Cameron Rose Posted April 25 Report Posted April 25 would also be nice if the type of metal used for "nails and strips" when making a chest changed what color trim that chest has 5 1
Asatar Posted May 15 Report Posted May 15 (edited) Utilize the clay-forming system for dough! It seems like a waste to have the clay-forming system be wasted for clay. You can have different recipes for different kinds of pastries much like how you have for different clay items Edited May 15 by Asatar 4
LordRaygon007 Posted June 3 Report Posted June 3 I would love to see Glassmaking as crafting mechanic; these mods are the perfect example: https://mods.vintagestory.at/show/mod/52809 which is a recent fork of https://mods.vintagestory.at/glassmaking . This would be so cool and fit perfectly in VS's diegetic crafting systems, I'm surprised it's not a more popular suggestion. 1
Cameron Rose Posted June 30 Report Posted June 30 walking down/up stairs isn't really smooth, kinda annoying
Professor Dragon Posted July 9 Report Posted July 9 On 3/6/2026 at 12:22 PM, coolAlias said: In this same vein, my master and other volumes are at 100%, and my music volume at 20%, and the music is WAY louder than everything else. I turned it down to 10%, and it's closer to "normal." Does anyone else have this issue? Why is the music so much louder than everything else? Same. Master - 100% Effects - 20% Entity - 32% Ambient - 49% Weather - 29% Music - 4% Otherwise, the music is way too loud. Although I guess I could turn the other values UP and the Master down. But I think the music value is overtuned. Professor Dragon. 1
chr mcf Posted July 11 Report Posted July 11 PLEASE add frogs to this game!!! My wife says she will play it if you do... LOL! 1
Professor Dragon Posted July 12 Report Posted July 12 12 hours ago, chr mcf said: PLEASE add frogs to this game!!! My wife says she will play it if you do... LOL! I second this. Just not too loud or annoying - or if so, please add their own separate sound slider. In the meantime . . . have you tried mods? There have got to be some mods around. There is this OLD mod (which sadly probably means it doesn't work), but maybe it does, or maybe there are other frog mods? https://mods.vintagestory.at/pondfrogsi Professor Dragon.
Facethief Posted July 12 Report Posted July 12 @chr mcf@Professor Dragon there actually are frogs, they’re just very, very small. I believe they’re a tropical species, and they’re in one of the videos for 1.21 or whichever update added the crickets. 1 1
Professor Dragon Posted July 16 Report Posted July 16 (edited) SUGGESTION: Be able to pick up an item from next to a 1x1x1 block of water, without jumping into it. Most of us keep a 1x1x1 block of water close to the Forge, in order to Quench an item. Currently the only way to retrieve those items, is to jump into the water, in order to pick it up. (Although this is immersive, it is not immersive.) I'd like a way for the auto-pickup to retrieve those items if you are next to the block AND/OR for there to be a "reach" mechanic to retrieve them. Perhaps if tongs are equipped in the off-hand (as they would be for forging anyway), then cold items will be retrieved from the water, if standing adjacent to the water block? (Or do people chisel fancy shallow quenching troughs? Does that work?) I see that there are mods out there that increase base pick-up range, but I'm suggesting that as this is a very vanilla game activity, that there should be a pickup in this scenario. Oh, and the quenching process is pretty satisfying, so there could always be a second or so delay between "cooling completed" to "pick-up." Link the check for the tongs and player range for the metal cooling to zero. Professor Dragon. Edited July 16 by Professor Dragon 1
Professor Dragon Posted July 17 Report Posted July 17 (edited) SUGGESTION: Right click to swap out flowers/plants/mushrooms from flowerpots and planters I would like to be able to "right click" to swap out flowers, plants or mushrooms from flowerpots and planters. Currently, you have to break the pot, replace the pot and then replant. This would make it quicker to try out different décor options. For example, if I held a Heather plant in my active slot, then a right-click would swap it for the Dwarf Furze. Thanks, Professor Dragon. Edited July 17 by Professor Dragon 1 1
Professor Dragon Posted July 17 Report Posted July 17 SUGGESTION: Broken glass slabs should retain their orientation status, rather than returning to "Auto" orientation. When building, often the glass slabs will be in the same orientation. For example, doing windows they would typically be vertical. If you're doing a greenhouse roof, then horizontal. However, breaking glass returns it to the (annoying) "Auto" state. I would like it that breaking a glass slab would retain the status that it had when it was in position. This is because you'll likely be using it on a similar orientation shortly. For example, when placing windows into walls and trying out spacing. Or when placing different colours in a greenhouse roof. This would save the shuffle from breaking the glass, and pivoting it through the state changes. Supplementary request: The default state of slabs should have "Auto" last, rather than first. For example, rather than the current "Auto, horizontal, vertical", have the default orientation be "Vertical, horizontal, Auto." I rarely find the "Auto" state to be useful, as typically you are doing a lot of one kind of work. You have to cycle out of it anyway, so put it at the end. (Or put it into an Option the way that you want the glass sort order to go. . . ) Thanks, Professor Dragon.
Facethief Posted July 17 Report Posted July 17 8 hours ago, Professor Dragon said: SUGGESTION: Broken glass slabs should retain their orientation status, rather than returning to "Auto" orientation. When building, often the glass slabs will be in the same orientation. For example, doing windows they would typically be vertical. If you're doing a greenhouse roof, then horizontal. However, breaking glass returns it to the (annoying) "Auto" state. I would like it that breaking a glass slab would retain the status that it had when it was in position. This is because you'll likely be using it on a similar orientation shortly. For example, when placing windows into walls and trying out spacing. Or when placing different colours in a greenhouse roof. This would save the shuffle from breaking the glass, and pivoting it through the state changes. Supplementary request: The default state of slabs should have "Auto" last, rather than first. For example, rather than the current "Auto, horizontal, vertical", have the default orientation be "Vertical, horizontal, Auto." I rarely find the "Auto" state to be useful, as typically you are doing a lot of one kind of work. You have to cycle out of it anyway, so put it at the end. (Or put it into an Option the way that you want the glass sort order to go. . . ) Thanks, Professor Dragon. I believe that at some point there was a PR to move the functionality from the item to a tool mode, like hammers/propick
Professor Dragon Posted July 17 Report Posted July 17 5 hours ago, Facethief said: I believe that at some point there was a PR to move the functionality from the item to a tool mode, like hammers/propick That sounds good! So, look at the glass, press "F" and choose the orientation. A Wrench can be used in vanilla to flip slabs and stairs orientation. I'd specifically like the drop orientation to be retained though, rather than re-crafting or re-flipping. The issue with both the Wrench, and if the new functionality were to be introduced similar to the method above, is that it still burns through extra operation steps. I'd just like my vertical glass to stay vertical UNTIL I order a state change. Professor Dragon.
Facethief Posted July 18 Report Posted July 18 13 hours ago, Professor Dragon said: That sounds good! So, look at the glass, press "F" and choose the orientation. A Wrench can be used in vanilla to flip slabs and stairs orientation. I'd specifically like the drop orientation to be retained though, rather than re-crafting or re-flipping. The issue with both the Wrench, and if the new functionality were to be introduced similar to the method above, is that it still burns through extra operation steps. I'd just like my vertical glass to stay vertical UNTIL I order a state change. Professor Dragon. I don’t remember how it works with clay/tools, but if picking up new clay/ break-swapping to a new tool doesn’t change tool mode, then you could just keep a slab on hand set to the desired mode. 1
Sunny_Sometimes Posted Saturday at 10:56 AM Report Posted Saturday at 10:56 AM On 7/15/2026 at 9:26 PM, Professor Dragon said: SUGGESTION: Be able to pick up an item from next to a 1x1x1 block of water, without jumping into it. Most of us keep a 1x1x1 block of water close to the Forge, in order to Quench an item. Currently the only way to retrieve those items, is to jump into the water, in order to pick it up. (Although this is immersive, it is not immersive.) I'd like a way for the auto-pickup to retrieve those items if you are next to the block AND/OR for there to be a "reach" mechanic to retrieve them. Perhaps if tongs are equipped in the off-hand (as they would be for forging anyway), then cold items will be retrieved from the water, if standing adjacent to the water block? (Or do people chisel fancy shallow quenching troughs? Does that work?) I see that there are mods out there that increase base pick-up range, but I'm suggesting that as this is a very vanilla game activity, that there should be a pickup in this scenario. Oh, and the quenching process is pretty satisfying, so there could always be a second or so delay between "cooling completed" to "pick-up." Link the check for the tongs and player range for the metal cooling to zero. Professor Dragon. I use a barrel of water for that purpose, personally. That particular item-pickup annoyance also shows up in many other situations though. Maybe the solution could simply be to shift the collection hitbox downward when crouching or seated? That way you could "bend down" to pick something up. 1
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