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Teh Pizza Lady

Vintarian
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Everything posted by Teh Pizza Lady

  1. And here I was thinking my mod list was long... LOL
  2. They... don't. Their official stance is that mods are not allowed, but they don't stop users from installing them anyway via the Dalamud system provided by the XIVLauncher made by Goatcorp. Players only get banned if their installed mods start impacting other players negatively.
  3. Certainly. I feel given the way that the current systems are setup and how the game operates that the dev team would never intentionally hurt another aspect of gameplay in favor of another. Example being farming of course, but let's take smithing for example. When you are smithing, you are doing nothing else. But you get tools, weapons, and armor as a result. Failing to engage in smithing does not prevent you from getting these things. You can still find them in the world, and you can still craft lower-tier alternatives. Also failing to engage in smithing doesn't mean that your current weapons, tools, and armor will start falling apart randomly. Same for cooking. Failing to cook your food doesn't mean that your already-cooked food will randomly spoil because you didn't reheat it before eating. It instead gets a timer. Your food *WILL* expire in x-amount of time. so apply this current philosophy to the expansion of farming. it doesn't make sense that engaging with farming improperly should result in a net loss of crops. Instead doing it right, mulching to prevent weeds (because that's what mulch is for, not water retention... did ANY of you study how gardening works first???), and proper irrigation should makes the plants grow faster and produce more than they would if you just stuck a seed in the ground and called it a day provided that the current system wasn't altered to guarantee a crop failure as a result of spending time tending to something else that was equally important in the game. Also the current design philosophy is that Vintage Story is a challenging game, but it's not impossible to play. If you were required to base-sit and never explore, never engage with the story, never do anything else *but* farming during the growing season, then you would be left with Spring and Fall to do everything else. The rest of the time you're stuck at home because winters are hard and there are story locations in Chapter 2 that are already difficult to navigate as a new player in the heat of summer... and would be nigh impossible to do in the dead of winter. TRUST ME ON THIS. In fact... there is one quest in the game that was already made easier by the devs because they realized that it was just too punishing for most players and toned the requirements for completion down to a more manageable level. Given the devs' track record, the current (and obvious) design philosophy, and how important other aspects of the game are, I say you're on the right track for what should be implemented as a potential expansion to the farming system. TL;DR: Expanding farming is totally okay as long as the farming expansion doesn't punish the player for engaging with other systems in the game while the farms are growing.
  4. There is actually a plugin/mod for Final Fantasy XIV Online that does this. It allows you to create your own quest lines for others to complete. Generally the quests cannot offer you any reward (such as EXP, gear, items, or currency) but it can add depth to the story and allow players to create their own stories within the rich lore of FFXIV. With something like VS, however, it would be a lot easier because the mod would have better control over the system and would be able to give items to the player or whatever... It might be a lot of fun to explore something like this.
  5. Also make sure you are close enough... I've had butchering fail because I wasn't close enough to the animal when I attempted to do it.
  6. Hey @yolofrogs, Welcome to the forums! It just so happens that I am versed in both Windows and Linux and .NET framework activities and I also host my own private server. Let me break down what is going on here: This sounds like your lag is aligning with the server's autosave feature if it happens every few minutes. This happens because of the disk input and output fighting with each other, especially if new chunks are being generated as players explore. There is no real way to give it more RAM. This will not fix your issue because it's highly likely caused by the harddrive fighting with itself. .NET employs a CLR (Common Language Runtime) system that is very lazy with allocating RAM. It will take what it needs when it needs it and hold onto it for the future. From the screenshot you showed us it looks like it peaked at around 2286 MB of RAM and is keeping that in reserve in case it needs it again. This is great. This means everything is working correctly and according to plan! Sorry if it's frustrating you. The only solution I can really offer is to move it to a faster drive and see if that helps. I get the same hiccups on my server when it autosaves. I just learned to deal with it I guess.
  7. there is actually ... just put the whole stack in your crafting grid and let the crafting process take as much as it needs/wants. or right-click with the stack to deposit single items at a time. Did the game not used to function this way?
  8. Are you sure you completely filled your pit with no air spaces? That will cause your entire charcoal pit to burn up and leave you with nothing. Aside from that, there is nothing that would cause your charcoal to disappear like that. I haven't seen it happen in my worlds before.
  9. I, too thought TP meant toilet paper and was wondering the mechanics of using flax fibers as toilet paper.
  10. @Tyron, can we get a fact check on this please? I couldn't find any public record of this on the forums.
  11. Did you know that there's a story location that has a BUNCH of books in it? I filled two bookshelves with the books I was able to pick up there.
  12. TIME TO MAKE ALL THE STUFF AND BUILD ALL THE THINGS. ANDESITE MINES HERE I COME.
  13. Time to fill the crocks and only hunt for leather and bones I guess.
  14. I'm actually not even sure how you would set fire to anything other than a firepit.
  15. I gave this a quick glance and the first thought that popped into my head is another comment I made on another suggestion post. Vintage story doesn't discourage exploration and adventure. It rewards forethought and investments. So I ask you: How does this suggestion play into that pre-established schema? How does adding more to the farming gameplay loop avoid discouraging exploration and adventure? How would it reward forethought and investment into your proposed changes? I'm just not seeing anything here other than a collection of needless activities added to a mostly passive method of food gathering--activities that consume the time that could be used doing other things like smithing, claymaking, cooking/baking, or exploring the world for resources or story locations. Also: your ideas have partially been made into a mod. Have you downloaded that mod and tried it out yet? If not, I would encourage you to do so and see if you need to make any edits to your post. I agree on the sole premise that mod popularity is reflected in the download count. The mod I mentioned that does half of the things here does not have very many downloads compared to other farming mods. That should tell you something about what players want/like. To OP: How can you improve upon the concepts that the mod has already implemented to make it more fun/popular/something players will readily download?
  16. Annnnnnd my friend broke the stack of Mortar in half and placed half of it in a chest somewhere... time to make more I guess.
  17. I used to play the other block game and this was one of my first frustrations first coming to Vintage Story... that sleeping in a bed didn't set my spawn point. Setting it with a temporal gear gives you 20 respawns until it defaults to the world spawn. This didn't seem fair. But my friend explained to me that it requires a temporal gear to reset it. That's when it clicked for me that the game doesn't discourage exploration. It rewards forethought and investments. In this case, it's the forethought to take a gear with you on your travels and use it where you think you might run into trouble. And then you get 20 free respawns there before it resets to world spawn. I think that's pretty neat.
  18. out of curiosity, can you specify how you are setting up the multiplayer instance? Are you running a dedicated server or are you opening to LAN and letting your friend connect to your local game? Also does your modem have routing capabilities that can be controlled by your ISP? Try connecting to a mobile hotspot (most phones can do this) and see if that resolves the issue!
  19. reinstalling it fixed the issues. That's all I could find for solutions even on the github. thanks everyone!
  20. I'm not sure what's going on but my game music hasn't played for a very long time. I'm on 1.20.7 for reasons of my mods haven't updated. I play on a server with a friend and they can hear the music just fine, but I cannot. I can hear other game audio, but not the music. Here's my audio settings: Not sure what the issue is but twice now she's mentioned "Oooh you can hear this track playing now!" and I'm like, "yeah...I haven't heard music in this game in months..."
  21. I mean... your setup looks the same as mine. I'm running Ubuntu server. Not sure what could be different, except maybe the .NET setup for Debian might be missing a figure that .NET for Ubuntu has. The only difference off the top of my head is that I run sudo su vintagestory before starting the server.sh script
  22. @Rudometkin Did you read my PSA?
  23. So I dug into the code... Here's what I found. Every time the map is moved or zoomed, it calls a fairly simple Render method on the entire map and does zero caching of the rendered map textures. I can understand employing this method when drawing the map around the player, but for chunks outside the render distance, it really should cache those map tiles so they load faster.
  24. I think that with weather in real life, you'd have to study the patterns. For example. When rift activity spikes and then calms down, I start to wonder if a storm is on the way... /nexttempstorm reveals that it's about a day away...
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