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williams_482

Vintarian
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Everything posted by williams_482

  1. Both anvil parts do require five ingots, but it's quite easy to waste voxels by stacking new ingots beyond the maximum height of the work piece. Add one ingot at a time only after the previous ingot is spent, completely filling out each layer from the bottom up. And definitely don't destroy any voxels until everything else is done. The anvil bottom requires slightly less than five ingots worth of voxels, and is relatively easy to complete with just the five. The anvil top, meanwhile, requires exactly as many voxels as five ingots will give you, so you have zero room for error. I often get this slightly wrong and have to use six ingots. There's a detailed set of instructions in the wiki which I found to be quite helpful.
  2. Ideally they would only produce the particles when not yet interacted with.
  3. Are there any parts of the story that intrude on regular gameplay if you don't go out looking for them?
  4. I did ultimately return to the archive and pick up a slew of missing lore books, including the conclusion to "The Spy and the Sparrow". Most of these were found after combing through the library shelves, but I also went through the rest of the archive chambers looking for lore books in back rooms I hadn't noticed on my first pass, and I believe I found at least one of my missing books there. I imagine the new particles for selectable books would have made this much easier than it was on 1.20, but that won't help for books stashed in ruined chests in the corner of some secret bedchamber. If you can't find the last book in the library, it's probably tucked away somewhere else in the structure and you'll have to dig around for it. Here is my updated and complete list of RA-exclusive books: - The Weight of Stone: nine sections, eighteen pages - Admirer of the Miller: ten sections, twenty two pages - The Patronage of Tibalt Amaro: five sections, ten pages - The Spy and the Sparrow: ten sections, seventeen pages
  5. I just tumbled into this one, and it turns out you can just break the barrel to get your salt back.
  6. I don't think it does, and although I am just one person I would definitely not like to see the actions being removed from direct environmental interaction (think smithing, or turning a quern) and have that moved to a "mini-game". IMO, it's really important for the game to remain consistent, not just for the new users but for the rest of us. I've never played the game in question so I'm not sure what kind of gameplay the shown "minigame" is diverging from, but everything shown in that video (read a recipe from a book, pour a base liquid into a cauldron, put it over the fire, put an herb in and boil for a bit, grind another herb and add it, pour the contents into a bottle - all by manipulating object in a room) is in line with the kinds of direct environmental interactions that you describe. I'd expect a potion brewing mechanic in Vintage Story to function similarly.
  7. Assuming a square map, it's shaped like a donut where the diameter of the vertical cross section of the donut ring is the same as the diameter of the donut itself, and the circumference around the outside of the donut is the same as the circumference of the hole in the middle. That's not like any donut I've ever eaten.
  8. If any limitations were placed on the distance the map will render (which seems pointless, I suspect it works that way because it's easier to continue infinitely in whatever direction than to find a natural seeming way to establish world borders), then they should stitch the world boundaries together to implement a rudimentary bi-directional world wrap. Civilization 4 had a world wrap option they called "toroidal", where both the north/south and east/west boundaries of a rectangular map of grid squares would connect to each other, allowing you to walk around the "globe" in any direction. The actual zoomed-out shape of the resulting planet is physically impossible and difficult to visualize, but that's not noticeable from the ground, and certainly not at Vintage Story's first person scale. I think it would be really cool to simulate a globe like this, allowing people to journey south 400km and find themselves back at their base. It also shouldn't be too difficult technically, with the biggest problem likely to be figuring out how to make the map boundary terrain look seamless.
  9. This falls firmly in the "why would you ever do that" category, but I don't see any reason to prevent it. I guess it makes panning marginally more possible in extreme arctic starts? That's probably good.
  10. Interesting, because I'd take the exact opposite position. Unstable surface areas containing weird and creepy sounds, off colors, occasional flickering/insubstantial blocks, etc, produces a much more visceral sense of discomfort (and with it a much more immersive experience) than just seeing the gear spin the wrong way. The "neon sign" is a feature. Luring new players into traps which an experienced player can trivially avoid just makes for a more frustrating experience for them, with little benefit. It's also counter to most of the other gameplay loops. Most mechanics in this game fall into one of several categories: 1) Genre staples and in-your-face problems. There's a hunger bar, you need to eat. There are monsters who attack you, you need to fight back or run away. etc. Most players will intuitively understand these things, and those who don't are probably going to recognize that they are out of their depth and go to the tutorial or a youtube video to get themselves sorted. Even if they just try to muddle though without help, "there's a little grey guy throwing rocks at me" is at least easy to identify as a problem. 2) Obvious how-to questions (How do I find food? How do I protect myself from monsters?) which can be answered relatively easily in the handbook or with a little in-game experimentation, but require work to obtain any practical benefit. Progressing in this game is essentially a sequence of asking how to get a thing you want, finding the answer, and then executing on it. 3) Non-obvious questions about lore and the world at large (what are these weird monsters?) which the player isn't even going to know to ask until they stumble across something in game and will have to do some legwork to answer at all, but which don't directly impact their engagement with the survival and progression mechanics. Surface stability *should* fall firmly in the third category, weird things about the world that you'll learn about over time. Unfortunately it's treated as if it belongs in the first category, and thus becomes a trap. New players who get unlucky picking a location for their base don't even recognize there's a question they need to ask until they've wasted a big chunk of time building a base they can't really use, and that's incredibly frustrating.
  11. Regarding monsters breaking into your house during temporal storms, I was impressed by the suggestion in a reddit post from several months ago that monsters (and rifts) could make blocks temporarily insubstantial, then pass through them. If more expensive and/or sturdy materials take longer to break through, players would have a reason to build specific temporal storm resistant structures. Personally, I'm firmly in the camp that temporal storms are currently much too disruptive and annoying to bother with, so I just shut them off. If there was any real preparation I could do to allow me to just sit in around and make pots or whatever without being harassed by random otherwise-impossible drifter spawns, I'd be more inclined to actually engage with the mechanic. Preventing drifters from spawning too close to the player but giving them more ability to reach an unprepared player seems like a decent compromise.
  12. The three tree types you listed all grow closer to the equator. If you go south about 10K blocks you'll start to see redwoods, and in another 20K blocks or so Ebony and Purpleheart will (occasionally) appear. The equator in a standard world is about 50K blocks south of your spawn.
  13. I didn't keep detailed records for "proof", but yes, wild crops absolutely do slowly progress through their growth stages, and eventually revert from their maximum growth stage back to the first stage. I've actually seen a patch of wild rye revert from full to seedling before my eyes. I also made a regular habit of checking up on wild crops near my base and harvesting them only when they reached maturity, which did reliably happen. Do you always harvest wild crops when you find them, regardless of growth stage?
  14. Under what circumstances do you have to crouch to place a ladder? I've had no trouble laddering out of vertical shafts just by right clicking a wall the place the ladder.
  15. Are bowtorns actually 100% accurate still in 1.21? Not long after updating I pillared up 10 blocks or so to sleep, and woke up in the morning to a bowtorn firing wildly around me as I stood motionless. several of the shots missed by several meters below me. I assumed that bowtorns are actually shooting the same bone arrows they drop when killed, with their innate 30% malus to accuracy. But I haven't made any attempt to test that.
  16. Tying tree growth to specific climate parameters and increasing the growth times of rarer trees seems like a better way to prevent players from surrounding their base with a forest of purpleheart after one trip down south. It just feels wrong that these trees are not only difficult to find, but inherently unsustainable to harvest.
  17. I wonder if the game would benefit from an optional but default-enabled worldgen setting that guarantees that the player starts in a >= 100x100 block grassland, with moderate rainfall and guaranteed clay nearby (ideally on a gentle slope for easy visibility). This doesn't guarantee the player anything particularly powerful, but it does avoid the worst pitfalls for a new player to fall into (such as having wolves routinely spawning in your front yard, or there being no crops, reeds, or mushrooms in easy reach because you were dropped into a large expanse of gravel).
  18. Huh, I guess it treats single player worlds differently from servers? I am surprised you don't have permission to run that command in-game on your own server, but I'm not familiar with how VS does user permissions on servers. Hopefully someone more experienced can weigh in.
  19. When I updated my world I was prompted to run a command and then restart, which remapped the affected textures and fixed this problem. Did you not get a popup message when you opened this world? In any case, you should be able to fix it by running /fixmapping applyall And restarting the game.
  20. One little thing, I strongly suggest putting your pantry/cellar right next to your kitchen. Any fully inclosed, at most 7x7 room built of insulating blocks (stone, dirt, solid doors) will count as a cellar, and let me tell you, constantly running down to the basement to grab food and back up to actually cook it as been a real bother in my current home.
  21. Have you considered that this might make it even harder for new players to find clay?
  22. Your base is probably too dark (even just barely), with a few nooks and crannies at or below light level 7 (the brightest level at which monsters can spawn). I think the real problem is that light level 7 looks pretty well lit visually, and there's no Vanilla way to tell he difference between light level 7 and light level 8. It should be a lot more obvious if a tile is bright enough to prevent monster spawns without manually counting the tiles between light sources.
  23. I would have appreciated this change the first time I fought the bot. I kept prioritizing trying to jump onto the ledges so I could shoot the thing from relative safety, and figured that I wasn't landing there because my timing was off. I died a couple times doing that before I gave up and switched to dying in somewhat more efficient suicidal bum rushes.
  24. Coming from the other block game, I found setting temporal rifts to invisible gave me a better experience. The rifts are still there, but you can't see or hear them and they don't drain your stability. And unlike removing the rifts entirely, monsters still spawn on the surface in meaningful numbers come night time.
  25. Bears and Wolves will usually turn and run once they are badly injured, but it takes some serious work for a stone age seraph to pull that off. They will also run if they take damage but cannot immediately reach you, so one strategy is to pillar four blocks in the air and throw rocks or spears at them to chase them off. The only permanent solution is to lure them into a pit (four blocks deep for bears, five for wolves) with a permanent light source and just leave them there forever. Which isn't terribly difficult, especially if you're willing to die a few times in the process.
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