Larsmars gamer Posted March 27, 2023 Report Posted March 27, 2023 the crafting book has too much information to read it you should create something for survival where you can see what you can craft at the moment that means if you pick something up it will show what you can do with it and what you can craft with this thing
Thorfinn Posted March 27, 2023 Report Posted March 27, 2023 It is not intuitive, maybe, but that is already there, a couple of different ways. If you want to know what something does before you pick it up, point the crosshairs on it and press Shift-H. I don't know whether or not that can be re-mapped. If it's already collected, go into Inventory (E, by default), hover your mouse over whatever you want to know about, and open the Handbook (H by default) 1
Larsmars gamer Posted March 27, 2023 Author Report Posted March 27, 2023 Thanks for the info and the comment, but that's not what I mean. i think it would be good if there was an empty book at the beginning of survival that gradually filled up with crafting recipes (like a diary entry) and you could read about the crafting recipes there and which things you need now to make a campfire or weapons ( that you have made an advancement) it's a little idea what i would like to have for this game to understand the game better to make it more friendly for beginners because the game has great potential
Thorfinn Posted March 27, 2023 Report Posted March 27, 2023 (edited) Oh, a progressive mode? I think someone did something like that as a mod a while back, but was not very popular. There was another that listed recipes for only things that you had at least one of in your inventory, kind of like handing the Guide in Terraria your entire inventory, but, again, not popular. Progressive mode is a great idea in a playable tutorial. There will eventually be one of those, once the game's development gets a little further along. And it's fine if you are viewing the game as a single playthrough, and you are not interested in anything from the modding community. But in general? What is the benefit? If I encounter some new potential resource in the game, I'll traverse the handbook to see whether it will lead me to something I'm interested in producing, when in the progression of the game I'll want that resource, and how much of it I'll want to gather by then. Why would I want a handbook that steadily fills itself up with instructions for building stuff I don't want to build? I have one of those already completed. Edited March 27, 2023 by Thorfinn 3
Larsmars gamer Posted March 27, 2023 Author Report Posted March 27, 2023 Good idea with the progressive mode I don't know if you know the concept of Valheim, it's that in the beginning you only have a few crafting recipes because you don't know things yet and you have to find them first to be able to craft them and they will be in the Crafting station saved, so you can also craft old things that you don't have to. You can do the same in Vintagestory but only if you have it in the book (diary).
Thorfinn Posted March 27, 2023 Report Posted March 27, 2023 No, unfamiliar with Valheim. Sounds similar to the various levels of worktables and machines works in My Time at Portia. Or Stardew Valley. You can't build the furnace until the smith (Cliff?) pays you a visit and unlocks it. There are several games out there that let you craft things your character doesn't know the recipes for, but if you personally do, you can build it. Like, again, in Portia you can "experiment" with cooking until you "happen upon" a good recipe. I'm guessing VS would be more like that -- if you put things in the right spaces in the grid, you can produce it without unlocking it first.
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