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Alatyr

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Stone Age Settler

Stone Age Settler (3/9)

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  1. It sounds good. This is what we should strive for in multiplayer. Class synergy. But this will require almost all recipes to be reworked.
  2. The current class system doesn't bring any particular experience to the game. One person can actually do everything, which is generally a normal situation for a solo playthrough, but for multiplayer I would like to have more emphasis on cooperation. It is necessary to rework current classes towards unique recipes or greatly enhanced abilities. For example, the current Tailor class is needed to craft almost any clothing without any alternatives. The new "blacksmith" class would have the ability to forge objects, while casting would be enough for ordinary people. And this is exactly what you need for an immersive game on the server. There are many people, and they must choose what activities they want to engage in, and allow cooperation between players to grow naturally so that communities can progress. Getting food can also be made somewhat more difficult. There may well be enough natural resources to support a few people through gathering, but when it comes to farming... It might be worth having a farmer class that can efficiently harvest and multiply crops, while ordinary people will most likely lose their total seed supply every season (seed self-reproduction coefficient 1 or lower). This way, ordinary people will still be able to tend to their small gardens, but will not be able to maintain huge fields alone. There are a lot of aspects to think about here, so you can help me think through them here.
  3. Alatyr

    Claywork

    I suggest adding water to the clay sculpting process. This will make the sculpting process more believable. Dry clay cannot be sculpted, so to create clay fakes you need wet clay. We can throw pieces of clay into water to turn it into wet clay, or combine the clay with a filled vessel (bucket, glass, etc.) in the crafting grid. Things created with wet clay would require time to dry before they could be moved for further firing or processed back into dry clay. Crafting multiple items in one craft will now be beneficial for saving space. Wooden molds for roofing and bricks could be introduced as an alternative to the current manual labor, so that mass production of building materials would not be as tedious as it is now. We simply place the shape on the surface, click on it with wet clay and get the shape back. Bricks or tiles are left to dry on the ground. By creating a simple pottery wheel, we can provide an alternative to creating pots and other vessels, making their crafting on a wheel less resource-intensive. But I would like to rework some of the recipes and make the bowls, glasses and pots physically rounder so that creating them on the potter's wheel makes sense and is perhaps faster than now. To sum it up: I wish the game had ways to mass produce bricks and roof tiles. And also a hand-made pottery wheel, which will allow you to create more elegant dishes and vessels with low clay consumption and probably faster than with your bare hands.
  4. The average quality of tools that are forged with the maximum metalworking skill barely reaches 8. It is very disappointing to sometimes receive tools like a chisel with a quality of 5.5. What about to make the progression of quality more stable? At the maximum level, I would like to get results in the range of 8-10, and not 5-10.
  5. Is it possible to make it compatible with this mod? It changes trees, and the perk that is responsible for reducing tree growth does not work. https://mods.vintagestory.at/wildfarmingrevival
  6. Raw sausages in dishes lose their additional nutritional properties. At the same time, cooked sausages cannot be added to dishes.
  7. Is it possible to slow down the spoilage of meat (all protein products) on hooks? Just like grains and vegetables spoil more slowly in pots. On the hook, the meat is ventilated, and the less moisture, the slower the spoilage of the product, this is a fact. It will make sense to hang meat and sausages on hooks for storage, instead of a chest. I would also like to suggest changing the effect of salt on foods. A small bonus to healing is not very useful in most cases. It is better to add 20-50% to the shelf life of the product if salt is involved in its recipe. It takes up a whole slot that could be taken up by another useful ingredient, so I think it's justified. Server players will appreciate these changes.
  8. The mod lacks of long-lasting products. Is it possible to add a drying process for raw noudels? You can dry them in the oven, so they have a long shelf life.
  9. Catayes does not interact with the light source from other players. That is, if another player holds a lantern, then he blinds you, and your eyes do not adapt to this light.
  10. @Xandu Afforestation skill affect normal tree chopping? Or do you need to manually cut the foliage? It is extremely inconvenient to engage in cutting foliage manually for this perk to work. When it comes to sequoia for example. Is it also possible to have some kind of perk that saves the durability of an ax when producing firewood?
  11. What determines the quality of work of metal objects with the Blacksmith ability? Does the quality depend on the temperature of the metal, the number of blows on the workpiece, or is it just random?
  12. Can you check the fresh resin that comes from pine? There is also a strange conversion of 10 to 1.
  13. Ah, okay. I might have misunderstood.
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