Jump to content

Soliton

Vintarian
  • Posts

    39
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Soliton

  1. The Roadmap offers a goodly number of new challenges and they will have corresponding technologies to resolve, But "caffeine9999" had the insight about "instead of getting them for free" that made me think about new technologies for the game at present. Just to satisfy my curiosity, I built a version of Stonehenge to see if it could be used to track seasons in Creative mode. I learned that not only is it possible, you can also make a reasonably good sundial to approximate the time of day. Obviously I wouldn't do this in survival mode, because we have the date/time displayed in a window. I also don't need a level and inclinometer as there is a tooltip with my Y-Level . The game has complex weather/climate models so a how about a barometer to know when it is going to rain/snow? In another post I went on about other simple instruments, i.e. surveying tools, and won't bore you by rehashing. So the technologies I would like to see are those instruments needed to understand the condition of the world around the player. If nothing else, change the windows in Wilderness Survival mode so as to suppress freebie information to make it worthwhile to make instruments.
  2. Thanks the topic. Whether by intent, or coincidence, Vintage Story's (VS) climate and environmental model closely approximates the Holdridge Life Zone Classification Scheme (Figure 1). As such it would be possible to use it to determine what animals could realistically be added to the game. Taking a group of similarly titled zones (i.e. Desert or Rain Forest) you could create representative animals that follows the Trophic Pyramid (Figure 2): 1. 1 x Tertiary Consumer 2. 1-2 x Secondary Consumer(s) 3. 2-4 x Primary Consumers 4. 3-10 x Producers Some of the Producers and Consumers could overlap multiple similar zones to lower the total number of new models (i.e. rabbits thrive in a great number of zones). Moreover this could prove to be an interesting late game mechanic. Tired of wolves? Just disrupt their food web and they no longer spawn! No Tertiary Consumer? Consumers explode in population and destroy all the Producers!
  3. While its to late to be included into the 1.15 update, having a metal spring added to the game would be helpful. Pending other's suggestions, the single use proposed would be adding it to doors so they close slowly behind you.
  4. I tend to build on the dividing line between forests and grasslands to abuse this mechanic. By making a 1 x wide by 2 x deep trench around your farmland and you will trap enough rabbits to offset the effort of raising of pigs for red meat and hides. Even better, if you put bees on one side, and extend the trench accordingly, you get a significant amount of fat from raccoons and foxes during the warmer times of the year. I usually include a fence between the farmland and trench so that I can tend to the farmland throughout the night without fear of drifters and wolves. By the way, if I leave one of the crops (usually turnips or parsnips) in the ground during winter, rabbits will continue to be attracted. One last addition, if you use a 2x wide trench then wolves will be attracted to the rabbits and you can essentially farm them. Changing the AI would be one solution. Another would be if there was a diminishing probability for rabbits to spawn in a region. This maintains the experience of rabbits finding your farm as an new food source, but doesn't allow the aforementioned abuse over time.
  5. For Jungle/Desert biomes, I think Shaelin's observation about heat sensitivity would be a good feature to have before creating expedition mechanics or ruins. When combined with the ability to slowly shift your character's Body Temperature Hardiness, depending on average temperature over time, part of the process of conducting an expedition would be just acclimating to that climate. It does make you wonder if populations of server players would naturally split along median climate lines as going to the opposing one could be thought of a a sort of level-of-effort tax. I really like your comment about setting up an encampment just outside of the ruin, delving should an arduous task and there is significant historical precedence for their creation. Dealing with the constraints of temperature at the same time would make this an epic experience.
  6. Two things, first, I am old. So old that I am not exactly sure what most of the emoji things mean and used the cookie as an indication of reward for an idea that spurs further discussion. Hopefully it is not actually an insult of some form. On that topic, what does "Wolf Bait" even mean? Second, adding to your comment about additional Ruins, I wonder if they should be on game claimed land? That way you don't take your pickaxe and just burrow in to the center to avoid all the traps. Taking that one step further, it would be cool if once you survived all the traps and got to the treasure (technically the "MacGuffin") the land claim would be forfeited and you could start mining all the specialty blocks
  7. I tend to use saltpeter in the early game to support K nutrients as it is usually far easier to find. Even as such, it is slow release and won't help much if you have planted in already depleted block of farmland. Going forward I find it easier just make an extra plot or two of farmland and rotate the crops.
  8. Welcome to the game and the community. To my knowledge there is no way to change the height of the character and I am not quite sure I understand what you are seeing. Would you be willing to post a screenshot (if you can get a view that best depicts your concern)? Also, the forum tends to be a bit slower expected response time. You may want to try their Discord server where they also have a questions chat section if you need quicker feedback. I log in on occasion and everyone has been super helpful.
  9. It is my experience that animals will wander off (despawn?) if you don't have a fence. The only benefit that I am aware of for domestication is that you can use a cleaver on animals that have 3 our more generations. Please let me know if you have had a contrary experience as I am still learning about animal husbandry mechanics.
  10. Soliton

    Astronomy

    Prior to building it in my survival world I evaluated a version of (most famously) Stonehenge as a way to determine in-game time without using the clock on the character gui. After a couple of days of playing with it in a creative world, I was able to determine season, month, day, and even (very) rough time from the position of the Sun. My sincere appreciation to the development team for giving us lots of tools to make this an interesting, while not onerous, task. Not surprisingly, this same build works just as well regardless of your location, since making Suns motion relative to your location in the world would be computational intensive for a mechanic that no one would ever really use. To my question, afterwards I wondered if the Moon's relative motion could be used as a way to gather additional information. So far I haven't been able to discover a workable correlation and was curious if anyone else had researched this issue and found a exploitable relationship? Thank you for any insight you can offer. Respectfully Submitted,
  11. What do you suggest to balance their use in the game? Would you suggest they consume coal or temporal gears to keep working? Do they degrade and need repairs?
  12. Your suggestion for a special polar ruin would be an excellent reason to explore these regions and is reflected in both the Roadmap and Tyron's post "Choose your favorite theme for v1.15! Gasp!" As opposed to the a nomadic lifestyle experience mentioned above it would be more of an expedition. Right now the polar regions would be an excellent biome to host this idea as it would be easy to restrict food (much, much lower spawn rates for wild plants), the environment is inherently dangerous, and covers vast areas (Standard world size: 100,000 m in the Z direction and ~20,000 m in the X direction). At a normal rate of movement (assuming sleeping at night and setting up an occasional hunting camp and scavenging for fire fuels) means it would be possible for the character to unsuccessfully explore for multiple in-game years before finding it. That would be enough to create game experiences in line with the great expeditions of history (ala Lewis and Clark). I can see at least two new game mechanics necessary to give a more full experience. The first being the capability to create mobile storage, whether this takes the form of a pack animal and/or some sort of sled/cart. I think copygirl's excellent mod, CarryCapacity, is good start. As normal there should be tradeoffs (i.e. increased storage for slower movement and higher hunger rates). If pack animals are created (seriously the cow skulls in deserts had to come from somewhere) then they would also be subject to predation by wolves and bears, the cold, hunger, exhaustion, and possible drowning. Expedition playstyles demand meticulous management of resources. The second is that the current map mechanic is too powerful and just turning it off would be overly restrictive. I wonder if a compromise can be struck? I am thinking that chunks only fill in when two conditions are met. One, they are in direct line of sight of a character who has surveying tools in their hands. This could be another use of the plumb and level tool (to function as an inclinometer). A telescope would be the second survey tool and would be required to meet the second condition. Survey's start from a known point and daisy chain from them. So the character would need to be in a position where a previous visible chunk would be, in turn, visible. That was why mountain peaks were so important as they can be seen from greater distances thereby reducing the number of surveyed points necessary to extend a map. Obviously game balance is always important in these things, but to meet the standard of "an uncompromising wilderness survival sandbox game" sometimes the bar has to be set higher.
  13. Exploring the polar regions would be ideal for playing a nomadic lifestyle rather than the normal base building experience. So what would be the unique qualities of living in a polar region? How would someone maintain their fruit, vegetable, and grain nutritional levels? How do you protect yourself from -50 deg C temperatures as well soaking rains? As with the Inuit and S`ami indigenous peoples, meat becomes your primary food source. The animals suggested are good if you are following a coastline, but what happens inland? Maybe some form a cariboo would be reasonable. Spawns should be rare and there should be a significant chance when any of the food animals spawn there is a good chance a pack of wolves or a bear also spawn. Personally I want bears that are terrifying and require significant effort and ingenuity in order to kill. I want bears that will come running when they smell blood from any loaded chunk. And as were are talking polar bears, I want an animal that can either climb better than the player or can break soil, wood, and ice blocks to get to the player. That being said, the cold is the primary danger. Special clothing should be made by combining normal hides for the warmth and seal hides for the water protection. Also larger items like tents should be available. All these should be made with some form of specialized crafting. I would suggest salt water gathered in clay pots to be boiled into a brine as well as sinew in the place of thread and bone needles in order to sew. Penalties for not having all the clothes items should be severe. To mitigate some of this I wonder if it would be possible to have the player's Body Temperature Hardiness value slowly lowered reflect normal physiological acclimation? While it is not possible to cultivate native plants for food in the Arctic, indigenous peoples have traditionally gathered foods such as: Berries (crowberry and cloudberry), Herbaceous plants (grasses and fireweed), Tubers and stems (as cached by voles in burrows), Roots (tuberous spring beauty and sweet vetch), and Seaweed.
  14. You made an interesting suggestion and I began to wonder how could permafrost be implemented as a game mechanic? To start with, soil should be effected by block gravity. Freezing temperatures should act as block reinforcement on soil, much in the same way when the plumb and level is used. At a particular level of reinforcement the physics of the block changes and it no longer becomes susceptible to block gravity. Much in the same way that water becomes ice during winter. To maintain that level of reinforcement, the "permafrost" block would need to be placed next to a block of ice. While glacier ice is currently harvestable, I would suggest making lake ice harvestable with a saw. Repurpose existing greenhouse multiblock mechanic to make a "ice house" but the walls and floor are two blocks thick and comprised of an ice block next (below or adjacent) to a permafrost block. This results in a 3x3 open area. Food stored in this area would have significant reduction to decay. Alternatively, if you placed glass over the top, maybe it could be used like an inverse greenhouse? Farmland in 3x3 open area would be 5 degrees cooler than environment. Extends the growing season of some vegetables in warmer climates.
  15. Did you know that Thaumcraft, and about a dozen other well-known MC mods, were based on the role-playing game Ars Magica (https://www.atlas-games.com/arsmagica)? I would encourage anyone interested in how to do fantasy role-playing mechanics correctly to peruse the staggering number of support materials for this, now, no longer supported game. In essence, the game explored the hypothetical consequences, on medieval culture, if magic could be manipulated according to certain rules. Just so you know, one of factors being the generation of "Warp", which became the corruption mechanics you mentioned. To your original point, players (3-5 max) gathered together into "Covenants" to synergistically access and manipulate magical resources. However, as with any resource, if you consume too much it depletes and if consume too fast it causes corruption/Warp. So if you want to keep your Covenant alive you can either explore the world to gather raw magical resources or raid other Covenants to take their resources. This competition for resources could form the backdrop of a complex end-game scenario and would equally apply to either a SP (a big dungeon developed according to game rules) world or a Covenant vs Covenant MP free-for-all.
  16. Entropy, as previously mentioned, exists in VS and serves as the primary driver for most of the metal work done. So the question is what other areas do we expand this mechanic and then how do we balance it so as to not make base maintenance game breakingly (yes, I know that's not a word) grindy? Obviously it depends on what is degrading over time and the following are examples of things that tend to fail in the real world: doors, gates, wooden fences, ladders, windmill blades and rotating mechanism, wooden shafts, gears of all varieties, any block used in automation (brakes, clutches, screws, pulverizers, helm hammers), glass panes, paths, and items (i.e. clothes, tools, weapons, and armor). While not technically correct, enthalpy can be thought of as the amount of work necessary to maintain a system in a steady state. So maybe the game needs enthalpy or "Keeper" NPCs. For Keepers that monitor blocks they would sense four things in the game within a specified volume (7x7x7?). One a repair chest where components are stored (i.e. a representative item from the original crafting recipe). Two, the degradation values of blocks in that volume. Three, a bed unique to that Keeper. Four, a "read only" chest that also unique to that Keeper and must be kept stocked with food and some form of reoccurring payment (i.e. 1 gear every 4 months). To make it even more realistic, Keepers could have classes so you don't stick everything in one room or if you want one Keeper to cover blocks like fences or paths in a large volume (probably specified by the land claim function). It would probably also be good to only allow one Keeper in a specified volume (a distance from the Keeper associated bed). Keepers would monitor degradation values (once daily? Maybe twice?) and consume the associated component from the repair chest to lower that value. If the repair component is not in the associated chest, a message is posted at some rate (daily?) into the chat and will until the repair component is placed into the chest or the block breaks and is deleted from the game. The Keepers also monitor the amount of food available in their chest. If food (daily) or payment (quarterly) is zero when the Keeper checks then that Keeper moves on to a more reliable employer and all items in "read only" chest are deleted. Note, better quality beds could be used to lower food consumption rates. Initial or replacement Keepers would be created by placing a "Help Wanted: <class>" sign next to the bed and associated "read only" chest in which must have food and a gear in it. Alternatively, there could be a fifth item that the Keeper senses and that would be a class associated workbench that must be placed the previously specified volume. For Keepers who repair items (i.e. clothes, tools, weapons, and armor), they would monitor the repair chest and check the durability of any items placed into it. If less than 100%, they would consume the associated component the item's durability would increased accordingly. The balance struck in this suggestion would be between the need to feed and pay the Keepers as opposed to the effort associated with having to check dozens (or even hundreds) of blocks current durability. While implementing this idea could be so computationally intensive that it makes the game unplayable, VS already has mechanics that cause this effect. The user could select what blocks/items are subject to enthalpy (i.e. only ones associated with automation) depending on their computer's processing power.
  17. Tool, weapon, and armor durability is a significant driver for the gathering of metal ores and their refining. What will be the corresponding use to make it worthwhile to not only continually produce textiles but to do so with increasing efficiency? While clothes currently wear out, it is not at a high enough rate to warrant an entire support infrastructure. The next biggest textile item is the sails on the windmills. Should they degrade over time? In 1.15 there is some discussion that rope will become a item in the game. If rope could be used as a alternative form of mechanical linkage, then its constant production and need for improved forms would be a reasonable driver. On a TV program similar in nature to the one you referenced, it asserted that the origin of tapestries was as a rudimentary form of insulation in cold stone castles. Maybe a similar mechanic could be created. If it can, then wall coverings and curtains could be a significant value. Also, making a bed should be more than 3 hay bails, one piece of fabric, and 6 x planks. Maybe a bed should be three items; a pillow (3 x fabric and 1 stack of feathers), a mattress (18 x fabric/3 stacks of feathers/6 x planks), and a blanket (18 x fabric).
  18. I am curious to hear from others as to what gameplay experience they are hoping to get from the homestead update. In example are you hoping for a 3D version of "Farmville" or "Stardew Valley"? Given the original description "The Homesteading update (fruit trees, alcohol, improved meals, more animals, more crops, birds, animal leashes, pies!)" deals mostly with the production of more variety and quantity of food, how complex do you want that interaction to be (i.e. grow anything anywhere or highly restrictive growth)? What sort of environmental effects should come into play (i.e. droughts, blights, disease, hunger, plagues, floods)? What sort of balance do you expect between this and other game elements (i.e. 1.13 Climate effected overall gameplay schedule)? Given a certain type of gameplay I think Streetwind's recommendations are excellent (especially compost/Terra Preta) and I look forward to hearing from the community on this subject.
  19. Interesting suggestions. As to your first suggestion I have often wondered the same thing but was worried about game balance. The game rightfully prevents players from simply enslaving found traders by separating them by long distances and making it that they "teleport" back to their spawned location given a certain amount of time/distance. We have all seen the abuses that occur in other block-based games. Also, I don't really understand traders in the context of the game's lore. Where do they come from? How do they get the wares they offer to trade? Until that mystery is resolved, I do know one thing about traders... they are capitalists and should be where ever there are gears to be made. So I was thinking that maybe the traders could spawn in a user defined location if the following criteria are met. The first criteria would be that you would have to make a road to them. They have wheels and got to their locations in the first place, so maybe they just need encouragement to travel. By the way, what actually powers their vehicles? While I don't know, I would love to see a large passive animal (i.e. oxen) enter the game under this pretext. So much could be done with them even if you made them some inedible lizard creature. The second criteria is that you would have to a prepared spot for them to set up. Maybe a flat spot, along side the road near your base, with some number of other improvements. Third criteria, you would have had to have traded with them some amount. Being good traders, they follow the gears and will only go to a place if they think there is profit to be had. Fourth (and final) criteria, they only stay around as long as they are making gears. If the trades stop they move on. The only thing that keeps the current bee keeping system from being totally broken is the grind of getting reeds. Without that you would end up with tons of honey at very little cost. So how would the game balance the advantage (less time gathering) of a wooden apiary? A couple of things come to mind. Namely with greater reward you should have greater risk. Right now the only threat to beehives is raccoons and that can be easily mitigated by a fence and a 2x deep trench around, which also serves as a significant source of meat in the early game. So the first balance in my mind is that the more apiaries in an area the greater chance of an invasive wasp. The player wouldn't know until he either breaks a skep or opens the wooden apiary and then lets loose the bees of war! They would be an identical particle animation as a bee swarm but do far more damage and the dummy wouldn't distract them. They would have consumed all the resources and have a significant chance to infect surrounding beehives. So if you are not paying attention you could loose all your bees. The advantage of a wooden apiary would be it could have a larger radius to service flowers. Larger radius, lower density, less chance of invasive wasps. This would only really become valuable if you balanced the substantially broken flower mechanic. The first part of doing that would be bind flowers to a specific beehive. Beehives already identify the number of surrounding flowers, so the idea would be to make it where once a flower has been identified, it becomes "invisible" to later places beehives. Obviously once a beehive is broken then the flowers become available to be bound to surrounding beehives. The second part is to make the only produce pollen for a short duration, depending on the flower species/season/moisture/etc... Depending a string of variables, the flowers become visible/invisible to beehives. Sorry for the long response, but your comments got me thinking about this issue.
  20. I absolutely agree with making each seed/bush/tree only mature given a narrow set of environmental conditions (i.e. only once per year but distributed throughout the year) but extended by use of a green house. In fact in my next world, I am setting Food Spoilage Rate to 400% and Sapling Growth Speed to 96 days to start approximating this effect. Having said that, I wonder if the existing growth mechanic could be tricked by creating a shaded garden and growing heat-intolerant vegetables in it? I will have to try that in a creative world.
  21. I wonder what a fruit tree's actual use would be in the game? The nutrition category "Fruit" is relatively easy to maintain just by eating berries and honey for most of the year, with making jam covering you for winter months. In fact the hardest part is just gathering a sufficient number reeds to make the requisite skeps. In the most recent Devlog, it shows what I assume would be an alcohol distillery and, because adding the nutrition category of "Alcohol" would prove socially problematic, it would likely be a longer lasting version of the nutrition "Fruit". Yes, the varied alcohols could be used for a variety of other purposes (i.e. food storage or treating diseases) it is unlikely that you would need more than initial batches to last you for in-game years. If so, then would it be reasonable to balance the profundity of fruit trees with the ravenous hunger of passive animals (i.e. pigs and sheep)? Firstly, I would recommend giving them a species respective nutritional requirement (vegetable, meat [protein], fruit, grain, and dry grass [roughage]) that must be fulfilled on a regular basis of they begin to lose weight, won't breed, get sick, and eventually die. That way different animals feeds could be crafted, by using their associated proportions, stored and fed to the animals throughout the year. As good as berries are, it would take a tremendous amount of them to make the quantities necessary for realistic animal husbandry. This has the added benefit if the developer wanted to separate the yearly growth patterns of the different resources (i.e. spelt, turnips, apples are for spring / rye, carrots, lemons are in summer / etc ...) then you would have to be careful to make sure you are constantly producing enough food of the different varieties to keep animals alive as feed could also spoil. To be absolutely sadistic, you could make it that feed can only be stored in sacks (cloth bags) and not stacked in chests (also increasing the rate of spoilage). To make it even more difficult then make it where new animals spawn at diminishing rate for each chunk so that you either keep the ones available alive or you have to travel/transport to get new ones. In total, this should drive the need to produce a constant amount of fruit from trees.
  22. I posted a response to your Temporal Compass thread before realizing that this would have been a better one. As such, I would like to explore a couple of ideas more to see if they are in-line with your ideas. I called one of the previously suggested of maps, Tabula Rasa, and it reflects what most of us create in real life. The player simply drops pins relative to previously dropped pins and, thereby, creates a notional depiction of their explored world. While this implies that the player wouldn't have access to absolute coordinates, it would make adding simple navigation tools to the game a substantive contribution to gameplay. While it technically wasn't the earliest navigational discovery, the compass would be the easiest to implement as it is already a function in the game. In my mind it would be a carried item and could be placed in the off-hand like a torch. On a side note, the game could make meteoric iron magnetic and that would change the relative direction of North when in proximity. This actually occurs in real live as there are places that have sufficient quantities of natural magnetic materials. Additionally it would make finding meteoric iron easier to find at that stage of the game. Leaving compasses for the moment, the next I would suggest would be a Viking Sunstone (Mythical Viking Sunstone Used for Navigation was Real and Remarkably Accurate, New Study Shows | Ancient Origins (ancient-origins.net)) This could just be a piece of the clear quartz and would produce some particle effect when active on your toolbar (or off-hand) when staring at the sun. This would help navigating on cloudy/foggy days. There a small number of other historical tools that could make filling in the Tabula Rasa increasingly accurate (relative to absolute coords) and we can discuss them if this is in line with your original suggestions.
  23. Anyone who has ever looked at old maps knows how difficult it would have been for our ancestors to have explored their world. So for documentation purposes I would like to suggest a couple of maps for VS in line with Thalius' comments (a couple just for completeness). Memory: The first map is just our memory and VS has this option by just deselecting the World Map option. Tabula Rasa: A big white page where the player is able to place simple line graphic "objects" (i.e. river, mountain, cave) relative to other objects with no positional data displayed. You could have a series of pull down menus to give lots of options relatively quickly. The players position wouldn't be displayed either as this could be used to cheat the system. There exists mechanics in game to determine direction (N/S/E/W) so a magnetic compass wouldn't needed. Temporal Map: I liked your description above about a temporal compass especially since most modern navigations systems actually have clocks at their core. So imagine if the game had a new item called a Temporal Beacon. Once you put some number down (I would suggest three), then any "object" placed on your Tabula Rasa map that is in your draw distance and within a set distance from a beacon would be moved to its correct (absolute) location. The area of correct positioning could be expanded by putting up more Temporal Beacons. This would simultaneously encourage exploration but not allow too much information too quickly (i.e. I have cheated and used the World Map to more easily find Traders). Having said that, to make it even more realistic, you could borrow from a mod to another block based game and have where a telescope is needed to determine each Temporal Beacon's absolute position before other object's absolute positions can be extrapolated. World Map: While the best map available, I would suggest some of layers be made available: When you use the Prospect Pick it fills in the associated information from the Density Search Mode. Maybe different colors for different ores with the probability density value being represented as random points per chunk. To reduce clutter, maybe have it where the user selects the probability cut off for display (i.e. Decent or Very High or Ultra High). Add a barometer and you would could add Elevation map values for wherever you have walked. Add a sextant and inclinometer you could add Elevation map values for where ever you can see. Using the shovel/pickaxe would fill in geology for a chunk Using the axe would fill in what types of wood were found in an area
  24. Thanks Casey for your post and I am pleased to see that many of the items mentioned either have already been tried or anticipated in future versions. Being a relatively new player, I was initially terrified of winter but some game mechanics enable you to thrive rather than suffer through them. So rather than new content, I would suggest some (hopefully) small changes. Make the amount of damage you take proportional, maybe exponential, to the delta between your current body temperature and normal body temperature value. That way if you made yourself more suited for cold temperatures using the "body temperature hardiness" value it would, conceivably, make you more susceptible to high summer/desert temperatures. Bees should go into hibernation once you go below 5 deg C at any time in the day and not reawaken until the temperature exceeds 5 deg C for a full day. Maybe add a functionality in greenhouses to lower that value. (Wanted #1). Rabbits stop spawning once daily temperatures drop below 5 deg C. I created a world just to test surviving through the winter solely on rabbits falling into a pit trap and had more than enough meat all winter. (Liked #4) In additional I would extend this to all passive mobs. In my first world I captured the a couple pigs, sheep, and chickens and I found that naturally spawned ones showed up at my barn so often I could have survived just killing them. (Liked #4) I know this function exists in a mod, but make passive animal survival depend on significant about of food in troughs. In my first world I didn't realize that passive animals only need to be feed to encourage breeding and it was a constant struggle to keep their troughs full. Now that I know not feeding them only results in a small reduction in produced meat when slaughtering them, I find it simpler to trap new animals rather than breed them. Obviously you have to breed the sheep to get milk, but that can be an isolated group. This may be addressed when the clothing crafting gets further implemented, but I would like to be able to add animal fat to clothes to make them water resistant (but reducing their ability to protect from cold). Please let me know if I missed, or just misunderstood, some existing game mechanic.
  25. Does anyone know if wood blocks are considered to be Terrain blocks or Construction blocks on the helpful "Vintage Story: Vanilla Game Content" display in the Wiki? I ask because I wanted to make a suggestion and don't know how to refer to them appropriately.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.