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Posted (edited)

Peat and Wood are the two first two materials you have in Vintage Story, but its bothering me because I have done this, I've gathered peat and cut wood in real life.
After cutting wood we made a small fire but we used the dried wood from the end of the pile, not the new stuff. I asked my dad why and he told me to get a single cutting from the pile to put on. The smoke and sizzle was intense, very much unlike the dried stuff.

So my point is that freshly cut peat and wood are mediocre as firewood, it needs to be dried first to improve it.

I understand that these things are critically important when starting the game, so it may be useful to pace by realism or even avoid it, but I think we could find shortcut that help starting the game. Here are my proposed changes to embrace that realism with shortcuts too:

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Change: When you cut down a tree the logs store a value of Dry in %, this value works like the rotting value in out inventory except it does not reduce the Item to rot.
                -  Dry% goes from 0% to 100%
                -  This change applies to the following items: Logs, Firewood /stacks, Peat bricks /stacks.  (maybe sticks and grass, lets not go nuts now...)
                -  When a Firewood is created it carries the Dry% value of its Origin.
                - Dry% is also changed when Item is placed into a Box, with the entire box.

Change: Materials with a Dry:% has their Burn Temperature and Burn Duration is controlled by Dry%, which is then read when its used in a Fireplace, Pit kiln or Charcoal pit.
                 - I'm not a math guy, in this example I have it work non liniar, I imagine it works on some exotic curve in real life.
                 - Dry % inversely creates a Smolder% in their respective Fireplace, Pit kiln or Charcoal pit. ( Dry: 30% = Smolder: 70%  )
                 - Higher Dry% Fireplace, Pit kiln or Charcoal pit may take longer to light.

Change: Fireplace 
                  - Max Burn Temperature and Burn Duration is set by Dry%.
                  - Smolder% creates more smoke, loud sizzle and temperature spike and irregularities.
                  - Freshly cut wood can still be used for cooking but it slows the cooking process down, but it lasts longer inefficiently giving off its energy over longer time.

Change: Pit Kiln
                  - Burn Duration is set by Dry% of Tinder used.
                  - Smolder% creates more smoke, loud sizzle and has a chance to ruin a Clay Item due to uneven heat treatment.
                  - Item breakage not should be set as Smolder%, but rather in tiers or simply as half the Smolder% and then turn off at Dry: 70 to 100%. 
                  - Okay so the uncompromising parts are starting to show, but finding a ruin with Aged Firewood could be a huge boon now.

Change: Charcoal Pit
                  - Burn Duration is set by Dry% of Tinder used.
                  - Smolder% creates more smoke, loud sizzle.
                  - Smolder% has an effect on finished Charcoal amount, maybe you get some charred stubs or sticks back.
                  - Using freshly cut Lumber is inadvisable for Charcoal Pits. Sorry, not sorry.

Change: Firewood Stacks and Peat Brick Stacks
                  - Firewood Stacks and Peat Brick Stacks remember and set Dry% when placed.
                  - Firewood Stacks and Peat Brick Stack Blocks change Dry% of the whole Block, not stack blocks above or below based on new additions of material.
                  - Dry% Stacks slowly dries over time, the value of which is set by temperature, time of year, rainfall in this area value and cover.
                  - Dry% Stacks stacked on top if each other will cause the stacks below it to receive drying slower.
                  - Dry% Stacks with less layers receive increased drying. (8 Firewood and 4 Peat in a Stack gets most, 24 Firewood/ Peat gets least, Full stacks get base rate.)
                  -  When it Rains, All Stacks without a cover become less Dry% at a base level, The top stacks get an increased less Dry% and the lowest stacks get only the base level.

Okay so I'm clearly ruining your lives with these suggestions, so lets talk about mechanics to fight back against it.

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Change: NEW FIREWOOD STACKING OPTION
                  - You can now stack Firewood in Sun Row Formation, this formation is half as space efficient but is significantly more efficient at drying.
                  - Observe my Chiseling Example and the real counter part. Glory!
                  - This in the May sun should allow you to get some close to Dry Firewood for Pit kiln or Charcoal pit activity without too many flaws.

Change: Peat
                  - When peat is dug up, its Dry% is set by Time of Year and Rainfall in this Area.
                  - Trying to lit Peat blocks on Fire is harder up to impossible based on Time of Year and Rainfall in this Area.

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Extra Ideas: A Peat cutting tool, Peat spade or Turf Space which could increase the amount of Peat Bricks you get per block of Peat.

Suggested Additions:
                  - @LadyWYT suggested to add drying pottery before firing it.
                     This should be possible by adding the Dry% value to it and then requiring Pit Kilns to start via pottery above Dry: 90% perhaps.
                     specifically for drying pottery it was suggested in another thread that, placing Pottery next to a fire should speed up drying. Very cool concept.

Thanks for reading! And enjoy this video of Peat Cutting I found. https://www.youtube.com/watch?v=FqsIgHnRVYo

Edited by Emeal
I posted too early, butterfingers. But its done now!
  • Like 6
Posted
1 hour ago, Emeal said:

Okay so I'm clearly ruining your lives with these suggestions, so lets talk about mechanics to fight back against it.

Nah, I would actually add drying pottery before firing it to the list. Because I mean, that is a required step, and makes sense to add if fuel needs to be dried before burning.

That being said though, the main pushback against ideas like these tends to be that many players don't really want to wait around for fuel to dry before they're able to use it. The Seasoned Firewood mod is very good at implementing and balancing this concept for firewood though, adding a variant of firewood that takes time to cure, but burns much longer at the cost of of burning at a lower temperature. In that case, the cured wood becomes much more valuable for cooking and heating, but the uncured stuff still remains valuable for quick fires or cheap fuel for smelting.

1 hour ago, Emeal said:

The smoke and sizzle was intense, very much unlike the dried stuff. So my point is that freshly cut peat and wood are mediocre as firewood, it needs to be dried first.

I think this is where, if it were added to the vanilla game as a mechanic, the green stuff needs to be burnable, but at a less efficient rate and with the risk of giving the player some kind of negative effect from all the smoke if they decide to hang around the fire. This way, the green stuff might have some limited benefits, in that it could be ideal for smoking meats, emergency heat, or signal fires, but the cured stuff will be better for most purposes.

  • Like 3
Posted

Whew! Sorry everyone about the early posting, didn't mean for that to happen, I must have missclicked. anyway ENJOY!

22 minutes ago, LadyWYT said:

... I would actually add drying pottery before firing it to the list. Because I mean, that is a required step, and makes sense to add if fuel needs to be dried before burning.

Hehehe, an Uncompromising Wilderness Survival hug to you too. 😃

24 minutes ago, LadyWYT said:

I think this is where, if it were added to the vanilla game as a mechanic, the green stuff needs to be burnable, but at a less efficient rate and with the risk of giving the player some kind of negative effect from all the smoke if they decide to hang around the fire. This way, the green stuff might have some limited benefits, in that it could be ideal for smoking meats, emergency heat, or signal fires, but the cured stuff will be better for most purposes.

Love that! Perhaps one day when we have smoke INSIDE our houses to deal with

inb4 I started Vintage Story and got carbon dioxide poisoning on the first day.

  • Like 1
Posted (edited)
14 minutes ago, Emeal said:

Hehehe, an Uncompromising Wilderness Survival hug to you too. 😃

Incidentally, if you want a rough idea of what players think of drying mechanics: 

Granted this is only pertaining to pottery, but I daresay there'd be similar results for needing to dry fuel as well.

 

14 minutes ago, Emeal said:

Love that! Perhaps one day when we have smoke INSIDE our houses to deal with

inb4 I started Vintage Story and got carbon dioxide poisoning on the first day.

As luck would have it, there is a mod for that, so we don't have to wait. https://mods.vintagestory.at/realsmoke

Edit: I will note that smoke mechanics I'm not typically a fan of, as it's not something I enjoyed in Valheim. However, this mod implements the concept very well, in a way that's challenging but not so much that it becomes restrictive to fun.

Edited by LadyWYT
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