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Everything posted by LadyWYT
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Or on the flipside...you respawn next to whatever killed you(or something just as dangerous), with no way to escape. While PvP would be the primary concern, I can think of a few places otherwise that I definitely would not want to get stuck.
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I cannot put my blister steel on my iron anvil. Please help.
LadyWYT replied to Irritable Sloth's topic in Questions
Probably an oversight, though perhaps the slag just needs to be at a higher temperature to actually break off. Either way, good to hear that it's working! -
Server crashes because we uninstalled realsmoke mod
LadyWYT replied to VaruunKaruk's topic in Discussion
The only thing that comes to my mind is reinstalling the mod on the server and then making sure that nothing is burning--no kilns, torches, or anything else that could produce smoke. That way all the smoke has time to dissipate and you should hopefully be able to remove the mod without issue. Otherwise, I'm not sure. You could also make sure that you have the latest version of the game and mod, since if you're running an older version you may be encountering an issue that a new version fixes. -
I cannot put my blister steel on my iron anvil. Please help.
LadyWYT replied to Irritable Sloth's topic in Questions
Welcome to the forums! Are you trying to work the steel at 800C? I've not exactly tested it, but iron and steel both require fairly high temperatures in order to actually work, and simple forge heating isn't enough to get much done on iron typically, and may not be hot enough to work steel. I'd recommend using a set of bellows to heat the steel to a higher temperature and see if that doesn't solve the problem. Not sure, but this is/was a known issue for some mods--that is, they were flagged as incompatible for the game version, without actually being incompatible. That being said, mods are often the cause of strange issues. I'm not sure that's the case here, but these mods aren't the most recent version available, nor is the game, for that matter. I'd recommend updating everything to 1.22.2, since that should fix other issues that may be underlying, if not this one as well. If you've tried heating the steel to a higher temperature before working, as well as updating your game and mods, and are still running into the issue, then I would recommend doing as @Vexxvididu says: disable your mods and test a fresh world to make sure vanilla works correctly. Once you can verify that vanilla is working, you can re-enable mods one by one and test(again, on a fresh world) as you do so to see when the problem reappears. -
First off, welcome to the forums and the game! Lore aside, it's probably as @Rainbow Fresh noted: a challenge for the player to overcome. By default, the player respawns within 50 blocks of the world spawn if they've not set their spawn point elsewhere; on Wilderness Survival though that radius increase to about 5000 blocks instead, meaning that an untimely death leaves the player essentially starting over from scratch. There's also the angle too, that if the player respawns where they died, then they can't get extra equipment from home or choose to retreat and do something else. There'd also be no incentive to reset one's spawn point elsewhere, or build the terminus teleporter to teleport back to the last point of death. It's not quite that death loses its bite entirely, but it would definitely lose some of the challenge and swap current complaints for different ones. From a PvP standpoint, if players are just respawning where they died, then battles are likely always going to result in a stalemate, or somebody getting easily spawn-camped. Neither one is particularly fun.
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It could be due to seasonal variation. Winter often has more frequent strong winds, and spring seems to have more rain than other seasons. Could also be a factor that if it's not raining/cloudy in nearby chunks, it won't rain wherever you're at either in order to avoid really patchy weather systems. But I'm not entirely sure.
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Am I forgetting something that makes monsters spawn immediately?
LadyWYT replied to Apothecary's topic in Discussion
It was confirmed intentional behavior in 1.20 or 1.21--I don't recall which. It does happen at a much lower rate than underground or at night though. I think the general idea is to keep the player on their toes a bit during days of high rift activity, rather than the player happily ignoring rifts entirely and going about their business. -
This is my general thoughts as well. Additionally, one common complaint I see regarding clutter is that by default, it needs to be glued before it can be picked up, so I doubt making clutter even more fragile is going to make it more appealing to players. It would be rather unsatisfying to find a piece of clutter you like, only to destroy it because you accidentally stepped on it or got thrown into it by a monster's attack. The better option, I think, is to add more fragile structure that can collapse under a player's weight, or otherwise be stuff that the player can destroy in protected locations in order to open up a secret passage or something. These blocks could also be blocks that stronger monsters are capable of tearing through; imagine exploring a story location and seeing iron bars with the flavor text "Old, rusted, and lacking their former strength". It seems innocent enough until a deepsplit shiver or some other large nasty comes screeching out of the dark and rams through the bars like they were toothpicks. Of course, there's also the classic "cracked wall" section that the player could destroy to reveal a secret path leading to treasure, or collapsible floor that leads to a deadly drop/pit the player must find their way out of.
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Seems like a potential bug/oversight. That being said, this shouldn't matter in singleplayer, since enemies don't use armor, as far as I'm aware. In a PvP situation, it may stop spears from being so powerful that they become the default weapon for both ranged and melee combat, though in fairness I'm saying that under the assumption that arrows aren't limited to tier 0. Not really. The initial nerf was a bit much so the devs walked most of it back, but overall, spears just got rebalanced in order to account for the new iron and steel spears getting added. The steel spear, as it stands now, does about the same damage unquenched as the old bronze spear; the player can quench iron and steel spears to boost their power though, and the first quenches are relatively low risk. The fire rate was lowered a bit as well, I think, to prevent the spear from overshadowing the bow too much when it comes to ranged combat. As for the old scaling...sure, the devs could have kept it, but that would most likely mean that iron and steel spears end up doing around 10 damage or more per shot, and around 5-6 damage per melee hit. Potentially more if the player is allowed to quench the weapon on top of that. What that means is players default to using spears in ranged combat because the bow just cannot compete with those numbers, and the spear also becomes the default for melee since it does the same damage as the falx but at a longer range. That's not very ideal for game balance. Spears are a solid general purpose weapon, but aren't the master of either weapons category. In melee, they're good at poking things from a safe vantage point, or otherwise keeping them at arm's length, but they don't hit so hard that the falx loses its place. In ranged combat, they hit harder per shot, which makes them good for softening up a target, as well as hunting in the early game. The main drawback is that the spear can't be fired quite as fast or as far, will cost more to replace if lost, and requires more inventory slots for multiple shots. The main reason spears were so strong prior to 1.22 is that it was possible to rapid-fire them into targets, making them the default "best weapon" for all classes, including Blackguard, which is supposed to be bad at ranged combat. Hunter is the class built for ranged combat, which is fine, but that also means that any weapon that is a little too strong at range is going to be made even stronger from the Hunter class buffs.
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I think the key is to simulate enough ecosystem for the world to be believable, rather than try to make it a 1:1 replica of reality. Even if singleplayer poses less issues than multiplayer when it comes to balancing that kind of thing, you're still going to run into problems of players getting upset that they collapsed the entire ecosystem because they unwittingly took too much of certain resources, or players upset that the ecosystem collapses due to a key predator getting stuck in a hole/tree/bush and not being able to keep prey animals in check. Or in other words, typical videogame goofiness. With a rough simulation though, you can provide enough detail for the player to get immersed in the world, while also providing enough safeguards to make sure they don't accidentally kill their world due to forces they either couldn't understand very well, or had no control over.
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Yep, that'll do it. The handbook does have some basic information on different room types, but the wiki also has a pretty detailed rundown: https://wiki.vintagestory.at/Room Clothing just increases the player's resistance to freezing to death, rather than reduce the rate they burn calories to stay warm in the cold.
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The better argument I can think against it, is that adding new site features tends to be a lot of work, and this kind of feature relies upon mods getting tagged correctly. Which seems like it would be rather difficult to enforce. It can't be left up to the community alone to add tags, as there's quite a lot of stuff that get accused of being AI when it's not, and leaving it entirely up to the moderators to go through everything can get expensive rather fast. And of course, resources that go into that, are resources that aren't going toward other areas of development. Ultimately, I don't think it's the worst idea, but I do think it's better to wait and see how much of the "fire" the report feature gets under control first. In the meantime, best to support the mods you like to use, and ignore the ones you don't like--AI or human-made. Quality tends to rise to the top and lack of it tends to sink the ship rather fast.
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Maybe. But I think it could be argued that if the user had the option of filtering out the stuff they don't like, and then deliberately went and harrassed anyway...moderation actions could be more strict in those scenarios since it's harder to argue that the user wasn't intentionally looking for a fight.
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The interior space needs to qualify as some sort of insulated room in order to remove the hunger penalty from cold.
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This is why many threads gets locked/deleted in general. Outside of violating the rules, the "discussion" isn't a discussion anymore, but rather personal insults and almost outright threats, in a few cases. It's fine to express displeasure with an idea by politely criticizing it, and it's fine to dislike whoever proposed/supported the idea, but what's not fine is trashing the individual for having different beliefs rather than politely debating the ideas.
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What embarrassing "noob" mistakes did you make starting out?
LadyWYT replied to Vexxvididu's topic in Discussion
My biggest goof was probably the times I picked a nice ruin as a base, set down a reed chest and hay bed to make it somewhat cozy...and then built my pit kiln inside once I had the roof on so it wouldn't get rained on. Built and lit right next to the reed chest and hay bed...with me standing right there as well. A good handful of worlds got deleted in this fashion, because it's a mistake that definitely happened more than once. There was also that time I thought I was fine just sleeping in an open shelter, since I had a grace period for monsters and there were no bears or wolves nearby. What I didn't count on was the local bighorns wandering in during the night and taking offense to a sleepy seraph. -
Easiest way to keep things organized would probably be some kind of menu-style crafting system for a specific crafting station. Then the player can just supply the parts that are appropriate for the general armor type they desire and pick the design that they like. Overall, I wouldn't worry too much when it comes to concept art though. It tends to be rather plentiful since the goal at this stage of development is to get a large pool of ideas and then select the best options to refine and implement. Ideas that were passed over can always be added later as the team has more time to do so.
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Welcome to the forums and the game! I like it. The only thing I have to add is that since quartz glass has a "hazy" appearance, you could easily use a bit in the cave to make a secret "peephole", similar to the eyeless paintings in old movies and stuff. Of course, maybe you already did that here and I didn't notice.
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I suppose it depends on how you have to tame it. I'm not familiar with the mod, but if it follows vanilla rules then you'll need to "tame" the creatures by breeding enough generations for them to lose their fear/hostility. If you have to feed them to tame them though, then you'll need a way to do so without other creatures eating the food that you want to feed to the target creature. As for the parents, if they're aggressive to you, then it's probably a good idea to move the pup(s) you intend to tame somewhere else in order to avoid getting mauled by the parents. Though if you don't care about breeding the parents again, you could also just kill them and not have to worry about moving the pup(s).
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I'm not sure they need to set it back to being bugged. As @Kolyenka noted, the player doesn't have to use exploits like this. I'm guessing the reason that some players resort to it, is that they don't like hunting in the current state of the game, and can't be bothered with livestock. Thus tweaking hunting(probably via status effects) to allow blood trails, reduced speed from injuries, bleedout from wounds, or situational "clean kill" shots would probably be enough to get more players actually hunting instead of doing the "food farms". Better pathfinding would also help, and could be applied to more things than just keeping critters out of obvious traps. But I'm not really sure how easy it is to get code like that to work efficiently.
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I agree that different shapes create enough visual difference to distinguish between them at a glance, but I disagree about subtle color changes and slight differences in model thickness being enough. To my knowledge, the texture maps for all three proposed sets of mail would still be using the same pixel count, so while pixels could be left out there's not a lot of changes to be made otherwise without losing the "mail" pattern. As for coloring...the color would be based on the construction material, so not much wiggle room there either. Subtle colors and missing pixels are also quite hard to distinguish at a glance, especially when there's other gear layered over the top, so the end result is mail armor that looks like...mail armor, and not much visual distinction aside from that. That's why I suggested changing the shape of the armor if one really wants to go that route, rather than try to rely on textures alone. If the textures were higher resolution rather than basic pixels, then I would be more inclined to lean heavily into patterns as a distinguishing feature.
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I don't think this idea really works in the game since it relies on pixel textures, and armor types need to be visually distinct from one another, both for practical and aesthetic purposes. Other armor types have more distinct shapes, which makes them easier to work with, but mail relies heavily on the texture pattern to get the idea across. The only real way around it, that I can think of, is to have a short mail coat as the "light" variant, and a longer knee-length/ankle-length mail coat as the "heavy" variant. Both are still going to have the same mail texturing, but the length will distinguish one from the other. This idea also only works for the chest slot.
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First off, welcome to the forums! No, this is not supposed to happen. Mods can cause all kinds of strange behavior. I would recommend disabling them and testing on a fresh world to see if the issue still happens(there are commands to teleport to story locations). If vanilla works fine, then you'll know it's a mod issue. If the issue still appears in vanilla, then it's probably time for a bug report. If it does turn out to be a mod issue, the easiest way to figure out which mod is causing the problem is to enable each mod one by one and test as you do so. It's tedious, but it'll be very obvious which one is at fault when the issue reappears.
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Isn't there a little cat figurine clutter item in the game? It may only be available via creative(or exceedingly rare as ruins loot), but could be a neat little decoration to scatter around, depending on how far the residents leaned into the cat theme.
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Combat is too shallow for it to be so integral to the game.
LadyWYT replied to Tabulius's topic in Suggestions
This is where I expect the status effect system to upend most of the current meta regarding combat. It's one thing to reduce everything to raw numbers and just back off and heal when certain numbers get too low. It's quite another when suddenly retreat may not be an option because of a broken leg, or the injury one just sustained is going to take a few days and some intensive care to actually heal properly. In fairness, I'm not saying that status effects will be this brutal either, but that is my personal expectation given that Vintage Story doesn't really pull punches and I've had fun with that kind of combat via mods in Skyrim. This is getting better as time goes on, but I think it's worth noting that enemies are a little more sophisticated than what many players give them credit for. They will flee sometimes if they get too beat up. They also telegraph their intentions a little, in that drifters tend to have a little pause before throwing a rock, and shivers tend to open their jaws and charge when they actually intend to attack. For shivers specifically, they do seek out melee combat since they don't exactly have a ranged attack, but they also seem to favor hit-and-run tactics. Personally, I also think it's okay for some attacks to have a small reaction window, or for some enemies to be a bit unpredictable. Combat, in reality, is a messy business. The player should be able to handle most basic threats with relative ease, however, I think it's also fair to expect the player to develop their skills quite a bit in order to truly excel. I'm inclined to disagree, as the bowtorn feel fairly well-balanced right now. They're perhaps the dumbest opponent and easiest to counter, since armor mitigates projectiles rather effectively and bowtorn aren't very good about making sure they have a clear line of fire. With practice, the player can dodge a lot of the shots, and it's also fairly easy to shut bowtorn down simply by getting close. I would opt for a parry function, especially since the falx is a smaller weapon. The "space makers" should be the spears or some kind of large axe or sword, with the drawback that those weapons aren't going to have autoloot and shouldn't be very wieldy in confined spaces(like caves and ruins). Adding a parry to the falx allows the player to continue carrying a lantern in their off-hand(though having a mining helmet or belt-fastened lantern would be more ideal) or avoid the off-hand penalty entirely, while still allowing them to mitigate some incoming attacks as long as they get the timing right. I might lean more towards splitting damage into different types, and then letting armor mitigate incoming damage and associated status effects accordingly, in addition to the current armor tier system. That could also mean that the armor itself could take more damage from different kinds of attacks, even if it's actually protecting the player in the process. I think that could push players to put a bit more thought into how they choose to construct their armor and what kind of armor they wear for certain tasks. Of course, one could also argue that the armor system could be applied to enemies as well. Perhaps not every enemy, but letting bears be resistant to stone weapons, or higher tier monsters be resistant to low-tier metals would give the player something to think about before picking fights. Armored enemies could also have their health reduced, meaning that the player will definitely feel the benefits of getting a better weapon when fighting enemies like these. Pretty much. I know for the most part, I'd rather keep the changes small, and see how new gameplay loops(like herbalism and status effects) affect the current balance, before worrying too much about larger, more sweeping changes.