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Everything posted by LadyWYT
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On this screenshot...what exactly is that figurine sitting to the right of the jester toy? The one that looks like a shiver crossed with a drifter. Is there a new monster potentially getting unleashed sometime in the near-ish future? It looks positively terrifying, if that is the case! Based on the appearance I'd expect it to be around the same size as a shiver, perhaps slightly larger, and able to potentially climb properly as well as reach into small spaces to grab a target and pull it out from safety.
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Given that there seem to be some crashing issues related to fishing, I'm not sure there's a good answer, yet. But based on what I've read in the patch notes, the fish that are caught seem to be dead, in which case you cook, fillet and cook, or mount them as taxidermy. I'd like to do this as well, but until we get the ability to catch and transport live fish, I'd recommend just spawning a few in from creative.
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I'm thinking it's mostly going to be a problem for the eldritch windmill monstrosities that have like, four rotors minimum and each one facing a cardinal direction. That is, the kind of windmill that would never work in real life, since the windmill blades would collide with each other and other basic physics concepts. I would also say that the concept of friction stopping, or even damaging machinery, isn't exactly a new concept either when it comes to videogames. The Create mod for Minecraft is incredibly popular, and utilizes similar concepts. In the case of Vintage Story, it wouldn't be the first time that machines got "broken" with an update either. I think there used to be a way to build windmills underground, and that has since been patched out as it's obviously not intended behavior for a realistic survival game. Pretty much. While I don't really care how others want to play the game, building functional greenhouses out of ice seems better suited to the whimsical nature of the other block game, rather than the realism of Vintage Story. It's also not a mechanic that I exploited myself, but I have seen it exploited before and it definitely left me scratching my head as a result. Glacier ice is fairly easy to get and unlike glass, requires no processing, so why would players sink resources into glass instead of scaling a mountain once? Edit: Reading the patch notes again, I'm guessing that pre-existing ice elevators will still be functional. It's just that no new ones will be able to be built, and tinkering with old ones will likely break them.
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This is typically me as well, but I might actually start using spears a bit more now outside of the early game. Lower damage than a falx, but more reach. A good poking stick will likely come in very handy for the caves and base defense. Plus those are easier to throw close-range, so I'm interested to see how they handle as a side arm in temporal storms. I've not played the new update extensively, but the spears feel fine to me. I was able to kill a boar in about the same number of hits as I could in previous versions, and I say that as a Blackguard.
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I haven't delved into it too much, but my initial impression: wow, just wow! Everything feels so fresh and crisp, and what the devs have been doing under the hood I don't know, but the game feels a lot more responsive than before. Not that 1.21 felt clunky, per say, but the framerate feels better at higher graphical settings, and picking up items in particular feels very responsive. As long as you're facing the item in question you can pick it up pretty much instantly. The bears also seem to have received some love, as they now look more like real bears and less like antique teddies. They're also very fluffy and I would love to pet them, though I know that would be a very bad idea. At a glance, trader distribution feels about the same, however...the world feels a LOT bigger when I can load in for the first time, look at my map, and see no obvious sign of civilized life. Before, it was rather simple to open the map and spot trader wagons, at least if true map colors were enabled. A few of the new traders are quite obvious on the map, but others not so much. I have yet to play around much with the spears, but the damage tweaks seem to be pretty solid to me. The spear is still pretty good in the early game, but not to extent that it will necessarily outclass the falx and bow with ease. Judging by the numbers, it looks like it will also remain quite relevant into the late game as well. Love the new boar models as well, though I'm definitely gonna be hearing the Razorback fight song every time I see one.
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Welcome to the forums! Because with the current balance, bronze spears do around 8 points of damage when thrown, and spears are the best option for early game weapons in general due to the high damage. If the current scaling were kept, iron+ spears would be doing much more damage and be outclassing bows and even the falx. Thus to add in iron and steel spears and keep the other weapons viable, without changing creature health, it makes sense to rescale the damage of spears. Didn't know ice elevators were a thing, but I mean...ice only lingers where it's cold enough. If an ice block is placed in warm temperatures, it stands to reason that it would melt. We're getting water power and other mechanical upgrades, which are an often requested and much anticipated feature. From what I understand, players tinkering with the update will also have the chance to test their current machinery setups to see whether or not the machines will break in 1.22. That is, if I read the post right, the machines will start smoking in the current 1.22-prelease, but won't fully break until the stable release of 1.22. And the reason that many mods exist is that certain features don't yet exist in the base game. Some of that is changing in 1.22. Understandably, some mods will become obsolete, or otherwise need to modify their code in order to account for the changes. It's fine if you don't like what's been presented for 1.22, and fair to criticize, but it's certainly not the end of the world.
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You had me at fish, but can we turn this into candy?
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Is it possible to 'collect' all the butterflies?
LadyWYT replied to Broccoli Clock's topic in Questions
Well look on the bright side--if that happens, you get to be the guy that reports it so the devs can fix it! -
Is it possible to 'collect' all the butterflies?
LadyWYT replied to Broccoli Clock's topic in Questions
To my knowledge, they're all possible, but then again I've not tried to catch them all either. Still though, butterfly hunting is pretty fun, especially when you're at a loss for what to do in the game and just want to unwind after a long day. You'll probably want this mod(or something similar) though in order to display them easily: https://mods.vintagestory.at/butterflydisplays -
Prospecting pick stops working on third sample
LadyWYT replied to Flanneldragon's topic in Questions
The first thing I would check is making sure you're on the Info tab of the chat logs. If General chat is very active, or has been active recently, the tab doesn't always switch. So it's possible that the propick could be working just fine, but seems like it's not since the prospect data doesn't appear automatically. Otherwise, I would suspect mod interference. Are you using any mods that affect prospecting, or mods in general? If you are, I'd recommend creating a vanilla world and making sure that vanilla is working properly, then re-enable mods one by one, testing each one until the problem reoccurs. -
For those wanting to clean dirty cookpots, you might want to try out this mod: https://mods.vintagestory.at/show/mod/25902
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For the record, Commodities traders sell fireclay as well, for a rather reasonable price. The one I found was selling 16 fireclay for 2 gears.
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Pressing F5 once will switch the view to third-person. Pressing F5 again will switch it to "free camera" third-person, in which you can rotate the camera entirely around your character without your character moving in the process. Pressing F5 once more will return you to first person view. If you're wanting a more cinematic camera angle than having your character right in the middle of the screen, you might try one of these mods, but you may or may not get the results you're looking for. You will probably want to make backups of your world/test these out on a test world first, since I'm not sure how well any of them actually work. https://mods.vintagestory.at/truethirdperson https://mods.vintagestory.at/cinematiccamera https://mods.vintagestory.at/immersivetpscamera
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Ah, gotcha. That does make more sense, but it's still not something that I think would be a very good change. If a player wants to only eat one food type from each nutrition category, that's fine. Most players, I think, do not min-max like that and prefer variety for variety's sake. There is a reason that mods such as Expanded Foods and Wildcraft are popular, after all, and it's not unusual for more food variety to be suggested every so often. Do keep in mind that realism doesn't always equate to fun. Adding a layer of micronutrients on top of the nutrition system already in place in the game is likely to be more frustrating than fun for most players since it will require players to spend a lot more time planning meals to avoid penalties. For me personally, I really don't want to be spending my time in game counting calories or figuring out exactly what combination of food I have to eat next to avoid nutrition deficiency. Porridge isn't obsolete once pies are unlocked. Porridge is the fastest way to boost grain saturation, as you can fill all four slots with grain. Even with only two slots filled, it tends to provide more grain nutrition per serving than pie, in addition to being able to warm you up when fresh/reheated as it qualifies as hot food. Porridge can also be cooked on the go, and grain is one of the easiest raw ingredients to pack since it does not easily spoil. Pies, on the other hand, require a table and oven in order to make them, and those are not furniture that are convenient for travel. Wine is a good way to preserve fruit nutrition long term if one doesn't have bees. Brandy is a better version of wine since it never expires. Both can be turned into aqua vitae, which is quite useful for healing, especially when defending one's base from temporal storms. I don't think wine is the most attractive choice for fruit nutrition overall though, as it will get the player drunk when consumed, which isn't a very useful side effect. When it comes to brandy, it takes 10 liters of wine just to make 1 liter of brandy, so it's not worth the cost just from the numbers standpoint when it comes to nutrition.
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There already is incentive in the game to have a varied diet. Each nutrient bar gives +2.5 extra health when filled; only eating one or two types of nutrition means that the player will be lacking health. While 2.5 hitpoints doesn't seem like a lot, it can be the difference between surviving a fight and dying, especially on higher difficulties or classes that have inherently lower health. There are five nutrition bars to fill, for a grand total of 12.5 additional hit points. The nutrition system really doesn't need to be more complicated than that, especially since it's already tough enough to figure out nutrition in real life.
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You should be able to, yes. For the hunger overhaul mods, I would say those are more a case of pick one. I do recommend trying the mods out on a test world first though to make sure that you like them, before you go adding them to an established world. Likewise, it's a good idea to make a backup of an established world prior to making mod changes, just in case something goes wrong.
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Right, but if this is the case unfortunately something is getting lost in translation. You presented the problem(difficulties with exploring and making progress beyond copper). Based on the information you've given us, the core advice that's been offered is to establish a food supply, as that is why you are having such troubles exploring and advancing. It's fine to explain why you made your initial decisions and no one is faulting you for that, but it's something you really only need to explain once or twice. When you keep explaining the logic behind the starvation every time someone suggests establishing a food supply, then it comes across as refusing to listen to the offered advice and instead arguing about why the initial plan doesn't have problems. @Forceous is right--the food supply is what is causing the problems. There's really no plainer way to say it. Until the food supply issue is resolved, you will continue to have problems exploring the world and making progress because you will have a very limited area to work in, that almost certainly does not have everything you need to advance in the game. Edit: Apologies if any of that sounds a bit harsh. I'm just trying to make myself as clear as possible.
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Oh yeah, for sure. I will also note that on the default Standard difficulty, the respawn radius from world spawn is also 50 blocks. You might consider increasing that radius to further discourage deliberate deaths, since there's a rather big difference between spawning in a small general area and potentially spawning a few hundred/thousand blocks away from anything familiar. Other mods you might consider: XSkills adds some progression to your character for doing various things in the game. The Survival skill tree is particularly powerful, but you only earn experience in that skill by staying alive. If you die, the progress toward the next level resets. https://mods.vintagestory.at/show/mod/247 A mod that overhauls hunger can also encourage players to avoid death by starvation. Tasshroom's Bodyfat will allow players to build fat reserves that can be used to stave off starvation for a time; the fat burns faster than it's stored. A mod like Max's Simple Starvation implements the concept of bodyweight, and will apply bonuses and penalties depending on the player's diet. Expanded Stomach(shameless self-plug) is similar, in that hunger system is overhauled to be more complex; going without food will incur no benefits, eating too much can result in drawbacks over time, and the config can be tweaked for harsher penalties on death. https://mods.vintagestory.at/tasshroombodyfat https://mods.vintagestory.at/simplestarvation https://mods.vintagestory.at/expandedstomach
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While you might not know exact numbers, surely you have enough information to make an educated guess. Pack some food, and when your supplies start to run low either return to base to resupply, or try to hunt/forage supplies from your surroundings. Cookware can be brought with you and campfires can be made practically anywhere. As @Maelstrom noted earlier, I believe, rock layers can stretch for thousands of blocks. Terrain features themselves can stretch for a few hundred blocks. As I noted earlier, if you're dying to starvation constantly, you're not going to be able to venture much more than a thousand blocks from spawn, at best. Thus you're unlikely to see much variation in rock layers and terrain features. Venting is fine if you need to vent, but with all due respect...if you ask for advice and then proceed to ignore all the advice that you're given, it's going to be very difficult for other users to keep taking your requests seriously. If you want to continue playing the same way you've been playing, that's fine, but if that's the case there's really no point in continuing to offer advice.
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Because it's Minecraft, not Vintage Story. Minecraft has a static world that is at the player's mercy. Vintage Story has a dynamic world, where the player is at the mercy of the world rather than the other way around.
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Honestly, the starvation penalties are already enough, at least in my opinion. Do keep in mind that nutrition is halved on death; multiple deaths in a row will quickly wipe out any health bonuses received from nutrition. Temporal gear respawns are limited as well by default, so unless the player settled close to spawn or has a lot of gears at their disposal, it's not ideal to rack up multiple deaths within a short time. Additionally, the player will only respawn with their hunger bar half-filled; that's not really enough satiety to do anything productive other than acquire some food. There's also the potential to lose items if keep inventory isn't enabled. Basically, same advice I gave recently in a different thread--without an established food supply, you're limiting yourself to a small area around spawn, and locking yourself out of most gameplay loops. In your particular situation, I recommend focusing on hunting. It will be tougher in winter, but hunting is your best chance at survival in this case. If there are mushrooms or berries to forage(you can find these in newly generated chunks) those can help as well, but hunting is what will keep you alive until the spring thaw. Once it's warm enough to start farming, I recommend making sure you have several shelves of sealed crocks stored in your cellar before next winter arrives.
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Modded Minecraft comes to mind. There's a mod for practically everything, as well as premade modpacks so you don't have to do all the technical work yourself. While Minecraft often gets called a survival game...it's really not. The world is static and doesn't change unless the player does something to change it. It's quite easy to do whatever you want in the game as a result, and one reason the game remains popular.
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Welcome to the forums! Have you tried rebooting your computer? While a rare occurrence, sometimes Vintage Story gets stuck running in the background, without actually booting the game, and will cause issues until the Vintage Story process is closed in the Task Manager. Rebooting the computer, however, should clear that issue up, as well as solve other potential lurking problems. Witamy na forum! Czy próbowałeś/aś ponownie uruchomić komputer? Chociaż zdarza się to rzadko, czasami Vintage Story zawiesza się i działa w tle, nie uruchamiając samej gry, co może powodować problemy, dopóki proces Vintage Story nie zostanie zamknięty w menedżerze zadań. Ponowne uruchomienie komputera powinno jednak rozwiązać ten problem, a także inne potencjalne ukryte usterki. Przetłumaczone przez Google. Dla jasności, oficjalnym językiem forum jest angielski; posty z tłumaczeniem na angielski zazwyczaj cieszą się większym zainteresowaniem.
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I'm trying to be as patient as I possibly can here...but the reason you're having trouble exploring the world is that you do not have a food supply established. When you die to starvation, you will only respawn with half of your hunger meter. The farthest you will be able to explore, with no food at all, is about a thousand blocks from spawn before you die of starvation. A thousand block radius from spawn is a decent area, but it's far too small of an area to make progress in the game beyond simple stone and copper tools. You will need to explore a much wider area in order to progress beyond copper and stone(especially if you intend to play the game's story), and you will need an established food supply in order to do so. As I said, you can play however you want, but if you keep trying the same strategy and keep getting the same unsatisfying results, then it's time to make adjustments to your plans until you get the results you desire.
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Interesting ideas, but I think the current penalty to health is enough, as well as potential item loss and having to backtrack to your point of death. These ideas would be better as mods so they can be optional challenges for players that want such, but for the vanilla game there's too much potential for soft-locking the player out of the game due to getting stuck in a death loop.