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Everything posted by LadyWYT
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Possibly. Hunting will be a little harder, I think. Domestication will probably require the player to trap the baby animals, or otherwise lure adults to a specific spot via feed troughs. However, since the animals run away from the player, that also means that the player can herd them to a specific spot as well.
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I don't think it's seasonal, at least not yet. But I do think it's heading that direction. As far as I can tell, berry bushes no longer spawn with flowers or ripe fruit, which is pretty harsh but not entirely unfair, I think. Prior to 1.22, berry bushes are ridiculously strong, to the point that it's almost not necessary to bother hunting, fishing, or foraging mushrooms in the very early game. Same! I'm not sure if fruit trees will ever require fertilizing, but at the moment that seems a great way to give some real advantage to propagating fruit trees versus relying solely on berry bushes. Berry bushes are still faster to grow even with the changes, I think, but in order to keep them producing the player will need to fertilize them every once in a while. Fruit trees might be a little harder to get going initially, but require less work over time due to not needing the additional upkeep, as well as offering a better harvest-to-space ratio. Another change I also like is that animals will now make more effort to avoid players. To be fair, it still seems somewhat easy to run up and pick a fight in melee, but that plus the berry bush changes feel like a good nerf to the Blackguard's early game, without actually messing with the class itself. The early game felt just a little too easy on the class before, so it's definitely a change I'm looking forward to.
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It looks rather promising, but does appear to be rather buggy at the moment. I think it's going to have a pretty big impact on early game survival, given that now the player will need to actually sink some serious effort into farming rather than digging up every bush from the nearby area and planting them back at base. It also looks like the berry bushes will be eventually changing to be seasonal yield, which makes a lot of sense but also means that berries won't necessarily be the staple of early survival that they currently are. That is, hunting, fishing, and foraging for wild foods like mushrooms will probably be a lot more critical.
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I don't think there's a command for it, but you could probably make a mod that changes the maximum room/greenhouse size, if such a mod doesn't already exist. Or you can probably alter the game files directly to accomplish the same thing, although I don't really recommend doing that since that can be tougher to fix if things break, as well as be easily overwritten when updating the game.
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Agreed with @Loosebearings and @Broccoli Clock. The player is already able to make backups of their worlds, though it's something that needs to be done manually. While it might be more convenient in some ways to do world backups automatically, a proper backup takes time to make and backups can quickly eat through available disk space, especially if one plays multiple worlds. Thus it's a responsibility best left to the player.
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If you want to be technical, I think most living entities are marked as "pettable" for some reason, players and NPCs included. That being said, the only creatures that the player seems able to actually pet are livestock animals(tame or wild, it doesn't matter), as a well as a certain little mechanical curiosity in a certain location. The main purpose, I think, aside from being a fun little way to interact with pets, is to calm down ewes/nannies for easier milking.
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Question for people who play with monter spawn on day one....
LadyWYT replied to vinnland's topic in Discussion
I usually spend the first day or two just scouting around the local area and marking different resources, so around a radius of maybe 500-1000 blocks. I don't like to settle right at spawn, but I don't like to settle too far from spawn either, since accidents happen and long death runs aren't really ideal. If it gets dark I'll just dig out a little hole to sleep in, but more often than not I'm just sleeping out in the open or borrowing a trader bed for the night, when possible. This is also true. The rift activity for the first couple of days will typically be calm or low, so the worst the player will have to deal with is maybe a handful of monsters if a rift pops up nearby. -
Another thing I really want to see, that I also love about Vintage Story...the medieval clothes actually look medieval! That is, bright colors! A lot of modern media thinks everything was dull, drab, and covered in dirt, and that just was not the case. Medieval people loved, and I mean loved, bright colors, and while I might not exactly enjoy such garish clothing myself, it's nice to have so many fun and colorful options to play around with. Plus it's a nice break from the underlying grit of the main story, so it keeps everything rather grounded instead of getting overwhelmed by doom and gloom.
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I think they'll stick to predominantly Eurocentric styles, since the story is set mostly in Europe. It also comes with the benefit of being able to cover the cultures more in-depth, rather than having snippets from many cultures but a very shallow overall experience. The Asian steppe and Far East are mentioned, however, as well as Mediterranean and Arabian/North African cultures and cultures of the European nomads of the far north, so I think it's very likely that we'll see some more references to those cultures, though I don't expect them to be the main focus that European culture is. I'd like to see these as well, but I think what I'm looking forward to a little more is seeing more Latvian/Slavic cultural references. Eastern Europe is quite fascinating, in that it has a certain familiarity like other European cultures, but also feels very foreign at the same time, if that makes sense. It also seems that, at least for American media, Slavic culture doesn't really make many appearances, and when it does those characters tend to be of the villainous sort. I'm generalizing a bit, of course, or maybe I've just been looking in the wrong places, but it's definitely something I'd like to see explored a little more.
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The forums have a limit on how much attachment data can be uploaded at one time. If there's not enough space remaining, you won't be able to upload new pictures. If you select the "My Attachments" option from the drop down box on your profile at the top of the forum page, it will show you how much data you've used versus how much you have remaining. From there you can delete older content to clear up space for uploading new.
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It shouldn't break, as long as it's vanilla. If it's modded, especially heavily modded, then it becomes a lot more iffy. I'd still make a backup of the world though, just in case something does go wrong.
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I know that you can push the bodies around, but otherwise it's still more effective to loot them so the body disappears, unless of course you want to leave a body pile in front of a door or narrow path so that other stuff can't easily reach you. That being said, it would be nice to give the bodies a good swift boot to get them out of the way if you don't otherwise want to loot them. Sometimes, but in my experience the bowtorn really need some aiming practice. Against slow-moving or stationary targets they do just fine, but they aren't as good at shooting fast-moving targets or accounting for changes in direction. That award goes to the drifters. Bowtorn also don't really account for things that block their shots, so they will happily stand there and shoot a tree full of arrows if they can still "see" the player.
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It's just a difference in models. As for what makes it stop spinning in lore...I dunno, maybe it should still spin. I chalk it up to perhaps the temporal gears spin slowly when they're just sitting there by themselves, and aren't otherwise hampered by an outside force. Tying them to strings or using them in machinery is likely enough to counteract whatever causes them to slowly spin.
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Yeah I have to disagree here. An arctic start isn't an absolute frozen wasteland of nothing but ice and snow; there's still going to be usable flora and fauna around. The main appeal of starting in such climate is that it's a harsher one to survive in longterm, and requires some special planning to accomplish certain things. The growing season is very short and the climate still rather chilly, so the crops need to be cold-tolerant(potentially planted in greenhouses) as well as planted at just the right time to ensure there is a harvest. The winters last for a very long time, meaning that the player needs to preserve more food, with less time. The extremely long days in summer also mean that the player will have more daylight to work in with fewer monsters to contend with, at the price of no daylight and more monsters during the winter. There's also, of course, the increased risk of freezing to death, but the arctic is also the only region to enjoy the aurora phenomenon as well as the special arctic music. In short, an arctic start should have options for the player to at least forage resources for things like handbaskets and reed chests, as well as have some sort of solution for leatherworking and linen for windmills. At the very least, it would be nice to run across the occasional trader, and trade for those items, but traders don't currently spawn that far north, to my knowledge. Cracked vessels can drop arctic supplies, which can contain things like cattails, but that's more of a short term solution than a long term one. I do think, however, that it's just a matter of time before the arctic is properly fleshed out. I doubt it's a priority right now, since it's still very much a difficult challenge and not as likely to be picked by players as say, an easier start like the tropics.
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I've a hunch the next pre might include the berry bush rework and the dungeons, or at least one of the two. The bug tracker has been suspiciously quiet, with a few bugs marked as swatted for next pre, but fewer than I would have thought if the devs were just bug swatting. I do agree though, I'd rather wait a few extra weeks for everything to be just right, than to have things get rushed and make a poor first impression due to being a little undercooked.
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To be fair though, some real life caves do be like that sometimes. The Marvel Cave(I think that was the name?) in Silver Dollar City has a huge drop from the opening to the cavern floor, and while it's interesting to see looking at the stairs leading down into the cave can make one quite dizzy. That being said, I wouldn't mind seeing the number of caves decrease a bit in exchange for the caves getting a little bigger and more interesting when they do occur. Or at least having some swaths of territory where caves are far less frequent. As it stands now, the caves aren't terrible, but there's several of them that are quite small and don't really go anywhere or contain anything useful. It's not bad to encounter a few from time to time, but since they occur quite frequently it makes it quite easy for the player to turn to ignoring them instead of wanting to explore them.
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Welcome to the forums! If it makes you feel better, I incinerated myself in a few of first worlds thanks to building pit kilns in my base...next to the hay bed...and reed chests. This is why it's a good idea to set up a lightning rod somewhere near the chicken pen, unless one really enjoys friend chicken, that is. Edit: I meant to say FRIED chicken. Leaving chickens to get roasted by lightning is not typically a friendly gesture.
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It might not be the best fix, but it's definitely better than having to fork over several gears for a new elk. Plus that is one benefit of being able to switch between game modes, no?
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Oh good, now I can tell my friend he can stop fiddling with his teleporting bears idea.
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What I like to do when I toy around with arctic playthroughs, is add the Wildcraft mods, as well as something like Expanded Foods or other food mod that allows things like pemmican or otherwise gives more use to bushmeat. Ancient Tools adds a healing salve that can be crafted from fat and resin, I think, as well as adding recipes for turning tree bark into flour. Wildcraft is the biggest gamechanger though, since the Fruits & Nuts module adds more berries and nuts to forage, while the Trees & Shrubs module adds more diverse flora along with the option to craft baskets and things from canes/thin branches rather than reeds. That being said, the arctic is one region that needs more fleshing out. I do think it should remain very tough to survive there, as well as tough to acquire certain supplies like linen or honey, but that's also part of what makes surviving in such an environment appealing.
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I don't really understand how windmills work... How can I improve it?
LadyWYT replied to vinnland's topic in Discussion
This is why I'm leaning a little more towards watermills in 1.22. They might be an expensive investment, and not as fast as windmills, but there's enough power there to keep a helve hammer going at a good steady pace. A windmill is still nice to have, however, it's really disappointing when the wind up and dies right in the middle of a big smithing project(like armor). -
I've done this several times. I look at it like a Bob Ross painting--it's my world, so I get to be the one deciding what happens in it, whether that's via the vanilla settings, the tools of creative/spectator mode, or just adding mods to spice things up.
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Archimedes Screw. Do people use it, and if so in what way...
LadyWYT replied to Broccoli Clock's topic in Discussion
I swear there was somebody who managed to build an automated sorting system in VS with them, but can't recall who it was. In my case, I don't get that deep into the mechanical side, so I forget the Archimedes screw is a thing, for the most part. -
This isn't true. Iron and steel spears get bonuses from quenching, but cannot be sharpened like swords can. However, the quenching is a little bugged at the moment on the prerelease, so I don't think the quenching bonuses are applying properly to anything right now.
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To be fair, Minecraft is still a good game, it just has different priorities than Vintage Story. Interestingly enough, Vintage Story actually began as a mod for Minecraft, before Tyron realized that a simple mod just wasn't going to be able to handle the scope of what he wanted to do. I think every VS veteran has been there at one time or another. But that's also part of what's fun about interacting with the community. You might not ever be able to truly get that "new player" experience again, but after you've earned your stripes then you have the experience to help out the players who came after you.