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What is, in your opinion, the least utilized mechanic in the game? And your most favorite?


What is, in your opinion, the least underutilized mechanic in the game? And your most favorite?  

120 members have voted

  1. 1. What is your personally least utilized single mechanic in the game? (Please select only one)

    • Prospecting for deep ores (not surface copper/tin)
      6
    • Mining decorative blocks
      16
    • Animal husbandry
      11
    • Beekeeping
      8
    • Foraging
      2
    • Farming
      0
    • Panning
      15
    • Smithing high-tier weapons/armor (iron or better)
      3
    • Trading
      22
    • Organizing Storage
      2
    • Preserving food
      1
    • Combat/chasing drifters for Jonas loot
      19
    • Alcohol brewing
      36
    • Leather working
      3
    • Other (I will explain in a comment)
      4
    • What I use least is listed here, and I want to explain why. (Please select an additional option.)
      3
  2. 2. What is your favorite mechanic in the game?

    • Prospecting for deep ores (not surface copper/tin)
      13
    • Mining decorative blocks
      10
    • Animal Husbandry
      8
    • Beekeeping
      5
    • Foraging
      14
    • Farming
      17
    • Panning
      2
    • Smelting/Smithing high-tier weapons/armor (iron or better)
      47
    • Trading
      1
    • Organizing Storage
      5
    • Preserving food
      19
    • Combat/chasing drifters for Jonas loot
      5
    • Alcohol brewing
      8
    • Leather working
      7
    • Other (I will explain in a comment)
      7
    • What I consider my favorite is listed here, and I want to explain why. (Please select an additional option.)
      2


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Posted
1 hour ago, Teh Pizza Lady said:

the player is actually discouraged from trying to battle it out because of how terrifying they're supposed to be.

I mean, given what certain NPCs say about the storms...yeah. Most just hide in a safe room, while the bravest of them stand guard keeping the most persistent monsters out. As a general rule, most characters that are actually fighters in the game also express a grim displeasure in the action. It's not something they want to do, but rather have to in order to prevent more deaths. Which I mean...is accurate to warfare in general, regardless of what one goes up against.

Overall, the storms themselves are meant to be an unnatural disaster that players need to plan around, rather than a quick-time loot event the player actively chases.

8 hours ago, Broccoli Clock said:

Edited to add: In 1.21,I spotted a Rift Activity of Apocalyptic. Never seen that before, not sure if it's new or not. It did seem "quite busy" with the portals.

It's nothing new--it's been there ever since I started playing at least, which was 1.18. Apocalyptic levels of activity are very rare though, and generally don't last terribly long when they do occur.

 

8 hours ago, Broccoli Clock said:

Perhaps amend the AI to be more aggressive, perhaps allow them to either open or break down doors, or perhaps provide specific loot (jonas parts?) that is exclusive to mobs spawned during the storm.

The AI is already aggressive, and I will note that if you allow the monsters to break down doors, then players are left with absolutely no counters to the storms early in the game/if they don't wish to fight through it, aside from just turning off the mechanic entirely/sleeping through it. Likewise, monsters already drop Jonas parts--special monsters that spawn during the storms aren't the only way to acquire said parts, but hunting them is perhaps one of the more sustainable, reliable ways of farming parts.

 

8 hours ago, Broccoli Clock said:

As for the portals, I quite like them, but they are pretty benign, you don't know when or if things will spawn from them. I have added them into this as I think there is something that can be done to make them more engaging, but I have to say I'm not sure what in particular.

I'd actually disagree a bit here--recently, rifts were adjusted to spawn monsters in the daylight as well as the night, but it's a more rare occurrence in the daylight. I think this applies to light levels in general, so lighting up one's base is no longer as reliable for spawnproofing, which makes the rift ward(which was recently buffed) a more valuable goal to work towards. 

In any case, the player knows that things will spawn from rifts, but still doesn't know when. It's not to the extent that the player needs to wear armor 24/7, but they will need to be vigilant on days with rift activity, and consider investing in rift wards to stop rifts from spawning nearby.

  • Like 1
Posted
17 hours ago, LadyWYT said:

It's nothing new--it's been there ever since I started playing at least, which was 1.18. Apocalyptic levels of activity are very rare though, and generally don't last terribly long when they do occur.

Ah, right, it's the first time I've seen it, and I've been playing since 1.20 release. You are right, it didn't last long, just a few in game hours.

17 hours ago, LadyWYT said:

The AI is already aggressive, and I will note that if you allow the monsters to break down doors, then players are left with absolutely no counters to the storms early in the game/if they don't wish to fight through it, aside from just turning off the mechanic entirely/sleeping through it. Likewise, monsters already drop Jonas parts--special monsters that spawn during the storms aren't the only way to acquire said parts, but hunting them is perhaps one of the more sustainable, reliable ways of farming parts.

I realised after I posted it someone would say, "but they drop Jonas parts already", and yes they do. I was just thinking of a drop that differs from the "day to day" spawns.

You say people will have no counter to mobs that are able to change the states of doors (either opening or breaking them), but they would, it's height. A technique used by new and veteran players from the first day to the last.

I do take on board that people might not want that, but just like the ability to enable sleeping through storms (or even just turning them off completely) the aggressive nature should be a config check box option. I'm thinking of under utilised mechanics, not mechanics intended to punish the player when they want a peaceful life.

17 hours ago, LadyWYT said:

I'd actually disagree a bit here--recently, rifts were adjusted to spawn monsters in the daylight as well as the night, but it's a more rare occurrence in the daylight. I think this applies to light levels in general, so lighting up one's base is no longer as reliable for spawnproofing, which makes the rift ward(which was recently buffed) a more valuable goal to work towards. 

In any case, the player knows that things will spawn from rifts, but still doesn't know when. It's not to the extent that the player needs to wear armor 24/7, but they will need to be vigilant on days with rift activity, and consider investing in rift wards to stop rifts from spawning nearby.

As I say, not really sure with the portals. I think they are sort of underutilised as any experienced player tends to just ignore/avoid them. They become an annoyance, more than anything. Sure, you can make the rift ward, and one of these days I might, although I'm not sure just how good they will turn out to be. The crafting requirements do rely on the RNG drop of Jonas parts though.

Posted
19 hours ago, Teh Pizza Lady said:

I think you are close to realizing that the storms are supposed to be terrifying and that the player is actually discouraged from trying to battle it out because of how terrifying they're supposed to be. For some, they are. For others, they're merely an inconvenience. You missed the 3rd category.

Perhaps this is just me, but I don't find them terrifying or am I discouraged from battling the hordes. It's just a bit dull, and quite easy, and for one of the core mechanisms for the game it seems a shame that people either don't engage or don't even enable them.

Posted
On 10/4/2025 at 4:21 AM, Broccoli Clock said:

Perhaps this is just me, but I don't find them terrifying or am I discouraged from battling the hordes.

Then that would put you in the 3rd category, staring into the face of Dave and daring him to personally visit your front doorstep.

Posted

funnily enough my favourite aspect of vintage story is cooking. that does mean I'm supplementing the cooking with expanded foods and butchering, but I don't find that too bad of a thing I have to do. I love figuring out food to cooking to putting it away and having a little kitchen set up. one of my longest playthrus had me in an almost farmhouse cooking as much as I could out of what I grew

  • Like 1
Posted
1 hour ago, Teh Pizza Lady said:

I'm curious why people don't brew alcohol. Over 20% of the replies here indicate that alcohol brewing is their least utilized game mechanic. I *always* have some aqua vitae around for bandages!

And wine for memes!

I haven't brewed any aqua vitae, but the bandages dry out quickly, right? So you can't keep some handy for sudden combat. I'm pretty unclear on the practicality of using alcohol bandages.

Posted

Alcohol bandages are most useful at home, but it's possible to take a jug of alcohol with you and make them on the go(although maybe not in a high pressure situation). However, honey poultices provide the same amount of healing, without drying out, so I would wager a lot of players use those instead.

  • Like 1
Posted
9 minutes ago, Echo Weaver said:

I haven't brewed any aqua vitae, but the bandages dry out quickly, right? So you can't keep some handy for sudden combat. I'm pretty unclear on the practicality of using alcohol bandages.

You soak them right before using them

I like to soak 2 at a time since they heal so much. It's a few extra clicks but if you need that much healing, you're likely going to die if you DON'T take the time to heal up.

Posted (edited)

I feel like the soaked bandages mechanic would be improved if it didn't use the crafting grid. You don't want to have to open a large menu in combat.

Though I'm not sure needing to hold alcohol in the offhand is better, if that's what the alternative would be. It means no shield or lantern, and shuffling stuff into the offhand is somewhat clunky.

Conceivably, you could place a bucket of alcohol on the ground and use it while kiting, but that's a bit silly.

Edited by Bumber
  • Like 1
Posted

Honestly, I think it's okay to let alcohol bandages be stronger as a post-fight healing option, instead of what you choose for combat healing or long travels. Reason being, is that aqua vitae and linen bandages are very cheap. Honey-sulfur bandages never dry out and heal for the same amount, but I would actually call them more expensive since sulfur deposits aren't always available, and the traders aren't always selling sulfur either. Plus if the player is one to use bombs, that will cut into any sulfur supply as well.

Posted
11 minutes ago, LadyWYT said:

Honestly, I think it's okay to let alcohol bandages be stronger as a post-fight healing option, instead of what you choose for combat healing or long travels. Reason being, is that aqua vitae and linen bandages are very cheap. Honey-sulfur bandages never dry out and heal for the same amount, but I would actually call them more expensive since sulfur deposits aren't always available, and the traders aren't always selling sulfur either. Plus if the player is one to use bombs, that will cut into any sulfur supply as well.

Yeah, other than chromite, sulfur is the major thing I still haven't found. Since I need it for my honey bandages, this is really aggravating. I like that Rot Lot Loot adds infrequent sulfur drops from higher-tier rotbeasts. This gets me the ability to at least make the occasional honey bandage after a good temporal storm. (But I ended up making a personal version that reduce the flax from surface drifters and strongly cut the fat drops. It turns out that the changes I want to rotbeast loot is much less than what anyone wants to do 😅)

Posted
1 minute ago, Echo Weaver said:

Yeah, other than chromite, sulfur is the major thing I still haven't found.

It seems to favor claystone, although I think it can spawn in most any sediment rock.

Posted
On 10/12/2025 at 10:02 PM, Echo Weaver said:

I haven't brewed any aqua vitae, but the bandages dry out quickly, right? So you can't keep some handy for sudden combat. I'm pretty unclear on the practicality of using alcohol bandages.

They are good in the story locations. Either before engaging the Chapter 1 guy, or finding a place to duck and cover for the Chapter 2.

But I only do it because I hate having berries go to rot. If I manage to restrain myself, and collect only what I need, then I skip booze entirely.

Posted
9 minutes ago, Thorfinn said:

They are good in the story locations. Either before engaging the Chapter 1 guy, or finding a place to duck and cover for the Chapter 2.

But I only do it because I hate having berries go to rot. If I manage to restrain myself, and collect only what I need, then I skip booze entirely.

I make a lot of berry pie. It's got a pretty good shelf life. I also made a variant of Pemmican that takes bushmeat and gives fruit nutrition. I'm investigating what the effort would be to make a pie variant that grants protein and fruit nutrition, since that's what you'd really want pemmican to do. 

Posted

when you cant find clay in the vicinity of your spawn panning is an underrated mechanic that i absolutely love it is however my least used mechanic.
as for my most used one i've got to say leather working ik it's a little weird but making armor from that first bear hide is satisfying, especially when you get spawn camped by bears during your first playthrough😆

  • Like 1
Posted
On 10/1/2025 at 5:21 AM, Vratislav said:

I think that trading effectively and successfully requires finding the best possible routine and practically to establish "trade route," depending on which traders occur around one thousand blocks around the base. Well established route means that you know what to make for selling and you may be quite sure that you sell the most od your load (and that you meet also the traders you want to buy from them). Also, well established route may mean that some parts of the route needs to be improved to make the errand fast, like making a path through a forest, or establish beacons for better orientation. . . . 

 

I do exactly what  you describe in your full post.

Established trade routes to "close" traders (can visit three in a day for example on foot) on some partially completed stone paths. (Extending them is on "The List." Ahem)
I keep the baskets stocked with their "common" buys (feathers, twine, clay, reeds, honey, leather etc). 
Then I do take notes when I do the loop of special orders and try to pair traders up. For example, the Clothing Trader works well with the Survival Goods, Agriculture and Treasure Hunter and Luxury Trader for special orders to each other.

The ones that happened to be near me are 3 x Survival Goods and 2 x Commodity Traders, Luxury Trader.  Plus Agriculture, Clothing x 2, Artisan  and a Treasure Hunter a full day out. Oh, also Building Materials, but I can't afford those guys prices yet. 🙂

The Artisan guy gets a lot of my gears for pots and tapestries.

One thing that I would add is bread making. As I have large crops, I've put four ovens and a quern in a base near each Survival Goods Trader, and just bake on demand when I'm out there and have the time. Grain lasts a long time, and the cooking doesn't take that long - and what else are you going to do with your nights?

I guess I'm about at the point of the metal crafting, having finally reached the point in the game where I might have metal to spare. It's been so hard to get in the past though, that I can't quite bring myself to do it yet. Especially when there are dark and undecorated parts of my base left. . . 

Anyway, long story short - Trading: I use it a lot.

Professor Dragon.

  • Like 2
Posted
8 hours ago, Professor Dragon said:

One thing that I would add is bread making.

The idea of making bread on the spot is just too clever! :) I have not many traders that buy bread, but it is really worthwhile to establish bakeries next to these two that do. Most probably, I'll store flour, as I have automated quern in my base. 

  • Like 1
Posted
5 hours ago, Professor Dragon said:

I would do, I would do . . . but Flynn the Artisan Trader has too many tempting coloured crockery options!  🙂

I have never seen such crockery before in my life! *utterly aghast*

  • Like 1
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Posted
On 10/12/2025 at 9:57 PM, Teh Pizza Lady said:

I'm curious why people don't brew alcohol. Over 20% of the replies here indicate that alcohol brewing is their least utilized game mechanic. I *always* have some aqua vitae around for bandages!

And wine for memes!

Made alcohol as well, only I had expanded foods installed, and what alcohol I did make was reserved for the production of the Soulstorm Brew. Fun mechanic. The drunken effect though wasnt as long as I expected though in some cases. Or maybe thats just me.

  • Cookie time 1
Posted
39 minutes ago, Dilan Rona said:

Made alcohol as well, only I had expanded foods installed, and what alcohol I did make was reserved for the production of the Soulstorm Brew. Fun mechanic. The drunken effect though wasnt as long as I expected though in some cases. Or maybe thats just me.

drink some aqua vitae... that'll really get your world moving... and you sitting down waiting for it all to stop... stop... STOP!!!! *clutches head and falls over*

Posted
Quote

the least underutilized mechanic

Not sure what this means.   The words indicate the most utilized mechanic.  For me that would be the guy that fixes my car since I don't utilize any other mechanics.

Now if pollster meant Least utilized mechanic...   That's a different story.  That one needs some thought.  :/

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Posted
1 hour ago, Maelstrom said:

Not sure what this means.   The words indicate the most utilized mechanic.  For me that would be the guy that fixes my car since I don't utilize any other mechanics.

Now if pollster meant Least utilized mechanic...   That's a different story.  That one needs some thought.  :/

Excellent point there @Maelstrom I can't believe that double negative flew by me.

I only just came across this post - I'll come back to it at some point. I pretty much use every mechanic on that list. It's basically my checklist for "What haven't I done yet?" 
(Not fond of monsters or combat at all.)

But yes, Aqua Vitae would have to be the poster child for "least used", so long as Honey Sulfur poultices exist in the game, which do the same thing and don't expire.

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