Jump to content

CrazyGrape

Vintarian
  • Posts

    7
  • Joined

  • Last visited

CrazyGrape's Achievements

Wolf Bait

Wolf Bait (1/9)

9

Reputation

  1. I generally pick my words with care, and indeed I am aware that there are plenty of mods out there that address my wishes. Making a game modder-friendly doesn't make the base experience immune from suggestions, wanted features, and constructive criticism. After all, most users of a product don't end up changing or tweaking it, so what comes out of the box is important. (I wouldn't be surprised if fewer than 10% of people change any settings whatsoever when creating their first world at least). I know it's not easy to program everything, and I'm very happy with what I'm seeing in the upcoming 1.20 update for instance . I will likely get to mods in due time; I certainly had more than my fill with modded Minecraft, what with Tekkit, Feed the Beast, SkyFactory. I found great enjoyment from VS due to its resemblance to one of my favorite Minecraft mods, TerraFirmaCraft! That said, I generally delineate a game with vs without mods as two distinctly different experiences. One is by necessity a carefully curated set of features by the developers, and the other is (often/functionally) an all-you-can-eat buffet of love letters written by people who enjoy a game enough to write their own content for it! This is not to say that modders are less careful in the content they make, but they don't generally put the reputation of the entire game on the line if they break something .
  2. I'd also really like a way to propagate flowers in the base game You can use them for dyes, but only horsetails are renewable.
  3. As far as my direct hopes for the next update, there are a few thoughts I have regarding the story content I've done so far: --- I'm also really looking forward to the improved underwater flora! My hope is that the plants added include some sort of edible seaweed. Watercress would be a nice addition to freshwater areas!
  4. Perhaps branches could be broken into sticks with one's bare hands (holding right click) at the cost that it has a slight animation and gives you a 1:1 or 1:2 output and no byproduct. Getting a knife and sitting down to whittle branches into sticks would serve the dual purpose of getting two useful supplies at once: the sticks and the shavings. I think it would be fair to allow branches be used directly as handles, but give a durability bonus for a proper handle as mentioned elsewhere Counterpoint: if the sound design is good, the sound of a knife shaving a stick can be very satisfying. This helps a lot with the tedium of collecting dry grass with a scythe. Branch processing could also be a big reason to push for a sawmill or similar automation. That doesn't address the early game issue, but branch whittling could easily be something one just does to pass the time while waiting for food to cook. Perhaps we could build firepits with branches directly instead of needing firewood. That would be a reason to collect them passively while also reducing the need to have an axe in one's inventory while exploring. For balance reasons, perhaps branches burn for a little less time and a little less hot, like 80% that of firewood, but still more than enough to cook food and be a reasonable fuel source. While this wouldn't serve as much of a purpose, I think it would be really fun to have a little whittling interface to let players make a lot of stuff beyond bulk processing, including decorations and figures (though I guess there is chiseling for that). Perhaps these handcrafted wooden items could be something artisan traders offer to buy for a few gears. I think it would be neat to make knife handles, which are typically more complex IRL to accomodate the tang than just being a stick. There would be a ritual to whittling down a long branch into a bowstaff, or just a plain old walking stick! You could make pointy wooden spears which break almost instantly but do more damage than flint. You could use the pointy wooden sticks to make fortifications which keep bears out! While this doesn't require whittling specifically, I'd like to see a lot more tool handle options in general. Let me make handles out of exotic woods! Allowing bones as handles and any igneous rock as tool heads has opened the door to this sort of customization already. Forgive me, but I do find it a little silly how even steel tools are fastened via rope! A more processed handle in exchange for a slight percentage durability bonus would be more than enough reason to make them.
  5. Sorry for the double post, but this is a distinctly different idea and sentiment from my previous reply. Idea 1: A means by which you could apply temporal gears (or maybe a percentage portion of one) to certain items directly. While enhanced, the item would return with you on death for a limited number of times, just like the gear itself sets your respawn 20 by default. The idea would be that you can apply it to your tools/weapons, even bags, but not stackable items. Even if you applied the soulbound treatment to a bag, its contents would still drop--you just wouldn't have to run back to get the bag itself again (which would be really nice for items like the Miner's Bag the point in progression where bronze plates are still expensive). Idea 2: A special inventory-expansion bag that uses a temporal gear as a crafting component. The bag would have very few slots (2-3 at most), but the tradeoff is that it, plus its contents, return with you on death. Only issue with that is it wouldn't affect anything on your hotbar.
  6. Personally my biggest gripe is just the items despawning after 10min by default. They really should be on a player corpse entity similar to animal/drifter corpses that have an openable inventory after butchering, but with a really long (if not indefinite) timer. While exploring, I lost some items once by sleeping while the death point was just within render distance... right before a temporal storm crept up and and dashed my efforts entirely! Not fun! I did end up recovering from that mishap though; in fact, I'd be hard-pressed to remember what I even had on me at the time. I've also had a fair number of "Rage Runbacks" where I took it very personally against the hyper-aggro wolves bullying me while exploring, and made it my mission to chase them down if they started running from me at any point. Nutrition be damned, if it takes 4 deaths, so be it. All that said, after getting a set of steel chainmail, most wilderness threats aren't nearly as much of a concern as they used to be. Didn't want to spend the effort on earlier game armor I was just going to redo in a higher tier (after doing a single copper chain helmet). Most of the armor is a considerable resource+time sink before a helve hammer is feasible.
  7. Maybe not in 1.20, but I think it would be neat to have some sort of "Expert Forager" toggle that hides all mushroom properties from the player; you'd have to know what distinguishes poisonous ones from non-poisonous before taking a bite! There could be a handy identification guide, but I really enjoy that feeling of needing to know the flora on a deeper level than being told right away what I'm looking at, or at least have the option of it. To help facilitate this, and for other QOL reasons, I'd also like to see an item preview system that lets you spin the 3D model of any given selected item to inspect it. Similarly, I think it would be neat if we could collect mushroom spores somehow to try and cultivate varieties in different locations. Ideally the spores would be pretty fickle for certain varieties, and pretty lenient for others such as Oyster mushrooms. Any sort of dynamic mycelial network systems would be super cool to see (admittedly, I'm not that familiar with how mushroom generation works under the hood, other than "these will respawn in roughly the same spot"). Additionally, and hear me out: fairy rings. Side tangent, mushrooms feel kind of in a weird spot in the game balance, since they're classified as vegetables but realistically should be considered proteins. Of course, the nutrition system is silly in other places as well (cassava being both a vegetable and grain depending on processing level) and there is the balance argument since protein is supposed to be harder to secure early game. Anyways, enough about mushrooms: here are some other random things in my notes I've made from my first singleplayer playthrough (just completed the story area today!): Allowing creation of strong tannin directly from water with 2 oak logs per 10L, 48hrs sealing time Fishing (to parrot @Szczwany ) Shepherd's Pie (Allows mixed veggies and meat, but that's it!) Mushroom Pie! "Infused bread": Mushroom Bread, Fruit Bread, Vegetable Bread Gourds beyond pumpkins Tell me you don't want gourd canteens! Tomatoes and potatoes Pickling with vinegar in addition to brine
×
×
  • 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.