Redpaws Posted October 6, 2025 Report Posted October 6, 2025 (edited) Some QoL additions I'd love to see Being able to simply walk up 1 block. Half slabs and stairs should naturally still be faster, as you glide over them smoother, but it'd be nice to have to bunnyhop less to cross nature. The elks do it, but with how slow they swim (maybe buff it to at least match the player swim speed?), elks feel more clunky and annoying to use than simply running. Xskills adds a perk that lets you walk up 1 (and even 2) blocks, and it makes overworld traversal on foot feel SOOO much smoother. No skeleton after butchering an animal, instead have it just drop the bones directly. I find it really tedious to break the skeletons, as I either have to sacrifice an extra durability point of my knife, or swap to something that lets me punch it instead, for Every. Single. Animal. Breaking my knife twice as fast, or having to constantly swap back and forth between knife and a non-weapon/tool slot, are both options that simply feels -bad-. Leave skeletons only for carcasses you didn't butcher and ended up rotting away/eaten by other animals. Would also solve the annoyance of how often I've crushed my toes because the darn skeleton spawned and fell on me after butchering... Why can skeletons crush to begin with? Even better is if everything (meat/bones/hides/fat/feathers) automatically drops when butchered, and make the cleaver auto-butcher on kill. I feel like there's just a lot of bad tedium to the butchering of animals that doesn't really add anything to the experience. Make temporal gears (or anything else really) not automatically go into the offhand when picked up with a full hotbar. I've had SO many times where I just hurt myself like an idiot because I was looting a bunch of enemies, and one of them just put a temporal gear directly into my offhand without me noticing, causing me to cut it instead when trying to loot the next enemy. Just put it in my backpack, not my offhand! And speaking of offhand, mirror the bow so you hold it with the left hand and pull with the right one. You currently shoot it like someone left-handed. Also, it'd look a lot better holding both the bow and any offhand item in the same hand, rather than holding the torch/lantern in the hand that is pulling the string. I know this, because I've seen how it looks like in the Bullseye/Combat Overhaul mods (which makes you fire bows like someone right-handed), and it just looks way better! Also means the OH item doesn't block your view nearly as much when shooting. I also question the hunger penalty for holding something in the offhand. It's unintuitive, easy to miss for new players, and needlessly punishing. Just remove it. Makes no sense that you starve way faster just because you're holding something in each hand, nor do I think it adds anything gameplay wise. If shields are the issue/reason for it, give ONLY shields some penalty, like a slight movement speed reduction when held. Edited October 13, 2025 by Redpaws 3
Digitor007 Posted October 13, 2025 Report Posted October 13, 2025 why do people want the crafting grid removed?
Professor Dragon Posted October 16, 2025 Report Posted October 16, 2025 REQUEST Make the wooden tongs the same size when leaned against the wall, as on the Tool Rack. They change dimensions depending on where they are. 3 2
Professor Dragon Posted October 17, 2025 Report Posted October 17, 2025 (edited) While I'm at it . . . Instead of vines being destroyed when placing items such as peat or firewood stacks below them and encroaching into their space, have them pop off (or stop the stack). It's an easy decorating mistake to make, and then you need to go out and find another vine to fix up your room - or not have vines in certain spots. Edited October 17, 2025 by Professor Dragon 2 1
Professor Dragon Posted October 17, 2025 Report Posted October 17, 2025 On 10/14/2025 at 1:49 AM, Digitor007 said: why do people want the crafting grid removed? It has been mooted to replace some gameplay functionality. Think of Smithing, which is already crafting grid free, but instead requires you to manipulate the environment. Or there are mods which currently let you form things in your hands or on a work surface. There have been different proposals, such as different size grids, or gridless. I can't really speak to the pros or cons, or what is happening - just thought you should have a response. 1
Professor Dragon Posted October 17, 2025 Report Posted October 17, 2025 "Messenger Shoes" Footwear that gives no warmth, armour or wetness protection, however, it does give you a small movement speed buff when running. Would give player agency on whether to take a warmth bonus or a movement buff. So I see people swapping these out as the seasons change. Would require higher tier ingredients such as leather . . . perhaps tie to the Iron Age(?)
Professor Dragon Posted October 20, 2025 Report Posted October 20, 2025 Make "Crushed/Powdered Ore" image different to "grains." A simple change could be to mirror flip the ores, so that they look a bit different to the grains at a glance. Similar to how the Crimson Maple Seed is a flipped and recoloured Maple Seed. The highlighted Flax Grain below is in fact Powdered Bauxite. And yes, I know that the colours are different. I'd like to be able to better quickly tell "This is food, this is ore" at a glance when sorting. Thanks. 2
ijkdenem Posted October 23, 2025 Report Posted October 23, 2025 On 10/1/2025 at 6:09 PM, DystopianPancake said: My suggestion is for the game to introduce a separate volume slider for the character voices. I don't want to turn all effects down, but those instrument sounds are painful it would be nice to have that. 1
ijkdenem Posted October 23, 2025 Report Posted October 23, 2025 On 9/3/2025 at 11:21 AM, LadyWYT said: Welcome to the forums! You might try out this mod, in that case: https://mods.vintagestory.at/radialcrafting i personally need the grid to remember stuff but i get why some dislike it.
Professor Dragon Posted November 3, 2025 Report Posted November 3, 2025 SUGGESTION: Give an immunity to the "Soaking Wet" status for a few seconds after leaving a sailboat. Reason - you end up in the water often enough even with best intention. This would mitigate that somewhat.
Professor Dragon Posted November 3, 2025 Report Posted November 3, 2025 (edited) SUGGESTION: Sailboat sail unfurling should cycle through the stages, not revert to fully furled after maximum sail. So this pattern: Furled > Partial Sail > Full Sail > Partial Sailed > Furled Not the current pattern: Furled > Partial Sail > Full Sail > Furled REASON: When coming into dock, I wish to be able to slow down on approach, and then stop. Not approach at full speed and come to a dead stop. I often mistime this, and then have to go through the cycle again. Additional proposal. Add the current functionality to the "anchor block" future functionality. Using the anchor will: * Deploy the anchor to lock the boat to a tethered region in a lake/river. * Change the sail status always to furled. In other words, similar to how it acts now now when coming out of full sail. Edited November 3, 2025 by Professor Dragon 2
Professor Dragon Posted November 9, 2025 Report Posted November 9, 2025 SUGGESTION: Show peat bricks in the Firepit texture and animation instead of the firewood, if peat is used as a cooking fuel. 2
Vexxvididu Posted November 24, 2025 Report Posted November 24, 2025 On 11/9/2025 at 5:32 AM, Professor Dragon said: SUGGESTION: Show peat bricks in the Firepit texture and animation instead of the firewood, if peat is used as a cooking fuel. same with showing coal types instead of always firewood. I think greenhouses could use some improvement. Crops shouldn't sway with the wind in greenhouses. Crops also shouldn't turn white like they have snow on them in greenhouses. I also think the heat bonus of them should be configurable. The default of just +5 is pretty useless relative to how big of an investment they are. I got a mod for this, but I feel this should be an option in vanilla since by default, they are kind of pointless. 2
Dood4u Posted January 7 Report Posted January 7 You should be able to compost salt peter with chickens, that's historically how we acquired it before we found deposits of it in the ground. Because chickens have urea in their manure so you only need to add wood ash to get potassium nitrate. Also water wheels sound awesome, but they shouldnt be implemented until the devs are ready to tackle industrial age contraptions (please for the love of god let us make airplanes in the future, please. I am SOOOOO sick of running and jumping my freaking W key is getting loose.) Also I feel like it would cool to add glass blowing into the game to make chemistry ware. But it would be a very extensive and exhausting endeavor to add even a little bit of actual chemical processes to the game so I get it if it sounds ludicrous.
Dood4u Posted January 7 Report Posted January 7 On 7/15/2025 at 2:38 PM, Sener said: I purchased this game from the official website, but I think Vintage Story is a bit expensive for people living in second-world or lower-income countries. The current pricing might be fine for the USA, UK, or Europe, but I live in Türkiye, and $20 can get you many AAA-quality games here. I heard that the forum is open to different ideas, so I wanted to share my honest opinion and give some advice. If the game had more affordable regional pricing for low-income countries, I believe it would have much more potential in the future. Sorry if my English isn't perfect — I just wanted to share my thoughts for the game develop. A price around $15∿17 would be more reasonable for the Middle East region. No offense meant but this is an indie studio you can't ask them to make games for free (hyperbole of course) they have to afford the living expenses of (presumably) America and other costs associated with developing a game. I get its unfair to other people, but the 20 dollar price tag is simply the reality of the studio being American if not at least western. Only large corporations can lower their price tag and sell at a lower cost for specific localities.
Vexxvididu Posted January 13 Report Posted January 13 On 1/6/2026 at 10:36 PM, Dood4u said: No offense meant but this is an indie studio you can't ask them to make games for free (hyperbole of course) they have to afford the living expenses of (presumably) America and other costs associated with developing a game. I get its unfair to other people, but the 20 dollar price tag is simply the reality of the studio being American if not at least western. Only large corporations can lower their price tag and sell at a lower cost for specific localities. Just FYI, I'm pretty sure Tyron is not American and they have developers all over. But I think they are mostly "Western" so your point stands. Many studios have different prices for different regions but just setting those and researching those is a fair bit of work...
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