Silent Shadow
Vintarian-
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Keep in mind that you can roll damaged sets of armor into the next tier for full durability (1% Hp chainmail into 100% Hp scalemail, for example). You can also save your nearly broken bronze tools to sell to traders for some free gears. Best way to stretch your metal out.
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Hey it is free meat and hides spawning in your walls! Just enclose the skeps individually with fences or enclose groups of them and it shouldn't be a problem.
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How to set up a LAN server to play with friends via Hamachi?
Silent Shadow replied to animatiV's topic in Questions
Try this thread: Not necessarily... -
The underground is about the same temperature year round so mining side steps the issues with the cold. If you made your workshops count as enclosed room you can craft then too. You can also repair your clothes for more protection from the cold and buy even better ones from the merchants so you can continue working outside. Usually I save up a bunch of work to do in the form of refining building materials (like polished stone) or saving up fire wood to convert to charcoal. I also work on building up my base since it is close to a fire I can quickly warm up at and any nearby water is frozen. If you establish a mine with some good ores you can spend the winter mining it out.
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I would say that the game focuses on extraction and building. Take from the environment as you can and use what you get to further your capabilities so you can take more from the environment and thus build more, and on and on. Combat right now is just an obstacle to overcome or a hazard to be wary of. The main problem with the game is that it stops giving you reasons to build up your capabilities. Once you get a farm going and build a cellar with some pots, you have solved the problem of winter. Once you get bronze weapons and armor you have mostly solved the problem of enemies underground. Iron makes you further protected, but you don't really need it and steel is even worse with its meager return on investment. Since you no longer need to build up anything, why bother exploring for more resources? Once you get rid of the problems of winter and enemies, you have basically won the game and doing anything else is going to be intrinsically driven. I think the game's options at this point are to either make everything harder, or to add new challenges to overcome. They could make the player's time more valuable by placing more demands upon it so that a big part of the game would be switching to more investment heavy, but low upkeep, processes and materials. For example a copper tool could lose work speed quickly and thus need to be sharpened often to restore its speed (durability is not affected) but an iron or steel tool would need infrequent sharpening. There could also be better ovens/furnaces for better fuel efficiency, establishing mines via "temporal stabilizers" or something so fewer drifters will interfere while mining, introducing glass blowing with molds to facilitate mass production of containers for food and the like, more machines that can produce power or do work on items (slitting mill? Lathe?), building a fish pond for easy protein (no hides though), establishing a sawmill for faster/more plank production, etc. This way players gain more time to do whatever when they upgrade their stuff and they can feel the momentum building every time they do. Item upkeep could be another reason to progress. If items break down overtime the player would want to shift to making items that could be made in batches or have more durability, similar to how tools work now. One reason glassware became much cheaper than pottery is because it could be mass produced with molds and pottery cannot, so if pots "wore out" or had a chance to break when handling (perhaps worse in the dark?) it would be good to invest in capital heavy glassware for quick and easy replacements. If buildings also wore out or were damaged by storms, there would be an incentive to make it out of more durable materials like stone blocks or setup a system where weaker materials could be made quickly and easily to replace the damaged parts (this would need a change in the way rooms work so that players would not just live in a carved out cave.) I can see how a lot of people would not care for these options and would probably just see it as pointless grinding though. As for new challenges I have heard a few suggestions like setting up new dungeons or areas to explore but I feel that would not add much to the game as it would just be a place you go once to see or for bragging rights or you go there to raid for plunder and then never return. People also clamor for better combat but this game has been focusing on crafting for the most part and seeing them switch focus to combat would just make the game be like many of the other survival games on steam like Rust, ARC, or Conan. I think the challenge the game should build up to is rebuilding civilization from the current ruins it is in. Gather surviving people you find in camps or ruins, build a small village, set them up in their assigned tasks like farming, crafting, or guarding. You could setup production chains to outfit them and feed them. Fallout 4 had an interesting, if severely underdeveloped, idea of building settlements to support you in the wasteland, but this game is setup to execute it far better. Since the game is about building and surviving I think that a complete functioning settlement would be the ideal end of the game. I can see how this might be harder to code, but it would truly set Vintage Story apart from other survival crafting games.
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Makes sense, looks like 1/8 plus 0 to 1/8 (average 1/16) so an average 3/16 of the wood gets converted into charcoal (6 from 32), but that can vary between 1/8 and 1/4 of the wood. That more or less matches what the wiki says which is 5.5 charcoal per 32 firewood.
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If they did drop something, it would have to be somewhat worthless on its own since it could be easily farmed or the drop rate would have to be very low. Even now you can leave a nest after killing the residents and come back later to find new ones hanging out there.
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I think people have wanted birds (beyond chickens) and fish as additional resources. Birds would offer a limited amount of feathers to find when exploring/gathering which would help to use bows and the flint arrows in the early game. Birds could also serve as another pest to nerf crops a bit. Fish would spice up the water biomes quite a bit, and fishing could be an alternative source of protein. For a minimum investment (some sticks and twine) you could get fish meat (but no bones or hides) which would not last as long as regular meat and its production would be limited by the player's time spent fishing unlike how animals and crops can grow on their own. I think a bear would be pretty cool addition, it would be the rare saw blade locust of the surface but would have a LOT of meat, bones, and hides. You might even stumble across them sleeping in caves during winter.
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Google translate did not do too well, which is understandable when translating from Russian to English. Are you saying that items like chairs could be made from a block by chiseling it out? Or that small items could be worked on and then assembled, such as multiple small tiles making up a slab? Sounds like carpentry to me, which would be pretty cool.
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Supposedly in real life Elm wood was the "most desired" by early 1700s American Colonists for making charcoal. No idea why, but I wonder if the type of wood affects the percentage converted in the game.
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I would put a layer of fences on the cobblestone wall just in case the raccoons are spawning on it or getting access to it. You might need to just have each skep have its own fence skirt to safeguard them, though you could place 4+ together and surround them with fences and flowers.
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They kinda do. Their nests can be harvested for scrap which can be sold to one of the traders. If you kill the deadly sawblade locust you can get gears and scrap. Supposedly the bell locust is similar.
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The amount of drifters spawning in caves is WAY too much
Silent Shadow replied to Gonzo's topic in Discussion
It is not too bad. Generally, if you lack a pick there is no reason to be there but once in the metal age you will spend a lot of time there. Gear list: Have multiple torches or an inextinguishable light source (oil lamp, lantern, candle). Have one torch in the torch slot and keep the rest some where else because if you extinguish your torches in water, you are almost certainly going to die because you cannot see. I cannot understate the importance of light underground. Have some way to ascend, this can be a pick, but ladders are better to have since they are faster and easier to use. Ladders can also be used in open spaces. Dirt/cob is also an option though not as good imo. Ladders or dirt, try to bring a full stack. Have some armor since there are plenty of enemies down there and you are likely to get hit a few times (avoid the situation discussed above until you have better gear). Wood lamellar armor is fairly easy to make (it's so easy, a caveman can do it!) and is a decent starter armor. Replace with metal armor when possible, preferably bronze then iron. Have good weapons, at first this will be a few flint spears you can stab with or chuck in desperation. Later on use metal swords for the attack speed. Optional items include fences which are nice for controlling enemies, horsetail reed medicine since you will get hit and dying sucks, a knife to harvest the enemies you kill and to use temporal gears to restore stability (usually not needed), and a firestarter in case you soaked all your torches accidentally. Whatever you need for the task at hand, usually mining so a pick and propick. From your entrance, descend into the dark and look around. Use torches to mark the way you came in at junctions, or press 'q' to chuck them down holes to see how far they go. Fences are nice to block off dead ends so to manage drifters and so you don't get lost down them. Fences also make good guard rails for the ladders you place going down a ledge so you don't walk off the edge into the abyss (control key is your friend). Keep an eye on your temporal stability as it will be going down when at more than shallow depths, don't wait till the last minute to return to the surface. You will probably fight drifters under ground so be prepared. Fighting is harder since there is less room to maneuver and the ground tends to be more broken, so use fences and out of reach spots to offset this disadvantage. Swords are better than spears underground thanks to their much higher attack speed and the fact that spears will usually run out of room to maintain their range advantage. If you see a huge mob of drifters, you probably should just return to the surface unless you have a few swords and feel lucky. If you see a locust nest, you should probably do the same. If you see a locust with a saw blade on top, turn around and run! That thing can obliterate your health even in bronze armors and can outright kill some unarmored players in one hit. Do not engage with it, it is not worth it. Really though there is not much point to exploring caves unless you want salt, saltpeter, a shortcut to a target ore's depths, or artifacts. Caves are not that interesting in this game and not a great way on their own to get ores. The surface is much more interesting and beautiful, if more boring. -
I have never tried, honestly I think just killing them would be less work.
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Wolves spawn in the "forest biome" even if you have settled there or have cut all the trees down. If your lakeside plot is considered within the "forest biome" you will get wolves periodically spawn there and there is not much you can do about it.
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Chances are that only one mod is breaking the game, so try disabling half of your mods and running the game. If the game crashes, the mod causing the crash is among the enabled mods. Enable the previously disabled mods and disable the enabled mods and run the game again. If the game runs fine, the mod causing the crash is disabled. Enable half of the disabled mods and run the game again. Repeat this until there is only one mod disabled and the game runs fine. That mod is the one causing the crash, so check if it is out of date or check its mod page to see if this is a common problem. Good Luck!
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Holy *Pit*! Charcoal Pit! Question(s), ahoy!
Silent Shadow replied to PastaNipples's topic in Questions
Mud brick works but you will not be able to recover all the bricks when breaking the pile open. A cobblestone "door" can be though. -
Mid-Game Tools to expedite Knapping/Clay Forming
Silent Shadow replied to brainstew's topic in Suggestions
Uhmm, if you have access to chisels then why are you still using stone tools? When knapping stones in real life you have to hit the stone a lot to break off chips so I think they decided to require each voxel to take a hit to remove it so as to emulate the real life process. Having a click and drag might go against the dev's vision of the game, but I can emphasize with wanting to reduce time crafting (especially with pottery, and that already has the layer copy setting). Also, not to be rude but I believe most people would consider copper/bronze to be mid game and steel late game, with iron in between. -
Could you *Bee* a dear and help me with this search?
Silent Shadow replied to PastaNipples's topic in Questions
I usually find some just by hearing them while I am exploring. I just mark them down on my map and once I find where I want to settle I come back for them. You really don't need to see the hive at all. Just ensure there are plenty of flowers around a free skep surrounded by fences and the wild hive will populate it. Come back after some time and collect the skep for the apiary. Once you find one, you really don't need to find any more. Hives in skeps can populate empty skeps, so just don't destroy them all and you'll bee fine honey. -
It depends on what crops you use: https://wiki.vintagestory.at/index.php?title=Farming#Table_of_Available_Crops (see two right most columns). Note that if you have a Green House, crops will be 5 degree hotter than the ambient temperature. So long as the temperature is between 0 degrees or the crop's minimum growing temperature (whichever is highest) and the maximum temperature, the crop will grow. If in that range, I think the growth rate depends only on the plant and the soil conditions (nutrients and moisture). Be aware that temperature will fluctuate throughout the day and so may go out of the desired range, which is probably what happened to your poor turnips as only yielding 50% is indicative of heat/cold damage.
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Drifters can spawn on top of walls and roofs so that may be how they are getting in, so light them too or cover them with blocks that cannot be spawned on such as slabs. Honestly it is usually best to skip the night with a bed when you are just starting out. You can do this too with temporal storms, just wait until it says "Temporal Storm Imminent" and then go straight to bed. If you use the bed at the right time, you will not have any drifters spawn above ground and defences will not really matter. Just be aware that you are losing time before winter that you could be using for other vital tasks (I don't consider panning as "vital", but you can). Once you get a little more established then working at night becomes more important, but I would say it is more important that making sure that your home and smithy are considered "enclosed rooms" per https://wiki.vintagestory.at/index.php?title=Temperature#Enclosed_Rooms so winter doesn't destroy you.
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Why do people think berries are too strong? Sure you can live off them until winter but your max hp will be stuck at a low level until you get new food sources. Once you get new food sources for max hp you really don't need excess calories and so berries become obsolete as a main food source. I would like to see brewing in the game though, it is one of the first things we learned to make as a species. Maybe have it restore temporal stability but your character gets progressively more drunk (wavy screen, movement becomes non-linear, attack speed goes down) until blacking out?
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Well back in the day they used to "steel" iron tools/weapons by welding an edge of steel onto the tool. Perhaps Vintage Story could emulate this? Maybe have a process to make steel strips from an ingot and then weld them on with a flux? This way most of the tools and weapons could be made of iron but steel would be more worth making since you can stretch it further. The resultant tools could have the speed/damage/tier of steel but the durability of Iron, but if you still want steel armor you would have to make it entirely of steel. If you want this process to be harder, steel and iron weld at different temperatures IRL so you would have to heat each up with narrow ranges before joining them. Failure to meet the temperature requirements may waste the steel and flux. Also, borax could serve as a flux which would increase its worth beyond anvils.
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Too many locust.... Good game though.