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LadyWYT

Vintarian
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Posts posted by LadyWYT

  1. 4 hours ago, PineReseen said:

    Maybe sleeping could impact the player too?

    I absolutely expect sleep, or lack thereof, to impact players when the status effect system arrives. I also expect a lot of salt to come with sleep requirements as well. 

     

    5 hours ago, Tabbot95 said:

    it would also give a reason to grow multiple vegetables.

    There already is a reason: variety. I think most players enjoy having a variety of things to grow, as well as cook with. They might all offer the same nutrition, yes, but eating nothing but turnips for vegetable nutrition does get old after a while. And of course, the new fennel and licorice crops can be used to make stinkbait for fishing, which is necessary for catching certain types of fish.

    I also don't think it's a bad thing if players decide they want to min-max and grow nothing but turnips and flax.

    4 hours ago, PineReseen said:

    I don't think buffs for well-furnished homes are a good idea. That seems way too arbitrary for a game such as this, perhaps it'd be better for an RPG or something of that kind, where your character could have preferences for decoration. (On another note, having limited energy doesn't sound like a great idea either, that just seems like it's arbitrarily punishing the player for doing anything.)

    Pretty much. There's not necessarily anything wrong with giving direct benefits/drawbacks to doing specific things in the game, but the stricter certain requirements are the less freedom the player has when it comes to choosing how to play the game. 

    To nitpick Valheim's implementation of the concept a bit more--the main flaw there is it encourages players to shove a bunch of things into an arbitrary space(which tends to be quite small) in order to get a buff. The idea, of course, is to decorate the base nicely, but the game doesn't really account for how the items are placed; it just cares that they're placed in the appropriate space. Thus it's possible to just pile a bunch of stuff around in a very ugly fashion, that shouldn't at all qualify as a comfortable environment, but still get the comfort boost. Likewise, it's possible to build something rather cozy and aesthetically pleasing, but get a suboptimal bonus due to having the "wrong" stuff or having things too spread out.

    Basically, I want to put a bear pelt on my floor because it looks nice. I don't want to be putting bear pelts on the floor just because it will give my character +2 cold resistance for 10 minutes after being in that room for a little while.

  2. 34 minutes ago, EnbyKaiju said:

    I can't remember which VS creator I watched who said it, but something that is special about Vintage Story is that everything takes time. Growing crops takes time, making anything with metal takes time, making charcoal takes time, making leather takes time...etc. Minecraft isn't about things taking time, almost anything can be done either instantly or via AFK farm. So, like you said, it shuffles people from one shiny thing to the next instead of setting up a bunch of longer term processes and then taking off time waiting for them to finish.

    There's also the factor of...the Vintage Story world is legitimately dangerous, whereas Minecraft...really isn't. Not even the Deep Dark is that dangerous, since the player has three strikes before they summon a warden, and in the event a warden does appear...the player can just fly away via elytra or enderpearl. And things that qualify as somewhat dangerous, like the warden and wither, are things that the player has to deliberately go looking for; there's pretty much nothing to jeopardize the player on a regular basis outside of maybe a creeper accident...and that's a pretty big maybe. In contrast, Vintage Story is pretty good at killing players, since right from the start food is going to be a big concern, and danger will absolutely come knocking on the player's door sooner or later, whether they want it to or not. That danger might be in the form of a temporal storm, or nocturnal rift activity, or even a bear wandering out of the nearby forest.

     

    13 minutes ago, ifoz said:

    I still think chiselling could benefit from cloth blocks.

    I agree, though I don't think cloth blocks are necessary. I'd rather see colored plaster, since that makes much more sense as a building material and gives more use to dyes aside from being a niche Tailor resource. And if I'm recalling my art history correctly, plaster was a key component in many classic mural masterpieces; the technique in question is "fresco", where pigments are mixed with plaster before getting painted onto the surface. A difficult medium to work with, but tends to be a little sturdier than normal paint.

    • Like 2
  3. 13 hours ago, Broccoli Clock said:

    Yet, take a look at that image I shared (again, not mine, used as an example), there is simply no way that MC can compete. In fact what is shown is extremely simple, just a white brick (say chalk, marble or the new travertine) mixed with glass using a chisel. It's lovely and intricate and I doubt I could replicate it but the point is this sort of level of detail is possible "out of the box" as it were.

    Actually, I disagree. As long as one plays on Java, Minecraft can compete, to a degree, thanks to mods. I've seen at least one or two different chisel mods appear, though I don't know if they're still maintained, and there are many mods that add various decorative clutter.

    But if we're talking strictly vanilla? Yeah, Minecraft isn't competing with that, but then again it doesn't have to. Echoing @EnbyKaiju's sentiments, Minecraft is a different game than Vintage Story, with a different voxel artstyle and different goals. Vintage Story is heavily grounded in realistic natural process, with some gritty eldritch horror sprinkled in for seasoning. Minecraft, in contrast, doesn't really take realism into account(save for really odd cases) and is a lot more whimsical rather than dark and gritty. Vintage Story will scare the absolute bejeebers out of players or otherwise creep them out; Minecraft very much will not. Vintage Story demands a higher level of engagement from players if they want to succeed, while Minecraft is much easier and offers a more relaxed experience. As a result, the playerbases for each game are very different, with Minecraft appealing to a younger audience because it's fun, colorful, and simpler to manage, while Vintage Story appeals to an older audience who is more likely to appreciate the tougher challenges and grittier storytelling.

    Even strictly among the adult audience though, Minecraft is probably still likely to win more players because it's built to have mass appeal. That's not saying that Vintage Story couldn't have mass appeal either, but it's tailored to a more specific audience and some of its core design features, like gritty lore, tough challenges, and realistic processes, just aren't likely to appeal to players who want a game they can pick up and have fun breezing through on a weekend.

    9 hours ago, EnbyKaiju said:

    Hell, look at something like HermitCraft, VS doesn't have anything like that currently because while there is a growing love of VS I don't think it has the mainstream appeal to make something similar work. This appeal can also be highly predatory, which is another reason why it sticks around.

    I dunno, the Rusty Gears SMP series on YouTube seems somewhat similar to what Hermitcraft does, though a lot more relaxed. That being said, I've not watched much of it either.

    As for mass appeal being a high risk for predatory behavior...oh absolutely. Not everything with mass appeal necessarily is, mind you--Hermitcraft stands out as something fairly wholesome--but things with wide appeal/popular ideas are often exploited by those chasing clicks and easy money. To be fair though, most of those who are trying to exploit stuff like that tend not to understand what made it successful to begin with.

    10 hours ago, EnbyKaiju said:

    And there aren't nearly as many successful VS creators as their are MC ones, not with an entire generation growing up playing nothing else than MC.

    I'm not saying adults don't watch YouTube, but I mean...I tended to watch more "let's plays" and stuff when I was in college, whereas now I don't really watch that kind of thing anymore. Could just be me, but most of the time I have other stuff to do or would rather be enjoying the game myself. I feel like children/teens/college-age adults are probably more likely to watch creators on YouTube since they grew up with that stuff and have a lot more time to watch.

    It may also be because Vintage Story has some definite "slow moments" whereas Minecraft is pretty adept at shuttling the player from one shiny thing to the next. Most people probably aren't going to be interested in someone flipping through the handbook, or hiding in a hole, or dying to monsters/wildlife for the umpteenth time in a row. That's not to say good VS content can't be made, just that I think VS content in general will have a slower pace and take much more editing to produce a polished product. 

     

    • Like 2
  4. On 4/3/2026 at 1:24 PM, Pearilous said:

    Whenever I'm playing VS I often struggle to pick a class because most have defects that are manageable but no buffs that suit my playstyle, or buffs and/or recipes I want to have tied to debuffs that conflict with what I want to do on a server. There's always commoner, but that doesn't feel like a fun option to me.

    I've looked around the Mod Database for something like this, and haven't found anything myself, but I know there's mods that change your attributes on the fly like Xskills, Trait Acquirer, and whatnot, so I figure the means to make it are there, but I know nothing about VS mod creation.

    XSkills is generally the go-to when it comes to a skill system of progression. That being said, you might also try one of these two if XSkills is missing the mark:

    Seraph Leveling: https://mods.vintagestory.at/show/mod/38354

    Level UP: https://mods.vintagestory.at/levelup

    I don't know how well they work so I'd recommend testing them before committing them to a world you care about. They aren't exactly point-buy systems, but the idea is that you'll get benefits for the specific skills you practice in the game.

    The closest thing to a point-buy system is probably this mod, but I don't know if it's still working on recent game versions: https://mods.vintagestory.at/sonitodynamictraits

  5. 3 hours ago, cjameshuff said:

    I'm seeing this as well. The displayed fuel time remaining will drop down to zero or very close to zero, and the visible fuel level and the workpiece will start bouncing around wildly. Sometimes it won't show the fuel at all, but a pump on the bellows will make the fuel reappear.

    I've seen it too and it took me a hot minute to figure out why on earth my forge was glitching out, lol. Difficult to ignore since movement like that in my peripheral vision catches my attention very easily.

  6. 7 hours ago, Emeal said:

    Example: If you want to dig clay near a river, digging while not standing IN the water and getting cold is more efficient for you.

    It's also less wear and tear on your clothing if you don't wade around in the water. I tend to go wading quite a lot in the game and my boots are usually the first article of clothing to wear out.

    • Like 1
  7. 3 hours ago, Melidebby said:

    Do planets like the Lupine flower spread?

    They don't. Maybe some day they will. As @Broccoli Clock already noted, farmland that isn't planted can spawn grass and horsetail as weeds, but won't spawn new flowers or other plants, at least not without mods. The only plant that actually spreads naturally by itself is grass, but even then it's limited to growing atop exposed dirt and clay.

  8. 15 minutes ago, Brian Lemans said:

    I am concerned the TOPS server is a bad idea, and I simply want to see what others think.

    I don't play on TOPS, so take what I say with a grain of salt. I don't think it's necessarily a bad idea to have an official public server, and if there wasn't one, I'm sure at least some players would probably ask for one. That being said...official public servers are typically going to be popular experiences that more players want to play on than maybe there is room on the server. It's not really any different than a concert for a popular band or a popular restaurant at mealtime, or even a popular attraction at an amusement park. There's a limit to how many people can enjoy it at once and somebody's going to end up having to wait their turn if they're intent on playing.

    Opening up a server for each different region can help alleviate some of the problems, since then players can play on the server appropriate for their region and thus have a smoother experience. However, if players are flocking to TOPS because the devs play on that server specifically...there's probably not much that can be done to lighten the player load.

    A couple of alternatives that should be considered, I think, are finding a different server to play on than TOPS, or otherwise hosting one's own server. In that case, the player won't have to deal with the wait times, and in the case of purchasing their own server, will have a lot more control over what happens to their world and when. 

    26 minutes ago, Brian Lemans said:

    By offering a highly sought after, but limited experience, players are sharing their frustration (see Discord).

    I also want to note that a lot of the issues I've seen aren't specific to TOPS, as much as they are just issues with large multiplayer servers in general. It's been a while since my WoW days, but there were similar issues there as well, despite Activision/Blizzard being a much larger company with many more resources to work with. On expansion launches it wasn't unusual to need to wait a few minutes/several minutes to log in to the larger servers, and even after launch there could still sometimes be player queues at peak times(or during DDoS attacks, which did sometimes happen). Whenever that happened, the solution was to either wait patiently to log in, or go find something else to do for a while and try again later.

    Does it suck when it happens? Yes, but that's just one of the primary drawbacks of opting for the most popular options.

    • Like 2
  9. 1 hour ago, Phineas Fleming said:

    i posted here becuase it happened on the vintage story discord server and we have been attempting to contact the devs to see if we they could fetch his ip and report it to his local authorities

    If it happened on Discord, then Discord is going to be the one with the appropriate information and not Anego Studios. Discord and other social media platforms have(or at least, should have) staff to monitor specifically for reports like this and notify the appropriate authorities as quickly as they can so that the situation can be investigated and further actions taken if needed. That's not to say you shouldn't let Anego staff know about it as well, but that's better done via DMs or by opening a support ticket, and not posting everything for public forum perusal.

    The other issue with the forums too is that it's a rather slow means of communication, and it might be a day or two before a post is seen, or perhaps even longer in a low traffic section of the forum(like this one). That's not really helpful in situations that need more immediate attention, since that kind of delay can make a bad situation worse.

  10. 4 hours ago, Grìmm Cennad said:

    * Players will NOT be forced to be lingua-geeks, if they don't want to. I propose that through interaction with traders (who would be used to newcomers needing to learn the language), and through inscriptions the player could interact with on ruins or in loot drops, learnt 'vocabulary and grammar' would be presented as the user's selected language under settings; the same language of their UI and interface. So, for example, if the player is playing in English, as they play, more and more of the dialogue they see will be in English.

    1.  I propose a separate setting where, if the player wishes it, they can disable the previously described replacement feature, and instead can actually attempt to learn the conlang, the way they would have to as though they were really in that situation. I suggest this be an optional feature for gameplay clarity. 

    I like the idea, however, I don't think it works very well in practice when it comes to actual gameplay. Most players aren't going to want to learn a new language just to play the game, and even if the player character learns the language automatically over time, most players are probably going to get frustrated if they have to spend X amount of time just doing basic interactions with NPCs in order to learn enough of the language to progress the story. I think this kind of concept is better suited for TTRPGs, where characters can choose to specialize in certain languages and then just make a skill check to see whether or not they understand the NPC in question. In that case, the language feels real enough to immerse the player in the world, but isn't going to bog down the story.

     

    4 hours ago, Grìmm Cennad said:

    * An idea that has occured to me is that the player, in the character creator, could choose to select a trait or class, where their native tongue is 'more similar' to the language of the people of this new world. This would from a gameplay standpoint allow them to begin trading with and interacting with NPCs quicker in their progression than they would otherwise. This could perhaps be the addition that could give the Commoner class its own unique flair?

    Given what the lore is, I'm not sure there's a good way to pull this off.

    Spoiler

    The player character has been absent from the world for about five centuries or so, and just recently popped back into existence. It'd be similar to someone from late medieval England/early English colonial period disappearing from reality and popping back up in the present day in England or America. The English is kind of similar enough that they could probably make themselves understood and communicate with other English speakers, but it'll also be pretty obvious that they're out of place.

    In any case, that's also the best case scenario. Language is already something of a plot hole, considering that everyone understands each other, even in the Old World, despite being from drastically different regions(different parts of Europe, as well as Asia and the Middle East). The player character and some NPCs could be from just about anywhere, so the likelihood of everyone being able to speak the same language is already pretty small.

    Incidentally, I think the language issue applies to storytelling in general, and not just gameplay in videogames. Sometimes different languages, or even just different grammatical choices, can enhance the story and make the world feel more authentic. However, it's also important for the reader to be able to easily tell what's happening when it comes to the main plot; if they can't understand critical dialogue then they're likely going to be confused/frustrated and give up on the story.

  11. I'm inclined to say it's something that shouldn't be added, in order to give players more incentive to invest in livestock or otherwise be particular about what they hunt. Foxes and raccoons are easy to run down, and bears/wolves can be easily provoked into a fight or trapped in a pit for easy kills. Bears in particular typically drop a respectable amount of meat, and wolves usually come in small groups, which yields a lot of meat as well. Thus I think even with the lower satiety value, letting bushmeat be used in meals would probably lead to more players relying on that instead of seeking out better sources of protein.

    24 minutes ago, Dilan Rona said:

    It can be less nutritional than redmeat.

    I think if it were added, it'd need something else to balance it out other than just a lower satiety value. Perhaps a longer cooktime, since I mean...it's tough and chewy, and going to require a lot of cooking to make it somewhat nice to eat. Possibly a chance for a some negative effects as well, when the status effect system is added, since meat from predator animals tends to carry a lot more risks, especially if not properly cooked.

    • Like 1
  12. I could see it happening. Perhaps not as Valheim does it though, as Valheim ties it to decoration a little too much. Granted, well-built and well-furnished homes are more comfortable than barebones ones, but I think decor should really be up to player preference. Besides, I think most players prefer a base that is at least well-organized with some basic decoration, so I would say most players already have incentive to decorate.

    The better incentive, I think, is probably just to let the weather affect the player a little more. The player decided to work all day in the rain? Probably going to catch a cold, unless they wear protective clothing and take a break or two inside to dry off and warm up. The player wore heavy furs in the jungle/desert? Time for some heatstroke! If the player didn't build insulated rooms in their dwelling, they'll want to light a few fires when the weather turns cold, lest they chill down too much. Eating certain foods could probably influence certain things as well, aside from just hot food helping the player resist the cold. For example, eating dairy might help the player recover from broken bones more quickly, while eating light meals like porridge or vegetable soup might alleviate the effects of internal distress.

    • Like 3
  13. 16 minutes ago, Beako said:

    i was also thinking of from different worlds, because you do something in creative and then your trying to remember what you did.

    This can already be done, I believe, via the use of the world edit tool to save builds as blueprints and then place them into new worlds. I was thinking more something to expedite making copies of chiseled works within the same world, without needing to switch to creative and use world edit.

    Also welcome to the forums and the game!

  14. I wouldn't mind this. Maybe the player could make the blueprint using charcoal and parchment. Unused blueprints could be stored in the scroll rack, and blueprints could also be copied, providing some interesting trade options in multiplayer.

    • Like 1
  15. 18 minutes ago, Teh Pizza Lady said:

    probably a coincidence, but I wonder if the chunk stability has anything to do with resource distribution or vice versa. If you're only looking in stable areas, then perhaps that might be why you're not finding much.

    To my knowledge, the chunk stability doesn't affect the resource distribution. Limiting the search to only stable chunks still isn't a very good idea though, since searching a wider area will give more chances to find stuff than searching a smaller area.

  16. 2 minutes ago, mattyb0209 said:

    Hi! thanks for your comment! I've checked, for the past two hours, the only connections have been me, there's just me online and the server's password protected

     

    Weird. Any mods that you're running? I don't know of any that would cause behavior like this, but it doesn't hurt to check anyway if you're using mods. I'd still recommend a whitelist though, since while a password is decent protection, passwords could be more easily shared, whether willingly or by accident.

    Desync can sometimes cause player ghosts to appear, but to my knowledge that only happens when there are other players around--ie, you shouldn't be encountering a ghost of yourself. I think most, if not all, of the player ghost bugs have been fixed as well, though I suppose it's possible there could still be a bug lurking around. If you're certain that no one else is logging in to mess with you, friend or otherwise, and there's no mods that could be causing strange behavior like that, you might consider reporting the issue over on Github. Unfortunately that's about the best solution I can think of right now; hopefully someone else can chime in with better insight.

  17. Welcome to the forums!

    4 minutes ago, mattyb0209 said:

    there's A hay bed on my doorstep. so my conclusion is this is haunted And I'm slowly being driven mad by desync and then. there's a green playermodel, breeches, no hair, standard face, just stood in the farm, and At that point I just log off. any ideas on how to fix this are really appreciated because at best the server's being plagued by desync, and at worst I'm hallucinating at this point lol

    The haybed thing sounds a little too specific on the timing to be an issue with desync, especially when you mention seeing another player. Was there a nameplate to go with the playermodel? Players will always have a nameplate, and you should be able to check the server logs to see who logged in and when. My guess is that either one of your friends is messing with you, or another player has accessed your server and is trolling. If you're not playing with a whitelist, I'd recommend enabling one to keep out unwanted guests. 

  18. 7 hours ago, PineReseen said:

    Both the blue and red clay in the game, when fired in a pit kiln, produce exactly the same ceramic

    Not quite. The ceramics serve the same purpose in the game, this is true, but as of 1.22 red clay fires into earthy orange ceramic and blue clay fires into earthy brown ceramic.

    That being said, I'd like to see red and blue clay have the same chances to produce clinker brinks. I don't know that much about brick making, but I do get the impression that clinkers aren't really a desirable brick, so it seems like both clay types should be able to produce the occasional dud. 

    • Like 2
  19. 6 minutes ago, Hiro Protagonist said:

    Is there an ETA as to when 1.22 would be the stable version? I ask because I'll want to restart when it does. Are we talking days, weeks, months? Longer?

    Probably a few days to a couple weeks. It depends heavily on how well the bug-swatting goes. The more bugs that can be swatted without introducing new issues, the sooner stable will arrive. 

    Otherwise, no one really knows, outside of maybe the devs. It'll be ready when it's ready.

    • Like 1
  20. 1 hour ago, Stefano Colla said:

    Right now I’m having trouble uploading a profile picture, the page just doesn’t seem to accept any of the formats it asks for. I’ve tried JPEG, PNG, and others, but nothing has worked so far. 

    Make sure the file size is appropriate for upload--if the file is too big the upload will be rejected. 

  21. 2 hours ago, ijkdenem said:

    they are not super tall i think so less that a sunflower in height. 

    It depends...they can get pretty big in the right conditions. 

    In any case, I'd like to see them in the game too, as well as just a cactus overhaul in general. The saguaro cacti are a little too small and too similar to the other block game, and cacti in general should hurt the player if stepped on. Though the latter is probably better suited for a status effect system.

    Dragonfruit would also be a good addition here, since the parent plant is also a type of cactus. There's also agave, which isn't a cactus, but is a desert plant used to make alcohol. Yucca is similar and can be used for food or medicinal purposes, among other things.

    • Like 1
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