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just give more uses to metals, like rails, fittings, more uses for nails (like for the sailboat maybe), machinery, pipes/conduits, decorations, reinforcing/fortifications, chain links, anchors/weights. and a lot more other uses. doesn't have to account for the other metal variants, only those that would believably be suited for the job, like copper for pipes, and steel for rails, and such. however it would be way long before we get all those lol. let's just hope for the best
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I feel like thirst could only fit in hardcore playstyles which restricts you to settle by fresh water sources. since there's no rivers, streams, groundwater or even any form of rain collecting, this would not be viable and would only dissuade casual players. however, a form of thirst would be possible that allows you to control your core temperature in different climates. such as bringing water in deserts and dry climates, as a heat counterpart to the freezing system during winters. until water sources are accounted for, I doubt any sort of thirst system would be implemented. I figured the juice and alcohol mechanics are there for stat boosts. or for recreational purposes, that just so happens to also restore some hunger and nutrition.
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there's this mod called Toolsmith which adds everything you needed. it adds whetstones and grindstones that allows you to sharpen your tools and maintain their efficiency, as well as a handle and binding system that allows you to swap out the handles and bindings which allows for more durability and a less likely chance for the tool head to fly off the handle which you must then reattach it. it makes tools last longer than vanilla counterparts, but the trade off is that they need to be maintained, so you should bring a whetstone with you everywhere. I highly recommend this mod as it's very nice to have and to actually interact and get invested in your tools instead of carelessly throwing them away once they become useless. it's not a matter of realism for me, but for an innate care towards the tools I use.
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thinner birch, and intermediate tree stage, and other small tree species.
Nagahiro replied to Nagahiro's topic in Suggestions
I actually have another idea related to trees. I play with landslides/soil gravity on, and whenever there's a landslide on the side of a mountain or hill with trees, the tree will just float mid-air. I was thinking maybe the logs would have gravity. it wouldn't destroy the tree necessarily, just make the tree fall and leave the blocks intact, so the player can't cheat their way out of not crafting an axe to chop logs by digging the soil beneath its roots. speaking of roots, an alternative method so they don't look out of place floating on the side of a mountain is to just prevent the landslide in the first place, like soil near trees should stay intact because tree roots are holding them in place, and such. -
thinner birch, and intermediate tree stage, and other small tree species.
Nagahiro replied to Nagahiro's topic in Suggestions
like acorns falling out of oak trees, pine cones out of pine trees. or even their branches or deadwood. it would honestly be cool. I think the only draw back I could think of this idea is that it would make trees take longer to grow. which I'm honestly not against, the way I play is clear an area and just plant trees and wait for them to grow anyway. I like the idea of a woodlot method. for what I was thinking, it's that the tree would just grow like how it currently grows, just with an added phase that is similar to how fruit trees grow from cuttings. so it would be seed, to sapling, to fruit tree cuttings, to logs. it would scale just as much as the current system scales I think. I don't necessarily want it to be "realistic", but rather for it to be more interesting and dynamic. I love how the world is simulated and kinda want to see it grow and change, even for a tiny bit so it doesn't get resource intensive. -
I know there are some large birch species, but it would be nice to have most of them be the size and thickness of the fruit bearing trees, just significantly taller. Would be nice to see an entire birch forest of it in autumn. It doesn't have to be exclusive to birch either. It could work for other tree species as well after it grows from the sapling stage. Maybe dot the world gen with these young trees, and maybe some other small shrub or tree species. The thin wood you get from it is easier to work with, turn it into handles, stakes, firewood, etc. This would of course change how birch is used and processed into planks, but there's probably an easy work around for it on grid crafting. maybe until the introduction of workbenches will we be able to cut and saw wood according to their size and shape and whatnot. Thinking about it now, Vintage Story would benefit with more tropical species like coconut, palms, or maybe even papaya.
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a way to mitigate that is to have it so rafts can be damaged in a way or have a "weight limit", too heavy and it can sink. or have strong waves at sea that could flip your raft once you're able to make planks you could make a much sturdier rowboat and better oars that can carry more items, like a couple wooden chests or barrels, and be more stable at sea perhaps (also, it kind of bothers me that the sailboat doesn't require any waterproofing or caulking on the hull, lol, but that's getting off topic)
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because they're bells, I imagine sound would resonate through their hollow body which allows them to sort of "echolocate". maybe they do have vision, but something similar to primitive organisms, such that they can "sense light", they can distinguish between brightness and darkness. good to know tho, I haven't actually read much of the lore in-game
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sneak mechanics would be interesting. I'd imagine bells are blind, and making any sounds or vibrations would trigger their alarm. I'm not sure about drifters tho, but maybe they're partially blind, like, either low light vision or tunnel vision, possibly.
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I agree. like 2 or 3 years of abandonment at least I was thinking it's like placing reed mats and wallpapers. it's possible to just overlay those on the chiseled blocks, or somehow change the material of the chiseled bits with their respective weathered texture but you are ultimately right to be concerned on the technical side, even as it is the game has some difficulties with block updates and chunk loading. that was my first concerns as well. overall, it's not a feature for everyone, I think it's interesting to experiment on, there's potential, if you could call it that. the world of VS feels so alive as it is right now, especially with the changing of seasons, so, really, I don't have any qualms in regards to this feature, whether if it's implemented or not. but I still think it's an interesting thing that could be looked at in the future once all the story elements has been laid out.
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I like this idea. as long as it's a toggleable setting in world creation of course. currently, I like the soil gravity setting as it simulates "erosion" and landslides, although it doesn't affect rocks. this idea is very compatible with worlds with large spawn radius I believe. when you die, you get spawned so far away that you might as well create a new world. stumbling upon the ruins of your old camp or old home would be nice. this could also be a way for players to get the aged wood and aged stone blocks from ruins without pilfering every single ruin in sight. there's this minecraft mod called Weathering, it adds fallen leaves, moss growing on wet stone, wood turning to ash, and metals rusting. really love that mod, and does in fact show that it might be possible to simulate in VS, although maybe the climate and location checks might add complexity to it, but I see the vision. would be nice if salt can also form like saltpeter on coastal rock faces that you can scrape off. as for the "upkeep" to maintain your base, ehhhh, it might give people something to do during downtimes, or for multiplayer servers to have menial chores to do, for when most jobs have already been taken up, or give someone willing to help with something to do. but during singleplayer runs... yeah it's better if it's a toggleable setting. not many people would like that, although, I for one would like a dynamically changing world. a stagnant world is a dead world, who am I to say where the weeds sprout or when the walls crumble, decay is part of living as it gives meaning to being alive
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I would love to have more stone age content, even if it's the early game, and people tend to skip that, or want to skip it. months of playing the game, I came to some conclusions too. it would be nice to have more uses for bone. like arrow heads, knives, needles or fish hooks once fish content has been planned and added. I tend to dig a lot of dirt and soil and I tend to use up more shovels than any other tool, once I've exhausted my copper and bronze I regress back to using stone shovels. it would be nice if it has more health relative to the speed it breaks blocks and the quantity you dig compared to other tools such as pickaxes for stone and axes for wood. clay pits would be nice too, a way to "store" clay instead of storing them in reed baskets and chests. and we should also remove impurities and detritus from raw clay too, the wet process you mentioned is exactly that. from how long I've played the game, I've noticed that clay forming is lacking in its early steps. I certainly enjoy digging from a clay deposit, but the way you gather clay as an item, store it as an item, then use it on the ground, there's just something missing. an intermediate clay pit would probably fix that for me. gather → clay pit → clay forming → pit kiln → ceramic I wouldn't mind iron bloomeries to use blowers. however I do want forges to be have blowers or bellows too. the wait time until 700 degrees is... negligible at best, but I feel like there should be more to it. the game is in need of some more fluid mechanics I believe to better balance the bucket and water source blocks. trenches for the early game, wooden troughs for the mid game, and copper and lead pipes for the late game, something like that. transporting water is a significant thing historically, and would surely fit in the world of VS. I don't think it would fit for Jonas tech to be able to "create" water, maybe "transmute" water? but idk, it would probably fit them better if it's a "Jonas pump" maybe. I don't mind chests burning as a mechanic, just means you should be more careful with your storage. but wooden blocks should drop their metal components and a bit of char or ash if they end up burning. this includes firewood. also, for number 9, just enable soil gravity in the world settings before world creation.
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panning already takes care of those, as you're already able to sift through sand, gravel, and boney soil from ruins. shovel. a brush is perfect for painting itself, why not just that. also, you can wash cave paintings with water. not a bad idea, but I don't think a brush would be the ideal tool for that. I wouldn't want the same brush used for dusting dirt and cleaning cave paintings drawn with cinnabar to be used on the same food I would eat. gilding/vermeil is not a bad idea for decorative purposes (and to flaunt your wealth), but there are many other ways to gild objects, including electroplating and chemical gilding these are certainly not bad ideas, but I feel like adding brushes would be more appropriate for their purposes of applying liquids on a surface. the game would perhaps benefit from custom paintings I believe and not just those found in ruins (however they do have collector's value). how about I propose another use, like a hairbrush or comb to change your hairstyle in-game. combined with a mirror made with either bronze or silver
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or maybe allow the player to shatter and recycle them and ground the sherds into grog for tempering other clay works and pottery
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Not a bad idea. Animal glue (collagen) could serve as an alternative to resin, and I'll welcome another cooking pot recipe like pitch and candles. Gelatin has some food and non-food related applications too, and maybe add stuff like fat rendering (another cooking pot recipe). This could also add another purpose to animal husbandry aside from food and leather. Though, I figure it would require some balancing, maybe make resin more abundant, like instead of harvesting from pre-gen trees, you can carve out pine bark with a knife to allow them to secrete resin in a day or two. This would give incentives to still use resin in the early game instead of going straight to collagen (which is a long process, like leather making to be fair, which is kind of balanced already), and maybe increase the required glue need for certain recipes that needs glue (resin or collagen). Similarly, agar derived from algae and seaweeds can be a substitute for gelatin. Pliny the Elder has also written of the use of fish glue. so there is some historical significance to its use. However, I don't really expect vintage story to feature aspic as its own separate food item lol when it has already an abundance of food choices. (I wouldn't mind more, but for now it's probably low priority to add more food) Would be nice if bones have more uses tho, aside from bonemeal and handles for stone axes and knives.