Silent Shadow
Vintarian-
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I am not so sure. I would say it depends on what you want to experience in a single player game. If you are going for a nomadic experience, a hunter or malefactor would be the classes to play. If you want to explore the underground or more dangerous terrain like rugged mountains/hills or dense forest where retreat is not always a good option or even possible, then blackguard or maybe malefactor would be better. If you want to focus on trading and a travel network then clockmaker would be best. If you want to find lore and treasure then malefactor is best. If you want a bit of everything or want to learn most aspects of the game, then commoner is the one to play. Tailor is probably the most multiplayer focused one unless you are going for a cold weather game. As the game is right now, it is not hard enough to warrant specialization nor are the classes sufficiently specialized to emphasize a certain playstyle with them. I tried a bit to balance them for multiplayer in addition to single player. The idea being that group benefits would come with group cost; such as with the tailor who can create cold weather clothes for everyone, but needs more food that the group has to provide (namely via the soft limit imposed by limited seeds and thus limited farming, as well as winter, so hunting and foraging must supplement the food supply more.) However, a group that is specialized in its labors should be more efficient anyway and I think that is reflected in the class ideas I threw out. There is definitively room for improvement though. I think the main reason the Devs went with a class system is for lore reasons and to facilitate a society as players would be more likely to work together instead of doing their own thing.
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These are also just ideas, the commoner maybe should not be able to mine ores right off the bat but there is still a lot of the game left for them to do.
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It is a shortcut, not a replacement. You will still have to make more tools, more portable containers, and food. These are not adamantium items that never wear out or a bag of holding. You can see immediately the difference when you are forced to make new stone tools, and more experienced players (who already know the difference) will have the same goal of getting more metal tools anyway. Plus it is for beginners or people who want a head start.
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Some ideas: Note that "starts with x" refers to the start of the game, respawning does not grant these. Commoner - The learning, jack of all trades class. Bonus: Global 10% work speed bonus Malus: None Starts with full hp clothes, a leather backpack, a bronze mattock (new tool that can break wood, stone, and dirt but at a 50% speed), a bronze hammer, and some food. Blackguard - Fighter and miner class. Bonuses: 40% extra melee damage, 5 extra hp, +20% mining speed, two or three bonus inventory slots, halved stat reductions from armor. Maluses: +35% hunger rate, -30% forage/loot drops, -10% ranged aim. Starts with a bronze sword, and leather armor (no helmet). Hunter - Ranger class, good for hunting, ranged combat, and exploration. Bonuses: 30% extra ranged damage and aim speed, 10% faster walk speed, 20% better animal harvesting amounts/speed, and can tell the direction he is facing and time till nightfall (Can be replicated with a iron compass or watch selected in the inventory bar). Maluses: +20% Hunger rate. 20% slower mining speed, 20% faster temporal stability loss rate. Starts with a bow, and 16 bronze arrows. No longer is the only one able to make crude bows and arrows. Clockmaker - Businessman class that utilizes teleportation the easiest. Bonuses: Halved temporal stability loss rate, 50% extra damage to mechanical enemies, 20% more favorable deals with traders who have 20% more gears to spend. Propick also reveals translocators on the Density Search mode. Can forge machine parts and watches from steel (usually found as loot or bought from traders). Maluses: 2.5 less Hp, 15% less damage to organic enemies. Starts with 5 rusty gears and one temporal gear. Malefactor - Scout/forager/treasure hunter class Bonuses: 30% better loot/forage drops (except food, seeds are fine), 20% slower hunger rate, Hostile mobs have a 20% lower detection radius and are highlighted in a color visible through blocks (can be toggled on/off), better panning probabilities, propick reveals ruins in the node search with a much bigger radius. Maluses: 2.5 less health. Stat penalties from armor doubled. Starts with a bronze spear, and two linen sacks. Tailor - Clothier and armorer class Bonuses: Armor and clothes are made with 15% more hp, can make clothes (traders sell them too), gets 20% more reeds, flax fibers, and hides from drops and crops. Maluses: 2.5 less health, 20% faster hunger rate. Starts with full hp clothes, 4 twine, 4 linens, and 25 flax seeds.
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You can use water to make the run shorter if you want since you are not as penalized in water as they are.
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The adults run at a faster speed than the chicks so chase them all into a corner then approach from a side until they run (at different speeds) towards the coop you have for them. If they have enough room, the chicks will fall behind and you can catch up to the hens and fence them off before the chicks enter the coop. The latest generation (chicks) should be separated in the main area then. Repeat when each hen "gives birth". You need a fair distance to make this work easily so I build a little "chicken run" of maybe 30 blocks. You can then put coops at either end to make the separating easier each generation.
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Per the wiki's greenhouse page:
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The best method I have found is to get a little brother or sister to do it for you. Very historical too.
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Have multiple small coops to separate the generations until they are all 3+ generation, try not to get any beyond 9 generations as moving them gets to be much harder since they do not flee from you anymore.
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The skep just needs to be near the hive with some flowers around, I think the hive could be encased in stone and still populate nearby skeps. I would also recommend a fence around the skep so raccoons do not pillage it.
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I think you have to have the same material too for some reason.
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Well, temper your expectations a bit. The blasting bombs are not that good for mining unless your tool speed is set very low or you are mining quartz.
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Am I the only one that has huge lag spikes?
Silent Shadow replied to David Petersen's topic in Discussion
If I had to guess I would say it is your RAM. I started a new world and Vintage Story was using up about 2GB on its own. After running around a little it took up 3GB, so I can imagine it taking more with a more explored world. If you have other programs running I can see you running low on RAM and the computer would have to save to the HDD/SSD which takes a lot longer to do than for RAM. The lag spikes are probably from the game trying to generate new land or updating the weather history. New land should be generated while exploring but your main area would still need weather updates. I would recommend closing any other programs you have running or upgrading your RAM to 16GB. 16GB of RAM is pretty cheap nowadays, you could probably get it for less than $50. Just do your homework first as they are not all compatible. -
I feel the opposite, food is so easy to get in this game that hunger is not an issue unless you are brand new and -15% ore is really not that debilitating for a class optimized for bows & arrows with leather/linen armor (if they even want armor with their ranged build). Their other damage debuffs are not a problem as that is not their focus, nor severe enough that it is not an option for them. I bet the real reason commoner is so popular is because there is no big reason to be specialized in this game. The path for advancement is the same for every character and the bonus/malus each character gets is not big enough to make any of them objectively better than the rest. If not defaulting to commoner, I would bet that most players select the class for what job they would want to do in multiplayer (if they can get a bonus for it) or if they want to focus on a narrow part of the game in single player such as nomadic exploration or underground exploring/exploitation. If the Devs want to encourage people to pick different classes then the only way I see that happening is to make the game harder in multiple ways and to extend the magnitude of the class bonuses and maluses to dial back some of those challenges. This would encourage players to stick to an area or playstyle they excel in until they can remedy their shortcomings with technology or better gear but their bonuses would incentivize them to maintain their playstyle to a degree. An example would be to make mining much slower so that players would try to get the best equipment (steel/iron pickaxe or invest into making explosives) so mining could happen quicker or they could select a class well suited for mining that was naturally faster. This miner class would be best at mining early on, and later on his/her speed could be matched but not the efficiency. The problem is that the Devs have kinda shot themselves in the foot with how customizable they made the world settings since most classes' drawbacks can just be negated (although most players said they played with minimal changes in the multiplayer survey). Items locked to specific classes are fine in my opinion, but they should be shortcuts to or inferior copies of later tools and gear. The hunter's unique bow and arrows is a good example and the tailor is good too since you can get similar clothes from a trader but only after a lot of searching and gears. The problem in multiplayer is that one person can just make enough unique items for everyone, so their unique item should be class locked or there should be group drawbacks inherent in the class, but the only ones I can think of is increased hunger rate (everyone needs food), reduced temperature thresholds (so they might need to live further away from the group or spend more time in doors not collecting resources), and maybe global reduced resource production speed/amounts. The commoner class should become the default class for learning the game so new players can experience everything without too much trouble, but not really offer any reason to continue playing it once they have mastered the basics. Players seem to favor one aspect of the game or another so I would expect them to naturally choose something to specialize in once the bonuses are worth it. Alternatively, just have everyone start as a commoner and then specialize into another class they want. This would solve the server issue of people not knowing what the server's class makeup is until after they have created their character (and class). Honestly though, I don't think this game really needs classes. An experience system granting more efficiency might be more suited so what you like/have to do gets easier and that just becomes your "specialization". Just please do not lock stuff behind level requirements, the material requirements already work well for pacing.
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Kinda, there is a display case in the game that can hold items similar to the shelf that might be able to hold minerals and seashells. You can test it in creative mode by typing /gamemode 2 in the chat (t). /gamemode 1 puts you back into survival mode.
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What are you having trouble with making a copper anvil? All you got to do is: Make a clay anvil mold Fire the mold Heat 900 units of copper (180 nuggets) in a crucible Once nuggets are melted, pour into the mold Wait. Wolves can be scary but they aren't too bad once you learn the trick, which is, fight them in water or on ice with a spear. A 1 block deep pond is usually good enough as you move faster in water than they do. You can also just run away since you are faster (at least outside of dense forests and sans jumping). Sorry you got laughed at, but don't give up. The game can be very satisfying to conquer.
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Try it sometime, you may find it is not that hard or even easier (the extra health really helps in the early game).
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While your explanation makes some sense would it not make more sense to pick a different class than commoner for the unique benefits and then use the world creation settings to negate the negatives that come with the class? Things like attack damage or the ability to make unique items are not available from the world creation settings so why not choose those things via classes? I understand why a blackguard may not be picked for a peaceful run but why not the others? I have found salt that way too, but the key words here are "a couple of times." If you are specifically looking for some mineral you are better off searching more vertically in a likely area than to horizontally search for more areas. You will probably find some extra ores and goodies this way too.
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I dunno about playstyles, none of these are really that exclusive that you couldn't make the most of any of them and I have not seen any strategies built around one class. It would seem that people just pick commoner when playing solo because they do not feel any pressure to excel in any one thing or they do not want to deal with a malus. Blackguard just deals with the hardest part of the game the best in my opinion and he gets the best efficiency out of metal, which while easy to procure, takes the most time to gather and process of any industry. Since Blackguard needs less metal overall compared to the other classes, s/he has more time to do whatever. If you want to build big impressive structures in survival you will probably be spending a lot of time underground getting materials to make it and blackguard is great for that. The extra health makes surviving in forests a lot easier (can you really spot wolves in dense cover before they notice you?) which will be useful no matter what you are doing. Blackguard can excel at a lot of tasks and do fine in the others. That is not entirely true, but close. You can use the temporal gears drifters drop to cut delivery trips in half, you can use the flax they drop in the early game to make yourself some bags for more inventory space, and as for the spoiler, well... Combat is pretty boring on its own but I would say it is never the main focus of the game (seems everyone assumes I really enjoy it when I talk about it); it serves to make a dangerous place more perilous and it puts some stress on the player's time and resources in a place that is nearly devoid of replacements for either, similar to a horror survival game (I doubt anyone plays those for the sake of combat; monsters are just here to set the mood and give you a reason to invest in equipment and supplies). As for going underground there are lots of reasons to go deep (60 blocks or more): Some resources can only be found in decent amounts if you include the deep depths, the prime examples being cassiterite and salt domes. Best place to find artifacts. Most ores can also be found at low depths so by going deep you can exploit the Ultra high scarcity found by propick. Many ores can only be found at the bountiful grade in volcanic rocks that exist at the bottom. This is a nice way to spend the winter when you are more prepared as you can go get that high quality ore in the earth's warmth instead of traveling to several shallow mines in the cold. The challenge, and it is cool to see a magma chamber for the first few times. I was surprised to see so few people picked Blackguard and was kinda hoping to hear why people don't care for it. So far only you have really said anything about it but most say they don't see anything being better than commoner.
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People just do not grasp the advantage of the Blackguard. I like the black guard the most because it is the most suited for exploring the most challenging environments (for me anyway) of the underground and dense forests and is also the most material efficient of all the classes while doing it. Metal is probably the most valuable, but costly, material to produce in the game and you never stop needing it. Metal needs ore to be mined from usually dangerous areas, the most infrastructure built (basic workshop, mines, and a lot more for iron and steel), charcoal or coal in large quantities, and requires active player participation in most of its processes. The black guard has the best traits with regard to the metal industry as black guards can mine faster, most of their weapons and armor last longer, and they are the most suited for the underground where most ores/minerals are mined. Mining faster is a nice bonus to minimize the time spent underground but a bigger advantage a Blackguard has is how efficient he is with metal weapons and armor. Black guards add 10% armor hp and since you can use nearly destroyed chainmail in the creation of full hp plate or scale mail, you get effectively 60 to 420 extra hp depending on the armors used/made (chain mail into scale or plate works best), which works out to quite a few more attacks blocked before breaking, especially with high end armors like plate mail which can knock the incoming damage down a lot. As far as I am aware, tool durability is only decremented by the number of actions done or blocks/items affected (an exception is the heavy hit function in forging), so each attack with a sword/spear decrements its health by one. Since the Blackguard has a 20% damage buff he can reach some break points for some weapons and save metal with fewer hits. ***I made the following assumptions: Damage values are not rounded up nor is there damage variance or "crits", and drifters have no damage reduction nor armor (that I could find). If not in the in-game handbook, I used what the wiki said. I also have not tested these numbers as I am lazy.*** I did not include Gold, Silver, or meteoric iron due to their rarity and unlikeliness to be used as a weapon, but they have the same damage values as Bismuth Bronze and Steel respectively. You can find the numbers in the in-game handbook. You can determine three things when looking at these graphs; that Blackguards can kill the weaker drifters faster than a commoner with tin bronze weapons, he can kill the three most dangerous drifters faster than a commoner with any melee weapon, and he since he kills with fewer hits the blackguard's weapons (the ones with reductions) will last longer in his hands than in a Commoner's. Looking at how long the melee weapons last for a blackguard it gets real good. Against plain drifters, Tin Bronze spears and Tin/Black Bronze swords will last 33.33% longer for a black guard than a commoner (Equivalent Durability Modifier = 1 / (1 - reduction %)). Against deep drifters (another common drifter), the same weapons will last 25% longer for a black guard. Against the more rare and dangerous Drifters (Tainted, Corrupt, Nightmare) Black Bronze, Iron, and Steel weapons will last around 16.7% to 25% longer. It is unfortunate though that steel and iron weapons do not get an durability advantage against the most common drifters. The Hunter does not reach many breakpoints with spears with only a 10% boost. With most metal spears, he is no better at killing drifters than a commoner, but this is not to say that the hunter is bad, just overrated. Since thrown spears do roughly 1.5 times as much damage as swords you might think that they would have an advantage in DPS and damage per metal invested against swords, but this is not true for common classes or Hunter thrown spears vs Blackguard swords. They do cost 1 hp per throw and do roughly twice the damage of a sword blow, but swords have roughly 2.25 times the durability of spears, so swords have a higher damage per metal investment ratio. For DPS, I found that I could swing a sword two times faster than accurately throw a spear at a nearby drifter, as I had to aim to get the throwing window small enough to ensure an accurate shot (though someone more experienced than me may be able to do better) which basically means spears did twice the damage but took twice as long per attack compared to swords, for roughly equal DPS (experience with each weapon will probably determine which is best for you). Hunter does kill a bit faster with arrows, but he gets only a minimal benefit for durability thanks to how bows and arrows break [edit: still true]. While the percent reductions are not good for most of the drifters you will be facing, you have to remember that it is only the bow that loses durability, meaning only sticks and string are used (and easily replaced). Arrows can usually be recovered with good rates [edit: This is only true for missed shots which seem to never break. About a third of shots that hit a creature tend to break, which really cuts down their efficiency for a Hunter to around 8.5+1 drifters per ingot invested. A sword can easily reach over a 100 drifters per ingot invested for a Commoner] and they are also manufactured at 9 arrow heads per ingot and thus are a very metal efficient option [edit: They are the worst option I am aware of. Bows and arrows are "the best" only if number of slots and sustainability (no picking up ammo/spears) are a priority. They really need some love to be worthwhile.] (if rather bottle necked by low feather availability). Bows and arrows do have a bit less DPS than swords (less attack speed) and spears (less damage per shot) for any class though this is usually not an issue for ranged combat. The underground environment typically has the following characteristics: Low light, which means your sight is going to be limited by how far your light projects. Assuming the tunnel or cave you are in is greater than your light radius, you will only be able to effectively shoot the targets illuminated by your light source. This mostly negates thrown spears' and bows' greatest advantage of range. Since you are pretty much limited to melee anyway by space or light, being a Blackguard will be an easier time. Restricted maneuverability: it is much harder to kite underground thanks to the inherent vertical features/hazards and small spaces so you are much more likely to be hit and recovering arrows and spears will be much harder. Since blackguards have the most health (+5) and armor that lasts longer, they can survive longer in those situations. Limited Inventory: Slots are at a premium when going underground for ores/minerals or equipment like ladders, torches, food, pickaxes, medicine, artifacts, or what have you. A single sword occupies only one slot and performs well with minimal space so a Blackguard makes more sense to use. A Hunter will need to throw two bronze spears to down a drifter and 4-6 for the most dangerous of them, which means you need at least 5 spears to kill one or two drifters by quickly throwing spears at them. It can be done, but since spears do not stack, you have to allot 5 slots on spears or hope you can recover your spears in the confines of the underground. Bows are better than spears for the hunter in this regard, but at the cost of DPS. Temporal Instability: Your character's time will be limited by their temporal stability so having to spend less time mining means more extraction or exploring is possible for Blackguards. Given how easy it is to get food in the game I do not feel the extra hunger of a Blackguard is that bad, even with winters or in the early game. Once you get a farm going and a simple cellar food problems are more or less solved for a Blackguard (it is only wild foods that get the item drop rate malus). If you spend your time huddling in a dirt shelter at night panning then you may run out of food, but I usually keep exploring at night to get a jump on the limited time you have until winter comes anyway (great time to pan then). Thank you for coming to my Ted-Talk. Sorry for any bad grammar or disjointed arguments my tired eyes missed.
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If you do not want your stuff to spoil when not playing then do not harvest it, leave it on the bush, crop, or animal until you need it as is done in real life. You can still do the preservation for the long lasting foods too.
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I usually start by doing some pretty spaced out samples until I find the ore I want. The propick only samples the local block so I usually do a grid survey once I get to the main ore body. All my propick samples are recorded on the map according to the ore and concentration. I usually shorten it to the metal's chemical symbol and concentration, so a Hematite ore concentration of 0.56 and a Galena ore with a minuscule concentration would be listed as Fe.56 Pb(m). Purple is a good color for the map marker dots since it is quick to type and it is visible in all weather conditions.
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World Gen option to toggle spawning of Traders
Silent Shadow replied to Neutral's topic in Suggestions
The merchant's guild prevents them from operating in each others' market so they have to open their own market to survive. -
That is because traders are distributed around the map at rather similar intervals, so you are at any time going to be at most a minute or two from a trader. As far as I can tell, the only "strategy" for finding artifacts is just to try to explore as many caves as possible. If the generation code for artifacts does not factor in depth, then a world with little height might decrease the area to search through.