updated and add them one at a time, testing to make sure they work as they should. It might be a bit tedious, but it's the best way to make sure that everything is working as it should, or to otherwise figure out what's causing problems.
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Welcome to the forums! I am pretty sure that if you placed torches at point A and point B, you'd get lighting like the very bottom strip. That is, both ends are the brightest spots, with the light getting dimmer towards the middle.
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Welcome to the forums! I am not entirely sure what governs the glow, but I believe it's at least partially related to how quickly you pick up your stuff after death, at least assuming you didn't have "keep inventory" turned on. The glow seems to fade as soon as you pick up your lost items. It may also be related to time of day as well. The glow is there mainly to help you find your way back to your stuff if it's dark, so if it's still bright outside the glow effect may not be noticeable, if it applies at all.
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Right-clicking the map will allow you to set waypoints. If you already have waypoints set, you can modify them at any time as well--this includes pinning and unpinning them from your minimap.
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Are you sure it was a bug, and not Tobias conducting another one of his experiments? We did bring him a new toy, after all...
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Incidentally, this is the mod I was referring to earlier.
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Goodness, that's a lot! In any case, you should have better luck with the method I described. However, if you're not opposed to using mods, you might try out this one to make collecting stone even easier: https://mods.vintagestory.at/stoneharvesting
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“How about adding the mechanics of building your own village?”
LadyWYT replied to kalifer's topic in Suggestions
https://mods.vintagestory.at/vintagecoffee Someone already modded those too. Coffee trees are unrelated to villages, but would make a good addition to the tropical regions of the game to help flesh those area out more. -
Rocks for stone bricks, or small rocks for cobblestone/drystone? The best way is typically to mine out a strip of stone 2 wide and 2 tall, then mine a checkerboard pattern into it, alternating top and bottom. Once you're done with that, mine out the top and bottom blocks to get full blocks of stone to drop from the checkerboard strip--you should be able to mine out one block on top/bottom and then mine three blocks around it to get three stone blocks to drop. This method should net you a good amount of both full stone blocks and little stones to work with. It's still a lot of work, but it's a fairly efficient process.
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“How about adding the mechanics of building your own village?”
LadyWYT replied to kalifer's topic in Suggestions
As a mod, sure. There's at least one that already exists that allows the player to build their own village. Otherwise, no, the idea really does not fit the lore. The setting is the late Middle Ages, after catastrophic events that wiped out almost all of humanity. The few that remain have banded together into small settlements of their own, or decided to risk their lives traveling from settlement to settlement as traders. Overall, the game is supposed to feel a bit isolated and lonely, and the player themselves is essentially just another wanderer; adding more settlements like this would change the feel and overall goal of the game quite significantly. And without spoiling too much on the lore...there is already one village that currently exists in the game, and if you talk to some of the villagers they explain just how difficult it is to even expand a settlement in the current environment, let alone found an entirely new one. I think that in order to found a new settlement, one would have to find enough human survivors willing to leave their current safe homes for dangerous wilderness, and like I said previously the player is largely considered just an odd stranger--nobody terribly important. The village mod in question: https://mods.vintagestory.at/vsvillage -
This is actually a bug, I think, from the days prior to 1.21/1.20, that I think is fixed now. The crocks in Nadiya/Tobias's cave used to all be full of rot, so I'm guessing what's happened here is that this world was created in a previous update where the bug still existed. Either that, or perhaps it's not actually been fixed. But I could swear that everything was fine when I last visited. The man is fond of meaty stew and scrambled eggs, if I'm recalling correctly. Nah this is normal. Those are actually fake crop props that change according to the time of year. From the looks of things, it's currently late fall/early winter in that screenshot, hence why they appear dead. But in any case, it is a bit funny.
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Actually, that gives me an idea of how the concept could work, but it hinges on rivers being added to the game. Basically, if rivers are added, then add swaths of blocks along the shore and designate them as "floodplain", similar to how forests utilize forest floor instead of the typical dirt/grass blocks. Floodplain blocks, of course, get submerged in a thin layer of water when it rains, and are more likely to be found in warmer climates. If tilled, crops such as rice receive a major boost to their growth, making it profitable to turn floodplain into rice paddies. When wet, floodplain behaves similar to a water block, in that players will get wet, sink down, and have slowed movement when traversing it. Floodplain blocks are only one layer deep, and can be dug up for medium/high fertility soil. Replacing floodplain blocks with other dirt blocks will not create more floodplain. Likewise, building on top of flood plain will fill the interior of the building's lower floors with one block deep water whenever it floods, assuming the building is built at ground level and isn't built on a dock-type structure.