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I wrote this after eating fish for dinner, hopped on my computer, wrote my thoughts and then subsequently opened VS for a bit of gaming, and I checked the handbook lmao. I don't always get to use salt in the game tbf, rarely have I ever found salt, only just last night did I found a salt column on my own. quite wonderful honestly. as a back up idea, how about a drying rack, or two posts to tie fish or meat on, that seems fine honestly. I remember playing on a really small island with the bare minimum to survive, like three trees, copper, bismuth and zinc, dry stone because no mortar, lime from sea shells, and I had to exclusively eat fish and berries, and had literally no way to preserve it. so idk lmao
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just salted fish, dried under the sun or brine cured. that's it pretty sure it's a big thing for many cultures, so I imagine there are other people in this forum that would have already suggested it. for me, personally, I love dried fish. where I live it's a comfort food for those times you don't want to cook anything complicated or balanced. just slap a couple dried sardines on a pan with oil and fry it crazy style. top it on rice and it balances out the saltiness. it takes me back.
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I love this, imagine transporting live fish to your ponds. would love more animal and plant interactions other than animals eating your damn crops lol
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Please give us craftable palisade walls and spikes!
Nagahiro replied to Heegrim's topic in Suggestions
I love Valheim too, I still construct my VS building with Valheim support beams in mind lol. but for palisades I just make do by chiseling quarter logs, I don't really mind the process, but it is kinda awkward to be chiseling wooden spikes for decorative purposes, instead of hewing and carving stakes with a knife or axe for more practical purposes. angled stakes however, now that's tricky. -
in vanilla you'd have to dig up soil first to craft them into packed dirt lol, 6 soil = 6 packed dirt, 6 soil = -6 durability, therefore shovel to packed dirt ratio is 1:1, for 1 packed dirt the shovel uses 1 durability. this principle is applied to the mod. I don't know if it's balanced tho, maybe I would have to play with it more
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I use this mod for that feature: https://mods.vintagestory.at/packyourshovel it would be neat tho to have it in the base game. however, from my hours of experience playing the game I do think shovels and axes are my most used and consumed tool out of all the other tools, so that much uses out of a shovel would probably make you burn through many more shovels to come
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I love the landslides in VS because it changes the world dynamically and incentivizes the player to build with packed dirt or rammed earth at the start of the game, but unfortunately it's not perfect. soil would often be too sensitive to gravity that even the slightest footstep would cause you to tumble down a hill or even a hole. it would also leave trees floating in the wilderness because trees are not affected by gravity, and leaves an unwanted sight in your world. the sound of falling soil will burn itself in your ears from how many times you will hear it. and lastly, depending on the amount of sediment you disrupt, it will cost you your PC's performance. a huge landslide caused by a mountain goat almost froze my game once. whether it's caused by you or the natural world, the current block gravity for soil is too unstable and sadly the cons outweighs the challenge I thought I would be able to tolerate
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I just think it would be neat. you gain nothing from digging up farmland for game balance with the farming mechanic, so you might at least recover some soil for different uses other than farming. this doesn't really matter since soil is everywhere, but I just think it's a neat trick, or for people doing an island challenge
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this is hype, I never knew they added this, I don't remember seeing it featured in the devlogs/update news. I must've missed it. however, in my testing, for some reason chalk doesn't pile up which I find funny because tuff and scoria, which aren't implemented yet have their respective piles working, lol. the error it gave me is that "chalk is not suitable for knapping". thank you for telling me this regardless lol
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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.