-
Posts
3815 -
Joined
-
Last visited
-
Days Won
177
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LadyWYT
-
Welcome to the forums! The recipe should be the first two slots occupied by eggs in the cooking, combined with optional vegetables or cheese. However, this is for the vanilla recipe. If you're using the Expanded Foods mod, you'll need to crack the eggs into a bowl first, then add the liquid egg to the cookpot(0.2 L per serving).
-
What @Zane Mordien said, though bear in mind if you change world-gen settings like forest coverage after the world has been created, the new settings will only apply to new chunks. If you want to apply those settings to old chunks, you'll need to regenerate them.
-
Hmmm, which version and have you tested a few other worlds to see if maybe it's just a bad seed(hardy har)? I'd check your modlist too, if using mods, in case something there may have gone awry.
-
Anyone Else Having Issues With Spawns Inside Their House?
LadyWYT replied to Unsp0ken's topic in Discussion
Welcome to the forums! It could be a lingering bug, as the last couple of patches have had some issues regarding monster spawns. However, it could also be that the light level inside is too low to stop monsters from spawning. Oil lamps are great for moody lighting, but not great for stopping spawns, so you may need to invest in better lights for certain areas. I would also check for rifts near the problem spots; sometimes rifts can spawn right outside and produce monsters inside in certain cases(usually a lighting issue). Outside of upgrading your lights, you can also try cluttering up open spaces with decor like pelt rugs and whatnot...but it's not foolproof and can make navigating your own house difficult. -
Suggestion about the hunger mechanics and death that follows.
LadyWYT replied to Zee Meyer's topic in Suggestions
Welcome to the forums! While it's true that one can survive a few weeks without food in real life, this is one of those cases where realism doesn't make for very fun gameplay. That ticking health bar is meant to motivate you to find food, quickly, or else you'll die and have to recover lost ground. If it took much longer for the player to die, food would pretty much never be a concern(and to be far, unless one really cranked up the difficulty food isn't much of a problem by default) as you could just wait for berries to ripen or crops to mature instead of needing to forage. Of course, one could also skip farming entirely at that point and just forage every once in a great while. Perhaps a fair exchange for slowing down death from starvation. However, the more you weaken the harder it is to fix your situation, and at some point you're too weak to have a chance of fsecuring food but death is still a bit far away. Now granted, one shouldn't be reaching that point in the first place, but it's possible that inexperienced players might end up in that situation. While realistic, I don't see it being very fun at all. Of course, you could make the debuffs less harsh, but I feel like that would actively encourage players to just ignore food even more. The only way I really see a system like this working is if you impose harsh penalties up front for missing meals, and have a requirement of the player staying well-fed for a certain length of time to reduce/remove any incurred penalties. In any case, I think the system we have in place already does its job very well. On standard settings, food is something that the player will need to keep an eye on, but not so much of a concern that it will be the thing that dominates most of their gameplay(save for perhaps the early game). For players that don't really want to worry as much about that mechanic, the hunger rate can be turned down so that starvation is even less of a concern. -
Welcome to the forums! Antlers will only grow over the fall and winter, and shed in the early spring. Antlers will also only grow on male creatures that are capable of growing them. Horns are different; they do not shed and instead grow over time(to the best of my knowledge), and grow on both male and female creatures that have horns. I would check your moose to see if it's a male or female. If it's a male, it should start growing antlers towards the fall, and shed them as springtime approaches.
-
I would assume so, yes.
-
To my knowledge you can send them through translocators, but it does take quite a bit of effort to carve a path big enough to get them to the machine. You'll need the bone flute to help maneuver the elk, for sure. Whether the effort is worth it or not is up to the player decide. For what it's worth, the travel times on foot versus on elk are similar, assuming that you're deadheading between locations. The advantage to traveling on foot is that you can easily cut through forests, over mountains, and raft over lakes. On a mount, you'll need to find a way around most rougher terrain and large bodies of water, however, you won't burn as much food while riding and your mount can carry a lot of stuff for you. If I'm not mistaken, the devs added an option to set the distances between story locations, though I'm not sure exactly where said option is. In any case, once you find it, you should be able to shorten the distances you have to travel. Personally I like the default distances--they work very well for actually making the world feel as big as it's supposed to be, without being too big. Several games tend to scale their worlds down quite a lot, and while some scaling is often necessary the world doesn't feel particularly genuine if locations are supposed to be hundreds of miles apart...but reachable within a five minute walk real-time. It's also worth noting that you only need to make the full trip once for chapter two; the reward at the end of the chapter unlocks a method of "fast travel" between your base and the main points of interest. I also suspect that chapter three may not require nearly as much traveling, perhaps being more on the scale of what we had for the Resonance Archive. If you happen to have access to a terminus teleporter, you can use it to teleport to your last point of death. Otherwise, it's a good idea to bring a temporal gear or two with you if you're going far afield for an extended period of time, as you never know when you might run into trouble. Aside from that, one can also just turn on "keep inventory on death" temporarily(if it wasn't already enabled), and use the console to teleport back to where they were to save some frustration.
-
the shiver realy isnt well made for this games combat
LadyWYT replied to Mir 616's topic in Discussion
Welcome to the forums! @Thorfinn's right on the money with this one--situational awareness is critical when it comes to shivers, since they give you much less reaction time than other monsters. They are fast, yes; they need to be fast in order to close gaps and deal with ranged enemies(that is, they keep players from being able to just waltz around shooting whatever they please). As for outrunning the player though...entities aside from the player aren't particularly good at navigation to being with, and the shiver's speed is slower than the player(depending on your gear). An unarmored player should be able to easily outrun a shiver, and I've worn brigandine and chased down many a shiver as well. I will note that they almost always give a warning growl before they come at you, so as soon as you hear something that sounds like gargled gravel you should be either running or readying your weapons. Likewise, they will have strokes at random, and during that time you can either get some free hits in or put some distance between yourself and the shiver. Their fondness for hit-and-run tactics also gives you a short window to put some distance between yourself and the shiver, as it may take one a couple of seconds to regain interest in chasing after biting you. -
As far as I'm aware, as soon as you clear your folder on the forum to make space for new pictures, the old pictures will be gone from where they were posted. The posts will still be there, but there will be no images to go with.
-
If it's a small cellar, you can also stand outside the door/on the threshold and still reach everything inside, without needing to actually enter the cellar and trigger the cave ambience.
-
Welcome to the forums! Clay is one of those resources that's hard to spot at first, but once you figure out what to look for it's much easier to find. What I tend to do is focus on other tasks while I'm out and about, and just mark down the deposits as I find them. That way I'm getting multiple things done, and know where the clay is so I can return to the deposits as needed. A couple of important things to keep in mind as well; clays have specific spawn requirements in addition to the general spawn requirements that all share. Clay deposits only spawn in climates where it's warm enough(not the arctic) and has enough rainfall(they won't spawn in deserts). Red clay spawns at higher altitudes, while blue clay spawns around sea level. Fire clay only generates naturally under black coal and anthracite deposits, and can also generate in small deposits in bauxite biomes(I'm not sure if rainfall is a factor in this case).
-
1.20.9 Can no longer get food from pots/crocks in your inventory?
LadyWYT replied to Celuria's topic in Discussion
Just to make sure all the bases are covered--did you try left-clicking with the bowl on the crock instead of right-clicking? -
balance Make Drifters only throw rocks at long-range
LadyWYT replied to Warentan's topic in Suggestions
I disagree--the rock throwing can actually be very useful sometimes. The windup for the attack means that they'll have to pause, which makes it easier to put distance between you and them(not that it was terribly hard). The rock throw also counts as tier 0 attack, I believe, which is useful if you have a high tier drifter after you that you can't deal with for whatever reason--in that case you WANT them to be throwing rocks instead of trying to smack you. Last but not least, drifters that throw rocks at close range are likely to hit other monsters nearby, which can start an entertaining monster mosh. I would also say that drifters aren't particularly intelligent, so it's on brand for them to be making some questionable decisions. -
Oh, I really like this idea. It would add a lot more immersion, without requiring a lot of processing power...I think. Though it could get a little goofy given some of the temperature swings that can happen from fall-winter or winter-spring.
-
Do loose rusty gears respawn or randomly spawn in caves?
LadyWYT replied to FennecGamer's topic in Questions
Welcome to the forums! To my knowledge, they do not respawn, though you can find them occasionally lying on the ground in caves. What's probably happening is that you're overlooking some of them when you first explore the cave, and only noticing them on one of your return trips. Hence why they seem to "respawn". Given how dark the underground is, rusty gears can be hard to spot, especially if they generated in a place that you need to be looking at a specific angle to see them. -
Being heavily limited like that could work, though my main concern would be the contraption breaking story locations. I think to get around that, it'd have to be gated behind some of the story content as a reward, so that you only get it after you've completed the content it would break.
-
Who Needs a Map! Recently started a new world with my friend and we decided to try to find the Resonance Archive without the map. What could go wrong, right? Time isn't a big deal since we're taking this world slow and not worrying about pushing progress, though we haven't been slowpokes either. Well, it turns out the ONE time we decide to try this kind of adventure, the Archive entrance manages to spawn entirely underground! So we never would have found it with the map, let alone without one. The only reason we ended up finding it is that friend managed to glitch through the mountain and spotted the structure, so he knew he was in the right spot. At least we know where it is now, and here's to hoping the rest of the adventure goes smoothly!
-
Which flute? The bone flute used to call the tamed elk, the character voicesets, or something else entirely? For the character voices, searching "voice" on the mod DB will net several options for different character voices. As for the bone flute item...outside of making your own mod to change the sound or otherwise finding and deleting that particular sound file, I'm not aware of a fix.
-
Is my game bugged or did I miss a setting when creating the world??
LadyWYT replied to VintageGirly's topic in Questions
Anytime! Though for what it's worth, if you start a new world and spawn with 0% stability again, that's 100% a bug and needs to be reported.- 8 replies
-
- 1
-
-
- bug?
- temporal storms
- (and 4 more)
-
Welcome to the forums! The noise comes from the ambient bugs added in 1.20, so yes those are crickets/locusts. I don't know which sound setting they're tied to in-game, but you can disable those specific sounds with this mod: https://mods.vintagestory.at/show/mod/22791
-
Is my game bugged or did I miss a setting when creating the world??
LadyWYT replied to VintageGirly's topic in Questions
Just a side note on temporal stability--as @wildforester mentioned, some chunks are unstable and will cause you to lose stability. Likewise, some chunks are stable and you'll gain stability instead, and some are neutral. The deeper underground you go, the more unstable it gets. Generally, you want to build in a stable chunk, so that you're not losing stability while loafing around your base. Otherwise, you don't really need to worry too much about your stability unless it drops to about 33% remaining; I forget the exact percentages, but that's when the bad stuff starts spawning around you. To recover stability, the simplest method is to just hang around in a stable chunk for a while. However, you can also sacrifice a temporal gear and a few hitpoints(put the gear in your offhand and use a knife with your main hand) to recover a decent chunk of stability immediately. Likewise, killing monsters will also restore some stability--the tougher the monster, the more stability that gets restored.- 8 replies
-
- 2
-
-
- bug?
- temporal storms
- (and 4 more)
-
Welcome to the forums! It's a neat idea, but one best suited for either a very late-game Jonas tech upgrade, or its own separate thing as some sort of airship. Flight is a very powerful ability, and can trivialize a lot of content(see Minecraft's elytra).
-
Resonance Archives - Did things change ? [SPOILERS]
LadyWYT replied to VonPanda's topic in Discussion
Welcome to the forums! I usually tackle this fight in iron brigandine, with a Blackguard sword and shield(as a Blackguard), and beat it easily enough. It can be a punishing fight, but I make sure that I have a lot of bandages on hand before jumping into the arena...like several stacks of bandages. I don't know which class you're playing, but I assume given your equipment description that you're trying to tackle the boss in melee instead of relying on range. What I've found is that there's a certain "sweet spot" close to him on his sides, that you can dance in and out of. You'll be close enough that he'll opt for a melee attack or a rock throw instead of doing the ground slam, yet be able to stay just out of reach and avoid getting smacked if you time your footwork right. -
Out of curiosity OP, have you considered starting your own RP server? While it's a lot more work than just logging in and playing on an existing server, it will allow you to curate the kind of content you wish to see. There are likely other players out there looking for something similar to what you're after. Going off my days in the World of Warcraft RP community, the reason a lot of non-RPers join the RP servers is because they like the atmosphere and sometimes like to watch the RPers make the world come alive. Which most RPers were chill about, as long as the non-RPers weren't being intentionally disruptive. There's also the case of...sometimes you just want to play the game and get stuff done, in which case you're going to save the RPing for Discord channels or something. The drawback of doing all the RP stuff in-game is that it does slow things down significantly, and not everyone is after that kind of experience. Most roleplaying in general, really. I would say that aside from trolls, a lot of the drama is generated by players who are after very different things in their roleplaying, trying to play together. If you have people expecting a laid back "beer and pretzels" kind of story, they're not likely to get along with those who want a super serious in-depth story, and vice versa. Likewise, even if the story expectations are the same, there's also differences in writing quality, which can also sour a setting. It all comes down to what's expected of the server's playerbase. Personally, I think serious storylines are best suited for small groups of players that are already friends with each other. Smaller groups are easier to plan for, and the players already being friends means they'll likely already have similar values and expectations. A public server, however(especially a big one), will require dealing with the general public...and anyone who's worked with the general public knows that's not usually a fun time. Not that it can't be done--there's obviously some that have had some success--but I would say that it's a lot harder to run serious stories on a public server.
- 17 replies
-
- 2
-
-
- old man stuff
- been roleplaying a long time
-
(and 1 more)
Tagged with: