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First time player, started on 1.20. Suggestions of things I noticed.


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Posted

Absolutely love the game, having a blast so far.  Wanted to put down some of my thoughts on things I noticed as a completely new player.  No mods at the time of writing.

I currently just got to the copper age and made my first anvil.  I also tried to avoid looking anything up unless I was absolutely stuck, so this was without any guides but the in-game ones.  Many of these are things I ended up having to search online for answers.
 

  • I didn't end up using the tutorial.  I looked through the guides and started messing around.  Activated the tutorial, but since I was already past the starting point I ended up just ignoring it.  I didn't see a way to skip the starter tutorial to go to the next one, so hopefully I didn't miss anything important.
  • STICKS.  Why does so much stuff require sticks.  The only way to get them is to go find pine trees that have branches low down and harvest all the branches, and it's a constant chore to have to do.  Just let me break down firewood more.  Especially for stuff like pit kilns, since requiring 8 sticks per pit kiln is frustrating when you have a ton of wood ready to use that you aren't allowed to.  For things like wattle fences as well, since I made my starting house out of wattle and daub, which was pretty fun, except for the STICKS.  Even if there was a way to collect sticks more easily from branches, that would be nice.
  • Fishing!  I spent a lot of time looking through the recipes to figure out how to fish besides using a spear.  Eventually googled it, and was a little disappointed.
  • Grinding.  I also spent a lot of time looking through recipes to figure out how to grind grain early on.  Grinding grain using a metate is stone age tech, and I wanted to make flatbread or something, but couldn't.  Eventually looked it up, and was disappointed that you need an anvil to grind grain.  Seems kind of silly.  If it needs to be balanced, make it "Coarse flour" that can only be used as a flatbread or something.
  • The recipes showing various alternatives go very slowly, and can make it confusing as to what is required.  Faster flipping and/or make it clear like "Any cured hide" or "Any wood" would be nice.  Or a way to flip through it.  Also, label the "repair" recipe.
  • Recipes don't need to show every single variation.  I want to see the recipe for stone stairs, but have to scroll through the billion stone variants until I get to the stairs section.  It's annoying.  Makes it hard to find recipes.
  • Recipes also need to have a way to filter for your current tech level (Unless there is and I missed something).  Really easy to miss recipes that you can build since there are so many of them.
  • The recipe for daub is weird.  I wanted to make daub out of granite sand and red clay, but it wouldn't let me.  Spent awhile trying to figure it out, until I realized that particular combination doesn't work.  Each combination of stuff gives a different color, but that one wasn't covered.  If there isn't a color for a specific combo, it should just choose the closest or something.
  • Cobblestone confused me.  I figured that cobblestone was a later-age tech, but realized it only required clay, not mortar.  Seems a bit weird you can build stone structures out of cobblestone right when you are starting out.  ESPECIALLY since dry stone blocks exist, which should be the earlier version of cobblestone until you get mortar.
  • Pit kilns can't be tiled.  I figured that it would be easier and more efficient to make a large pit kiln, but it told me I couldn't.
  • Primitive kilns.  If you ever watched the youtube channel primitive technology, he has made some primitive re-usable kilns.  I actually made bricks in a pit kiln, and was excited to make a real kiln, only to realize the beehive kiln is waaay in the future.  Let me stack up bricks into a basic re-usable kiln please.  Same with ovens, just a more efficient way to cook food that's not a firepit would be nice.  Doesn't even have to be able to do bread.
  • Food recipes are very constrictive, in a weird way.  Why not a more generic system that lets you mix and match?  Let me make berry glazed steak.
  • I saw there was a way to lay tools against a wall according to a guide, but couldn't figure out how it worked.
  • Primitive storage is annoying.  Reed chests are so small :(.  This may be balanced, but still, would be nice to have SOME options.  I ended up using a nearby trader's chests as storage.
  • Wait I just saw the sticklayer recipe on the wiki, could I use that as a basic shelf!?  If so, that would have been SO HELPFUL.  I keep missing recipes that would be super useful.
  • The first time I did anything on the anvil, I missed up didn't see a voxel unfinished until I split of all the voxels.  Then I had to use an entire ingot to add one voxel.  Felt bad, and I looked online if there was any way to fix it, and the answer was "mods".
  • If you start a recipe with an ingot but make no changes to the ingot, you should still be able to add that ingot to another piece in progress.  I spent a good few minutes frustrated about it until I looked it up.
  • Tool repair.  Knapping is fun, but I got tired of it eventually.  Once I got metal, I figured there was a way to repair your tools as one of the bonuses to encourage you to make a copper knife or something.  I couldn't figure out how.  Looked it up, and the answer was "mods".  When a tool breaks, you lose all the metal, and there is no way to repair items.  So that's a bit frustrating.  There should be a way to get back some of the metal from a broken tool, and/or a way to repair tools.  Look up peening, it's an age-old way of re-sharpening stuff that's worn down.
  • There is a chimney item, but I didn't realize it was only decorative.  Spent awhile crafting it so my place wouldn't fill with smoke.  Was annoyed when I didn't need it.  Made a chimney anyway.  Maybe make smoke a thing, or make it clear what is just decorative.
  • Is there any way to see how much warmer it is in your house?  I am proud of it, but I have no idea if it would actually help in winter.  Thatch roof with wattle and daub walls, built against a cave.
  • Let me turn grain into more seeds or something.  I need flax!  Why are flax seeds so rare?!  I have enough food, just let me make more seeds!  Grains ARE seeds so why are they two different items!?
  • You end up with more hides then you can preserve.  Especially rabbit hides, since they don't drop fat.  Feels bad to just let it go to waste.  Why isn't there another way to preserve hides in the primitive era, like smoking them or something?

 

Anyway, sorry for the wall of text, I have been REALLY enjoying the game so far.  Good luck with development, and I hope this help!

  • Like 4
  • Wolf Bait 1
Posted

About your stick issue, early game it can be annoying but once you have metal tools, use shears on trees, it breaks leaves in a 3x3 area and makes gathering tree seeds and sticks much easier.

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  • Thanks 1
Posted
4 hours ago, Puzzlemaker said:

Even if there was a way to collect sticks more easily from branches, that would be nice.

Shears, my friend. You need a pair of shears to increase the yield of sticks from branches.

4 hours ago, Puzzlemaker said:

Fishing!  I spent a lot of time looking through the recipes to figure out how to fish besides using a spear.  Eventually googled it, and was a little disappointed.

Not yet in the game, but a mod like Primitive Survival adds some proper fishing options.

4 hours ago, Puzzlemaker said:

Grinding.  I also spent a lot of time looking through recipes to figure out how to grind grain early on.  Grinding grain using a metate is stone age tech, and I wanted to make flatbread or something, but couldn't.  Eventually looked it up, and was disappointed that you need an anvil to grind grain.  Seems kind of silly.

You didn't need the hammer and chisel to craft the quern prior to 1.20, but the balancing change does make sense. It was a little too easy to get to the better foodstuffs before, plus it doesn't really make sense to toss stone blocks into the crafting grid with a couple of sticks, and have a perfectly shaped quern.

I know some have suggested a mortar/pestle as an early alternative to the quern, and there is a mod or two that adds that. However, the drawback to a mortar/pestle is it's very slow compared to the quern, and easily rendered obsolete since the quern isn't really that hard to get, even with the crafting tweak.

4 hours ago, Puzzlemaker said:
  • The recipes showing various alternatives go very slowly, and can make it confusing as to what is required.  Faster flipping and/or make it clear like "Any cured hide" or "Any wood" would be nice.  Or a way to flip through it.  Also, label the "repair" recipe.
  • Recipes don't need to show every single variation.  I want to see the recipe for stone stairs, but have to scroll through the billion stone variants until I get to the stairs section.  It's annoying.  Makes it hard to find recipes.

Agreed, there could be some quality-of-life improvements here.

4 hours ago, Puzzlemaker said:

The recipe for daub is weird.  I wanted to make daub out of granite sand and red clay, but it wouldn't let me.

I'd wager it's set up the way it is due to material colors. Red clay is pretty dark, so it doesn't make sense that it would produce a light-colored daub, unless it was one with a red or brown tint.

4 hours ago, Puzzlemaker said:

Cobblestone confused me.  I figured that cobblestone was a later-age tech, but realized it only required clay, not mortar.  Seems a bit weird you can build stone structures out of cobblestone right when you are starting out.  ESPECIALLY since dry stone blocks exist, which should be the earlier version of cobblestone until you get mortar.

Drystone blocks require ashlar blocks to craft, which requires a hammer and chisel. They're also sturdier than cobblestone, requiring a pickaxe to break instead of your bare hands. I think it's fine as-is.

4 hours ago, Puzzlemaker said:
  • Pit kilns can't be tiled.  I figured that it would be easier and more efficient to make a large pit kiln, but it told me I couldn't.
  • Primitive kilns.  If you ever watched the youtube channel primitive technology, he has made some primitive re-usable kilns.  I actually made bricks in a pit kiln, and was excited to make a real kiln, only to realize the beehive kiln is waaay in the future.  Let me stack up bricks into a basic re-usable kiln please.  Same with ovens, just a more efficient way to cook food that's not a firepit would be nice.  Doesn't even have to be able to do bread.

Beehive kiln for mass-production of pottery and bricks. Late game tech, but useful if you're going to be firing a lot of things.

4 hours ago, Puzzlemaker said:

Food recipes are very constrictive, in a weird way.  Why not a more generic system that lets you mix and match?  Let me make berry glazed steak.

You already can--the first two slots of a cookpot need to be meat, and the third can be a fruit item. There's a good variety there, and if you are using mods like Expanded Foods the options are increased further. I'd wager more food options will be added to the vanilla game in the future, it's just not a priority right now.

4 hours ago, Puzzlemaker said:

I saw there was a way to lay tools against a wall according to a guide, but couldn't figure out how it worked.

Ctrl + Shift + Right-click. Some tools need a wall two blocks high to place this way.

4 hours ago, Puzzlemaker said:

Primitive storage is annoying.  Reed chests are so small :(.  This may be balanced, but still, would be nice to have SOME options.  I ended up using a nearby trader's chests as storage.

Once you get an anvil, you can make nails and a saw(for boards), and start crafting chests, trunks, and crates. Otherwise, good inventory management is critical in the early game, as space is at a premium. I'll also note that you can store many items on the ground itself, though it will get messy.

4 hours ago, Puzzlemaker said:

The first time I did anything on the anvil, I missed up didn't see a voxel unfinished until I split of all the voxels.  Then I had to use an entire ingot to add one voxel.  Felt bad, and I looked online if there was any way to fix it, and the answer was "mods".

Easier fix is to simply switch your gamemode to creative(/gm 2, I believe), give yourself the finished product while tossing the mistake, and use /gm 1 to set yourself back to survival. No need for mods!

4 hours ago, Puzzlemaker said:

If you start a recipe with an ingot but make no changes to the ingot, you should still be able to add that ingot to another piece in progress.  I spent a good few minutes frustrated about it until I looked it up.

It's probably a code thing; once you use the ingot to start a product, it no longer counts as an ingot but rather as that item.

4 hours ago, Puzzlemaker said:

Tool repair.  Knapping is fun, but I got tired of it eventually.  Once I got metal, I figured there was a way to repair your tools as one of the bonuses to encourage you to make a copper knife or something.  I couldn't figure out how.  Looked it up, and the answer was "mods".  When a tool breaks, you lose all the metal, and there is no way to repair items.  So that's a bit frustrating.  There should be a way to get back some of the metal from a broken tool, and/or a way to repair tools.  Look up peening, it's an age-old way of re-sharpening stuff that's worn down.

There is a way to repair your stuff...just not something you can do yourself as a player outside of mods. Without spoiling too much, there's an NPC you'll meet later(assuming lore content enabled) that can repair some things, for a price.

4 hours ago, Puzzlemaker said:

Is there any way to see how much warmer it is in your house?  I am proud of it, but I have no idea if it would actually help in winter.  Thatch roof with wattle and daub walls, built against a cave.

There's a HUD mod that can help you see whether or not a space counts as a room, greenhouse, or cellar. Otherwise, the best way to tell outside of using mods or debugging commands is to simply enter the room you wish to check and see if your body temperature continues to drop. If it does, you have a problem with the insulation for that space, or it's too big to retain heat.

For cellars, all you need to do is look at the spoil rate of the containers within. If it's a very low value, the cellar is functioning.

For a greenhouse, I believe hovering over the crops planted within will display how much benefit they are receiving from the greenhouse, if any.

4 hours ago, Puzzlemaker said:

Let me turn grain into more seeds or something.  I need flax!  Why are flax seeds so rare?!  I have enough food, just let me make more seeds!  Grains ARE seeds so why are they two different items!?

You can always buy more seeds from agriculture traders, as well as find them in ruins or collect them from wild crops. The wild crops are fairly common save for the cold climates, and can still drop seeds even if they aren't mature(though it's not guaranteed). The best way to collect a lot of seeds is to simply look for wild crops and harvest them whenever you find them.

4 hours ago, Puzzlemaker said:

You end up with more hides then you can preserve.  Especially rabbit hides, since they don't drop fat.  Feels bad to just let it go to waste.  Why isn't there another way to preserve hides in the primitive era, like smoking them or something?

If you have access to salt, you can salt your hides to let them last longer. Otherwise, it's best to go ahead and turn them into leather if you have the means, turn them into pelts, or simply let them rot and turn that into compost. Rabbit hides I turn into parchment for crate labels.

  • Like 2
Posted

Figured I would give an update.  First, thanks LadyWYT for the response - very helpful!

 

In winter now, and in the iron age.  Started adding mods.
 

  • Smithing+ seems really balanced - you get a broken toolhead after your tool breaks that you can repair.  Seems like it fits really well into the game, reduces grind, but adds cool gameplay.  Using one broken tool to repair a second one feels very right and scrappy.  Should absolutely be rolled into the game proper.  Didn't get any "Saving metal bits" mods, since those seem like it would just be overpowered a little.  Would be nice to have an official version of it later.  Like a chisel only using half an ingot, or something.
  • The HUD is missing a lot of data - I downloaded a mod to show more stuff, like the room info, etc.  Kind of frustrating right now.  Let me know if my room is warm or not!
  • Added a mod to have axles go through a tile and stay insulated.  Seems like a feature that's missing, unless it's for balance reasons?  Even just a simple wooden block that lets you pass an axle through a wall would be nice.
  • There needs to be some information about brown coal and bloomeries - spent awhile trying to add brown coal to a bloomery, but it doesn't burn hot enough so it wouldn't let me.  Finally had to look it up.
  • There does seem to be a weird gap between "Primitive" and "Advanced" tech.  There is no firepit upgrade that I can see, nor is there an upgrade for the pit kiln until very late in the game.  Some new stuff needs to be added to smooth it out a bit.  Upgrading a firepit with bricks to make it burn more efficiently would be nice.  Maybe even a later version made out of metal plates that is even more efficient.  An actual kiln that burns better would also be nice.
  • Sheers are amazing, and they got rid of my stick problem.  There is something about how sheers don't increase the stick drop rate, just make it easier to collect sticks, which is why I didn't think they were needed, but either that has been changed, or because it hits an area it's just really good at collecting sticks.
  • I can't catch chickens in the trap, they are wiley little fellow but I will get chicken friends.  mark my words.
Posted
On 2/5/2025 at 2:36 PM, Puzzlemaker said:
  • Grinding.  I also spent a lot of time looking through recipes to figure out how to grind grain early on.  Grinding grain using a metate is stone age tech, and I wanted to make flatbread or something, but couldn't.  Eventually looked it up, and was disappointed that you need an anvil to grind grain.  Seems kind of silly.  If it needs to be balanced, make it "Coarse flour" that can only be used as a flatbread or something

I like this idea.

On 2/5/2025 at 2:36 PM, Puzzlemaker said:

Grains ARE seeds so why are they two different items!?

Yes. 😒

Posted (edited)
On 2/5/2025 at 8:03 PM, LadyWYT said:

I know some have suggested a mortar/pestle as an early alternative to the quern, and there is a mod or two that adds that. However, the drawback to a mortar/pestle is it's very slow compared to the quern, and easily rendered obsolete since the quern isn't really that hard to get, even with the crafting tweak.

If there were such a thing, I probably wouldn't make it. Ever. Porridge is a good way to extract a little more grain nutrition without stopping the hunger timer too long, and flour is useless until I have an oven, which requires fireclay. I have a chisel long before I have an oven.

 

On 2/9/2025 at 9:22 AM, Puzzlemaker said:

There is something about how sheers don't increase the stick drop rate

While I don't believe it changes the rate of drops, it gives you the drops on all the leafy blocks which otherwise would have decayed. Pretty low rate, yes, but it adds up in the thousands of blocks you harvest with shears.

 

Edited by Thorfinn
Posted
4 hours ago, Thorfinn said:

If there were such a thing, I probably wouldn't make it. Ever. Porridge is a good way to extract a little more grain nutrition without stopping the hunger timer too long, and flour is useless until I have an oven, which requires fireclay. I have a chisel long before I have an oven.

I've played with a mod that adds one. Ancient Tools, I think it was. I only made the thing once, and never again because it was useless. A quern will outperform the mortar/pestle every time, so a mortar/pestle should really have some sort of special functionality that the quern does not, if added to the vanilla game. Like the idea that @traugdor, I think it was, floated: require a mortar/pestle to mash up horsetail or other herbs for your poultices, rather than using the quern.

On 2/9/2025 at 9:22 AM, Puzzlemaker said:

The HUD is missing a lot of data - I downloaded a mod to show more stuff, like the room info, etc.  Kind of frustrating right now.  Let me know if my room is warm or not!

I dunno. I think the information currently available in vanilla is fine; things like whether a space is an insulated room or not are fairly simple to figure out via contextual clues, or using a debugging command if you need something more concrete. Not that more information on the HUD wouldn't be useful, but I think the contextual clues are better and keep the interface from getting too cluttered. If more is needed, mods handle it well enough.

On 2/9/2025 at 9:22 AM, Puzzlemaker said:

Added a mod to have axles go through a tile and stay insulated.  Seems like a feature that's missing, unless it's for balance reasons?  Even just a simple wooden block that lets you pass an axle through a wall would be nice.

I'm guessing this will be a base game feature at some point, but there's probably other priorities to take care of first.

On 2/9/2025 at 9:22 AM, Puzzlemaker said:

I can't catch chickens in the trap, they are wiley little fellow but I will get chicken friends.  mark my words.

Make sure you're baiting the trap with some grain. It's also easier to catch chicks than it is adult chickens, since chicks are a guaranteed catch(I think), but adults can trigger the trap without being caught.

Posted

Yes, I did catch those darn chickens.  Eventually.  They kept eating my grains without triggering the trap :(
Now I am trying to make them make babies, which seems to take forever...

As for the room context clues, I agree to some extent, but it would be nice to give me more information.  Such as if you are getting colder or warmer, without having to open the menu and look if your temp is going up or down.  .  Just like... if the room you are in is warm after you lit the fire, or if the wind is still blowing in.  That sort of thing.

 

Also, evidently there is some story stuff, but I have no idea how to start it?  All I have found are traders and occasionally a horrifying nest of monsters.  Is it just more exploration?  Trying not to spoil myself.

 

Posted
On 2/10/2025 at 11:35 AM, Thorfinn said:

If there were such a thing, I probably wouldn't make it. Ever. Porridge is a good way to extract a little more grain nutrition without stopping the hunger timer too long, and flour is useless until I have an oven, which requires fireclay. I have a chisel long before I have an oven.

We can still make bread in the firepit - it goes straight to char, but it's a lot better than raw grain. It's not better than porridge, and if you can get flour wet, you can make porridge. We need water vessels more primitive than pottery...  seashells, maybe? :D Ooh - the pan could do it!

Posted
On 2/10/2025 at 9:05 PM, Puzzlemaker said:

Now I am trying to make them make babies, which seems to take forever...

if you keep them fed, it should take about 3 in-game days.

ez chicken feed method if you have the Expanded Foods mod:
1. Grind flax grains into flour
2. Mix flax flour with water into dough
3. Bake flax dough into flax bread
4. Grind flax bread into breadcrumbs.

Without Expanded Foods, I would just feed the chickens flax grains and whatever leftover berries are about to spoil. Point is keep them fed or they won't want to sit on the eggs. Once they hatch try to separate the chicks from the hens if you can. Any chicks that are males will be killed off by your existing rooster. Once the chicks grow up, consider killing off the previous generation and stuffing your crocks (and belly) with food. it should take roughly 30-40 days to get generation 11 chickens which won't run away from you when you approach their pen. At that point you can build them little hen houses if you want to make egg-gathering easier. There are several tutorials online.

  • Like 2
Posted
On 2/10/2025 at 9:05 PM, Puzzlemaker said:

As for the room context clues, I agree to some extent, but it would be nice to give me more information.

Just shut the door (or if it's a crude or sleek door, replace it with hay or something) and listen to the sound effects change, most noticeable when it's raining. If they go away, and they don't come back as you walk around the place, it's most likely a good room.

Posted

Thanks for the help everybody, I have been putting too many hours into this game and it has been ruining my life a little bit.

Some more thoughts, as I make it further into the tech tree:
 

  • The guidebook needs to make it clear that if you want more sticks, you need to make sheers.  It says that sheers just help you gather sticks faster, but it doesn't really say it breaks branches in a zone, which lets you essentially reach further and collect more.  I have more sticks then I know what to do with now.
  • I built a permanent charcoal pit with a kiln door.  I added glass to see when it was done, but there is no texture difference between an unlit charcoal pit and a lit charcoal pit.  So there needs to be something added to make it clear that this is currently transforming into charcoal.
  • The amount of coal/charcoal you need to progress late game tech is crazy.  I cannot find a good coal seam, so I am relying on charcoal, and it's a very grindy, constant need.  It was fun at first, but gathering yet MORE wood is getting old.
  • Finding bauxite was an adventure, and I got lucky getting a teleporter that happened to teleport me close to bauxite.  I can see this being really, really frustrating though.
  • For stuff like bauxite, coal, and other required things, it would be nice if there was a way to purchase maps with locations of known deposits.  Even if the known deposits are far away, it gives you an objective to reach for, and an adventure to plan for.  Instead of wandering around aimlessly.  All traders should have knowledge from their travels that you can pay them for.  This would also give you a reason to seek out traders, and help you get used to longer expeditions for when you do the story missions.
  • I did half of the first story dungeon (The RA) and I was completely unprepared and ended up cheating because I got stuck far away from home with no way to get back.  Only time I cheated so far, I was about to rage quit the game permanently.  Wish I knew to pack more healing items, needed more food, etc.  I was not as prepared as I should have been.
  • The default world settings don't have rivers or oceans, so there isn't much point to boats.  Seems like you need to know how you want to set up your world BEFORE you start playing to get max enjoyment, which is... unfortunate.  Stuff like better ruins need to be added beforehand as well.  Standard's map generation should absolutely be looked at more.
  • Many of the top mods should absolutely be rolled into the game, or at least features from them.  Primitive survival has smokers, for instance, a glaring hole in the tech tree.  Better Ruins looks cool, and Carry On makes so much sense.  There is a ton of cooking stuff as well.  I feel like a lot of players get into the game and add mods to make up for some holes they found, making the demand for official versions much lower.
  • The controls are not consistent.  Right click to put a pie in the oven, or place a torch in a sconce.  Shift right click to place everything else.  Putting coal into a forge requires you to shift right click, not right click, as just right clicking will take the item you are heating up out of the forge.  Control does other stuff depending, and it's confusing.  Some things require an empty hand, and I saw a mod that adds a key to empty your hand which... makes so much sense.  Anyway, it can be infuriating sometimes to figure out the controls.  
  • The balance really feels balanced around multiplayer.  The different classes are a cool touch, but when playing by yourself seeing things completely locked out for you is a bad feeling.  Tailoring especially.  I can see people specializing in certain things, but for singleplayer it doesn't seem to work as well.  I chose commoner because I didn't really know what the gameplay would be like, and regret it since I am missing out of some different recipes.  A way to change class or gain skills would be cool.  There is, of course, a mod that does it as well, but there really should be a base game feature.
  • Several things that are particularly grindy need to be looked at.  I get the game has a lot of grind, but a lot of it is broken up with different steps.  For example, making iron requires a whole flow chart.  Beekeeping is annoying since it's like.. once step once you set it up:  Build skeps and place them.  Would be easier if you could make skeps from hay/straw instead of only reeds.  Seriously vanilla beekeeping feels bad once you set it up, yet it's so important.  Same problem with bloomeries - fun the first few times, then get's really tedious fast as you have to keep making more and more freaking fire bricks.  You can't even use refractory bricks, it has to be firebricks for some reason.  Charcoal is also really grindy.  Not sure how you would address that, but gathering wood for charcoal gets real old, real fast.
  • I mentioned this before, but the tech tree absolutely needs more granular steps.  Some ideas:
    - Firepit -> Hearth -> Hearth and Flue
    - Clay oven -> Brick oven (Can be larger and have multiple things cook at once)
    - Pit kiln -> Brick Kiln (Permanent pit kiln, capable of making firebricks using coal or charcoal but damages it) -> Firebrick kiln (Brick kiln that can make firebricks without damage) -> Bloomery  -> Stuckofen/Wolf-furnace (permanent multiblock structure, requires refractory bricks and mechanical power to run a bellows.  Earliest type of blast furnace, but still designed to create blooms, not pig iron.)
    Also add in smokers, etc.
  • Multiblock entities are... weird.  They seem ad-hoc added in, and I suppose that they are a new addition.  I feel fairly constrained while making them, as they require specific placements of blocks.  I don't know how possible it would be, but I would love to see it become more like a "system" then a set of exact blueprints you need to follow.
  • Speaking of systems, I feel like a lot of stuff would benefit from being remade into a system, instead of what we have now.  When you pour molten metal, it changes color, so it's possible to have that in the game.  I feel like instead of every single ceramic item being a completely different entity, there should be a ceramic version of everything (Ceramic brick, ceramic jug, etc) that is just colored based on features (What clay, how it was fired, etc.)  This would simplify a lot, and let you expand the ceramic system without causing much trouble.  Same thing with wood, and some metal products, etc.  If that is how it already works under the hood, the recipe book should be updated to reflect that.  Right now it's infurating to try and find the recipe you want since there are so many duplicates.
  • More coherent systems in general would be nice.  The boiler can only take firewood for some reason?  Is it because everything else would be too hot and damage it, or is it just because it was never coded in?  The oven can only take firewood as well, but can't take peat?  Or charcoal?  Getting rid of the one offs and merging as much stuff together would make the game feel more coherent.  Right now it feels like a lot of stuff is very disconnected from each other.  Which makes sense, a lot of these features were likely added before the later systems were put into place, but it would be nice if they went through the older stuff and updated it to be more compatible.
  • Why raccoons?  Or white tailed deer?  Or redwoods? Every single species seems to be native european with a few exceptions.  If we are doing stuff from the americas, why not add some crops like potatoes, tomatoes, hot peppers, squash, beans, peanuts, corn, chayote, cocoa, or avocados?  Beans would be neat since they could introduce a crop that does nitrogen fixation to some extent.  Doing the three sisters in a garden would be cool.  Adding american plants would be neat since the native americans were great horticulturalists.  They had very few domesticatable animals (dogs, alpacas, llamas, some bird species, and guinea pigs) so they went all in on plants, which is why so many plants from the americas are consumed worldwide now.


    Anyway, hope this is helpful.  Any devs that end up reading this, sorry for the massive walls of text, you made a great game, and I hope this helps you.
Posted
2 hours ago, Puzzlemaker said:

Why raccoons?  Or white tailed deer?  Or redwoods? Every single species seems to be native european with a few exceptions.

The game is set primarily in Europe, so that is where their main focus has been.
However, they are working on adding other things from other places. Crocs and hippos were just teased, after all.

 

On 2/11/2025 at 1:05 PM, Puzzlemaker said:

Also, evidently there is some story stuff, but I have no idea how to start it?  All I have found are traders and occasionally a horrifying nest of monsters.  Is it just more exploration?  Trying not to spoil myself.

Locate a treasure hunter trader and have a chat. Be prepared to give them a tin bronze pickaxe in exchange for a map to a certain "large ruin".
From there, complete that location, then make sure you interact with a certain important set piece. You can then return to your friend the treasure hunter and have another chat, this will point you toward the second chapter story locations.

Posted
3 hours ago, Puzzlemaker said:

why not add some crops like potatoes, tomatoes, hot peppers, squash, beans, peanuts, corn, chayote, cocoa, or avocados?

why not travel further south where those things grow?

not all are implemented, but some are

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