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Everything posted by Lookstothestars
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Why Plaster blocks and not layering?
Lookstothestars replied to Lookstothestars's topic in Discussion
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Why Plaster blocks and not layering?
Lookstothestars replied to Lookstothestars's topic in Discussion
Well, to wattle or, if they added them, brick and ashlar fences. I feel like they should be seperate from each other to highlight the building techniques used. The addition of brick and ashlar fences could make a great parralel to wattle and daub. Oh yeah, I remember wanting to built half-timbered houses in VS when I innitially installed it and back then it only had Plaster blocks with wooden beams and stuff. It didn't look great so I was happy I found out about the delight (and turture) that is wattle and daub with actual wooden beams (yearning for the teased crowbar). Might be because It's 1 AM and I should probably go to bed but what do you mean with color palette? Oh, do you mean that the tint of whatever is applied to a block shifts the color of the block? Like tinted glass color theory stuff. I can see that, though I feel like the color of plaster is way to strong for that. I did think about an overlay though since we already have wallpapers, as little as people use them (I remember them to be quite finicky). -
Greetings! I just fell down the inevitable rabbit hole you fall into, when playing Vintage Story, which is ancient to medieval building techniques. One thing that confused me while reading through a lot of articles and pages on the Internet was Plaster, or specifically how it works in Vintage Story compared to how it was used and is still used in real life. In VS you do go through the actual process of creating plaster which is mixing lime and sand together (I think a step or material is skipped but I don't really care about that) but you get a block out of it. This is confusing to me, especially after intently watching construction videos and actual construction sites because plaster is normally plastered on a foundation like brickwork. If I recall correctly a lot of older buildings from both medieval and ancient times used plaster like this too. The game Tiny Glade has a good example of that by having it's buildings be partially broken sometimes. Beyond a smooth surface, which is probably supposed to be plaster, you can see the brick foundation. It seems to work similarly to Wattle and Daub. I actually think a lot of Renaissance era castles and maybe even older castles used this to have sturdy brick or ashlar walls while also looking good with a colorful or painted on plaster surface. Now, I'm not really asking for this to be added to the game just yet, which is why this post is posted in the discussions forum and not the suggestions forum. I fear it would look very similar to wattle and daub if done accurately, so it might be a waste of development time? I'm unsure. Maybe if the foundation actually mattered for insulation and stability, you could argue that there could be a reason to add similar looking blocks with very different build styles, but other than that I'm simply unsure. If I got something wrong, please correct me and please share your ideas about how accurate plaster (If I got it correctly) could be properly added to the game. Be nice everyone!
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Huh, interesting. I wonder why I don't recall ever hearing these tracks before ... I'll have to keep an ear open the next time I play :3
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I think it's self-explanatory but I think season specific music could really add to VS's atmoshpere. Kind of like how Zelda games have region specific music. Like, the music in Hebra in Breath of the wild and Tears of the Kingdom literally sounds cold and there are a couple of music theory videos about how music can really encapsulate such specific vibes. And I think it could be both ambience music and melodic music so it would not have to move away from it's current direction. :3
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I don't know how I didn't come up with the idea of simply putting a firepit bellow the oven and having the firewood storage somewhere else, but that is a great Idea. It's multi-functional, good looking and in a way even historically accurate! Probably simple to make in early game with just a copper chisel too! Thank you for the idea.
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I'm bad at formulating, so forgive me if what I say is barely comprehensable. I love making my builds historically accurate in Vintage Story and though obviously, history encompases many different facetes of design and architecture, I do not always want to build the same structure. So, while planing my next build I started looking at pictures of medievall fireplaces on the Internet. What I found were a great many pictures that had firewood stored bellow the firepits. On a different note, I have also seen many images of medieval ovens that looked structurally similar with the only difference being that the wooden storage bellow works as the place where the firepit goes to heat up the plate above it, like a stone oven for Pizza. Now, I could just go and build exactly that ... except I can't. Vintage Stories chisel mechanics are really cool but also not that complex. What I mean is, that I followed the idea of putting a firepit above wooden storage, like in the reference picture attached, buuut that simply doesn't work, because either you have a full or chiseled stone block on the bottom to place a firepit in the first place but that prohibits you from storing wood there, since even when you hollow it out completely, you simply can't put wood into an occupied block, or you put wood there but now you can't place the firepit above it because the wood takes up the room of a solid surface. What is possible is replacing the firepit with a clay oven. I do want to say that I hope we get more historically accurate ovens in the future where you can essentially place a firepit bellow a chisseled stone surface, which heats it up working as an oven (obviously it needs to be a bit more complex than that, but that's not the point right now.) Now, I already "complained" a lot now, but that's not why I'm here. I understand the complexity of game design but I do want my buildings to look nice too, so that's why I created this discussion. I want to see some designs of places of meal making from other players that put a chisel into their hands and started designing. I'll start by adding my designs too. Maybe if someone has a good mod to recommend to circumnavigate my problems, they could mention that too? I'm excited to hopefully see some interesting designs. :3
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My wish has been fulfilled. Yippie! :3
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I immediately want to say that i really don‘t think it‘s worth to make this an actual feature for the game rather than a mod, simply because i think it‘ll have to be togglable because most players wouldn‘t want their world to be devastated by natural disasters and it‘s high complexity would make it a long and gruel programming task, simply making it not worth it. Having said that i do want to throw this idea into the world so it might get picked up by a modder eventually or if the stars align by the developers themselves. When i talk about natural disasters I’m not only talking about the obvious stuff like Tornadoes (the other block game has plenty of mods for that), but also about things like earthquakes, hurricane type storms, floods (maybe if the way water works gets changed in the future) and even bigger stuff like volcano eruptions (if they are added to the game someday) and ice ages. Especially the last one inspired me to write this post, because in contrast to the previous ones that just destroy things and are gone then, an ice age would be a lasting challenge for years. I came up with the idea when i watched Rubixraptors latest Vintage Story videos where they settled too far north and experienced a really harsh and long lasting winter. It reminded me of Frostpunk and since both Frostprunk and Vintage Story (to some degree) are steampunky i saw a correlation here. I like the idea of noticing early signs of a coming ice age and you‘ll have to prepare to somehow survive through it. Again, i don‘t think that this should be anything but a mod, since it‘s very specific and destructive, but I’m continuesly intrigued by the idea of having to survive a winter that just goes on and on and on.
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You know, this kept me thinking a bit. I don‘t know if the teal coloured stuff has a name yet, neither do i know if we (sort of) know how it‘s produced, I’m not yet that well versed in VS lore, but i noticed one thing while listening to the resonator within the Resonance Archives. There was a bit of dialogue where someone talks about Alchemy and Rubedo and stuff and this person mentions a theory where they believe that „Flux“ could be used within the production of something instead of being it‘s end point. Flux, as commonly used in Sci-Fi and Fantasy, has to do with time stuff, like time travel. I believe that the teal coloured stuff that powers Falx constructions is called Flux and taken from the recording within the archive i believe that it is formed out of the alchemical substance Rubedo. One point that adds onto my believe is that there is a Jonas part, mainly used for teleportation devices, that is called a Flux gap connector. This Flux gap connector looks either like a light bulb or like a tube that could possibly hold a certain teal coloured liquid. I also have a weak theory about the glow worms that you can find in the depths being related to or actual part of the creation of what i for now am calling Flux. It‘s weak because i looked at their colour and thought „Kind of looks similar.“ … That‘s it, i can‘t support it further. :3 Anyways, this had nothing to do with the original topic but whatever.
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Hello again, i just had an idea and thought it would be neat if it was in the game. Basically, it would be really cool if you could make your own paintings in Vintage Story and hang them up around your house. I thought a little bit on how it could be implemented and came up with a few things. For starters, to truly create paintings i think you should first get to the copper age, since in my mind the ability to create the tools necessery to make paintings should be looked behind progression for a little while. Then, the first thing you would probably create would be the canvas itself. There is already a mod out there that allows you to make canvases, however, as far as i understood the mod it doesn't allow you to actually make the images in game which i think is very importent for immersion. The recipe is the same though, four boards and one linen in the middle: At this point the canvas can be placed vertically on a wall or on the ground next to a wall, but when you try to paint on it, it will be unstable and regularly just collapse and turn into it's item form again, like the crude door. This doesn't happen if you put it horizontally on the ground, but obviously it will be a little weird to constantly be looking down while painting something, especially if you are trying to recreate something through in game inspiration, like a landscape you found on your travels. To actually paint though you will need a brush. The brush can be crafted by combing a stick and some flax twine with a knife in the crafting menu (the knife is there because i thought it makes more sense to first have to cut the twine into bristles for the brush): At this point you can start painting, but it will be a little annoying since to you will basically have to paint near barrels of paint. I thought of a solution for this though (well, i applied a solution from real life is more correct). An palette or tray (that's what google said. Is that what it's called?). You can get some paint through any vessel, be it a bowl or a ... the other thing you make with clay (i forgor) or a bucket and within you inventory simply click right or left click, like with the cooking pot to put paint on it which will be shown when you hover over it with the mouse. The crafting recipe is simple enough, just needing a wooden board and a knife to it's right: When painting you just put it in your off hand and the brush in your main hand and when pressing F, like you do for clay forming and smithing, you can chose the colour you want to use and also see how much of it you still have. And now for the final thing, a way to actually put up paintings so you don't have to paint them on the ground or have them constantly fall over while trying to paint on them: An easel! I haven't quite figured out what crafting recipe i would like for the easel. These two are quite similar and don't rquire many resources: The easel i drew isn't quite of the easel i thought of when i made the crafting recipe, but the thing is, when typing easel ... there are so many different kinds of easels. I feel like sticks and boards being interchangeable in this recipe is better than adding a thousand different kinds of easels but something i would like to add would be the need to use nails and strips to make them or resin or wax. Just something that actually holds it together instead of it just working. Maybe two? One in the centre right and on in the centre left? (Small addendum: Maybe the canvas should somehow use nails and strips too since in real life the piece of cloth used to make canvases ... canvae ... whatever, is normally nailed to the boards but i feel like that would make it too expensive?) You can then simply take a canvas and put it on the easel with right click and then continue painting with the other utensils previously described, this time though at a nice height without the fear of it falling over. There is one thing i didn't bother drawing or making the recpie for, but historically there have been some huge paintings. Since i don't want the paintings to actually be a full-sized block i wanted to add the possibility of making bigger canvases. By simply putting two small canvases next to each other in the crafting menu you can make one 1 x 2 canvas or one 2 x 1 canvas, depending how you put them in the crafting grid. You can do that again to get everything from 4 x 4's (maximum for now) to 2 x 4's or 4 x 2's by combining them in a way that makes sense. I'd say the amount of pixels on the canvas are the same as regular chiselable blocks in the game, but i don't remember how paintings you can buy from traders look like so if they use more pixels, well, then that. And when pressing f you should get the option to increase brush size. Well, that or more brushes and other utensils but i couldn't be bothered to make more than the base necesseties. Japp, that's it, my idea. I don't know if it was worth to draw the PNG's of the utensils and stuff for it but hey, it got me drawing again :3
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Honestly, having the rift ward turn a temporally unstable piece of land into a temporally stable piece of land is a great idea. I hadn‘t even thought about it. Besides scenery though it would still be rather useless, unless, hear me out, they add some kind of resource or perhaps specific kinds of dungeons that take long to traverse that are temporally unstable from the get go. These would basically require a rift ward or a massive amount of temporal gears to keep your temporal stability up so you don‘t just die constantly as you try to delve through the dungeon or are in the process of harvesting this resource that can only be found here. Maybe the stuff that Jonas used to power his devices in the first place (I‘m like half in the lore so i don‘t know if it has been explained what the greenish blue stuff is) so you can power even greater Jonas devices for personal and story use. That makes sense honestly. Buffs are often more appreciated by the player base than nerfs, so i can totally see this kind of progression in development. I would very much like that. Honestly, having the rifts become more dangerous with story progression makes a whole lot of sense and builds tension. Them spitting out nastier dudes is probably better than my idea of rust world monsters infesting areas around rifts, though perhaps a mod could add that eventually. Sort of like an advanced hardcore version of Vintage story where as the story progresses (considering we have no idea where it‘s headed we are making big assumptions here) the rust world seeps further into the main world/Earth (again, assuming that that‘s where the story is headed). Or, you know, just stronger dudes. Maybe the could tie the slowly increasing strength of temporal storms to the story progression too? Currently, if i remember correctly, it increases with every temporal storm that appears to a max number, right?
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I see. That is kind of what i had thought initially. I liked the idea when i first saw them in the creative menu, but when i learned about the material cost, the relatively low radius in comparison to big bases and the fuel cost i immeditaly had the feeling that they wouldn't be worth it. I do wonder though, could there be a way to make them better in such a way that they would be worth the effort while not turning the game into easy mode? I feel like to achieve that, monster spawns and difficulty would have to be reworked as a whole, especially considering that a rift ward will probably not protect you from a dark spot within your base where monsters can spawn anyways. I mean, coming from a purely RP perspective now, you'd probably want some eventually since having monsters within your house/keep/city isn't that great, especially for civilians that can't defend themselves. But that is only in RP. Maybe they'll have a later game use. Possibly, as you progress in the story rifts could spawn mobs that actively invest the area around them? Obviously, the developers would need to feel comfortable enough in basically taking over/destroying player bases and parts of the world, which seems far fetched to me, but it would make them more useful as you wouldn't want an infestation to happen within the dark cellar the blacksmith in your village keeps refusing to light up. Or maybe tie them around temporal storms where they are currently basically useless besides stopping rifts (i dislike monsters just being able to spawn during them. I don't care if it makes sense within the lore. Why build the great wall if your enemies can just spawn behind it every now and then?)
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New death penalty option for single player: Reload backup on death
Lookstothestars replied to Guedez's topic in Suggestions
Well, you are talking in game which i wasn't. Save scumming very much is wasting time in my opinion. I plan on going to the resonance archives for my first time tomorrow and as far as i can tell having a reset point as a temporal gear at the start of the resonence archives loses me a whole lot less time than having to redo the entire resonance archives if i should die at some monsters hand. Save scumming, the way you talk about, is mostly performed in games where you can save at any time you want in any place you want, like Baldurs Gate 3 (i did my fair share of save scumming in that game, trust me). In contrast stardew valley is such a vastly different game than vintage story is, at least considering the actual gameplay of it and the rules of how days work in that game. I think it's rather worth it to compare vintage story to other survival games or rpgs, like Kingdom come deliverance and perhaps even the forest. I don't know if the rules changed in The Forest, but from my last memory you were only able to save the game at shelters you first have to construct (Mind you, the forest is a bit leneant by not having you be dead immedietly if you should die, but instead you getting a second chance). And trust me, i understand your point, i wouldn't like to redo the resonance archives as little as i liked to redo dungeons in fallout 4's survival mode. No possibility to save made me reconsider every single action i performed while in them because i wasn't ready to lose 2 to 3 hours of progress. And if a mechanic like that can be abused to save scum, then trust me it hasn't been well implemented. The resonance archive feed well into that gameplay already since you can't place blocks there, so at most you'd have to sleep outside the archives. The only issue here is that players can simply leave the archives without finishing it's challenges, but that is something that would need to be considered in dungeon design, rather than in the mechanic. I'm going to say that this mechanic on it's own isn't really about making the game more difficult but in making it more punishing. These are different things that stand by themselves. If you want to see it as easy mode, then sure, it is, i can see that. You avoid the possibility (though however small that is) of losing your items and making mistakes can be rectified in a second attempt, which is how most games work. But if it is implented correctly, you sure as hell lose a lot more time through it, which is more punishing in that regard. Whereas losing items has a potential to lose you time, this mechanic guarantes it, and i don't want to sound like a broken record, but again, if it is implented correctly and i've seen plenty of times where it has been implented mostly correctly. -
New death penalty option for single player: Reload backup on death
Lookstothestars replied to Guedez's topic in Suggestions
Sounds like the fallout 4 survival mode. I always played on that. I do agree with the other responses that adding it to the game is probably a hassle, though i don‘t think it has to work in multiplayer. I mean, the game doesn‘t pause when you open the handbook or press escape during multiplayer, though i guess that isn‘t a perfect parallel. I also don‘t think just sleeping is the perfect way to implement it, you‘d have to troubleshoot a more finetuned solution. In contrast to the other responses i do see the value your putting up. Ultimately the only way a game can truly punish you for losing or dying is the waste of time and resetting the day definitely does that, though again i do see issues here too. What is considered a day? Is dying at the end of a day for a stupid reason really creating a better gaming experience? I guess, in that way i do see a value to the sleeping as a save game or kingdom come: deliverances save potions that save the game for you. But it is getting quite convoluted. Ultimately, i think where this suggestion falls flat isn‘t the idea itself but how many players actually would benefit from it. As far as i can tell you‘re the only one that wants to play Vintage Story like that with me being at least a bit intrigued to idea if implemented well. I just don‘t see the developers actually spending time on it though, at least until it get‘s more traction perhaps. Maybe talking to other players and trying to troubleshoot a more polished idea could make it more intriguing. The last bit i can give you is maybe ask someone to make a mod implementing it or try coding it yourself ( I know, coding ain‘t easy, but sometimes if no one does it for you, you‘ll have to do it yourself. I have made that experience before). Other than that, i do like the idea. -
I don‘t know if this has been discussed already, probably has been but whatever. I wanted to inquire if you think rift wardens are worth building at all. I‘ve never actually built one in survival and haven‘t quite gotten around to testing one. 30 block radius so 60 block diameter sounds large enough to fit a base inside it neatly and if one has a bigger base, building a few more shouldn‘t be a problem. But what about the refuelling. 14 days for one temporal gear sounds rough and that‘s just one rift ward. But i might not be too well versed in the inquiry of temporal gears, so perhaps it isn‘t that high of a price to pay. I‘m spitballing here as you can see, so like, repeating the question again. Are they worth it or no?
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I think a diving bell would be a great addition to the game
Lookstothestars replied to Teh Pizza Lady's topic in Suggestions
Perfect set-up for even more lovecraftian nightmares to prey upon our weak souls … I’m all for it. More diving mechanics in general (once the oceans have been updated) would be really cool. -
I get that. I like the idea of a crude bow and with better arrows (mainly regular ones using feathers) it does become an option for me early game. But considering the amount of arrows you have to use to hunt down big game it just isn't really an option for me, but that might just be my play style. Like, to have a crude bow and crude arrows you use two inventory slots. Even for small game you have to hit multiple times with crude arrows to kill it. If you use those same two inventory slots for spears, you can throw one spear and if you miss, considering you are good with ranged weapons, you'll hit on the second time and definitely kill your target (as long as it's small game). To be fair, the animal AI doesn't register a miss from a ranged weapon, but even if it would this would be a debuff for all ranged weapons, not only spears. And well, for big game the same mostly applies. I have ingrained into my memory that boars take three spear throws and so having three spears with me i can throw, while using one more inventory space, is still better to me than using crude arrows that easily break and barely do any damage. You could say, that because they use less flint they are less resource intensive, but considering sticks only become an easily obtainable resource once you have shears (mainly because you want to use your time more wisely than gathering sticks) crude arrows are, from my opinion also resource intensive. But again, might just be my opinion. I could've easily missed something. On that note, i would really enjoy a crossbow recipe for Hunters. I like crossbows (this is biased :P). I actually like the idea of creatures being able to track you too, i didn't even think about that. Maybe some monsters too? I have my opinions about the Monster spawning system in the game, i think it could be refined, but that's a whole other post in itself, but i like the idea of a shiver (idk, it fits them), or a whole new monster type to follow your scent out of a cave and bringing with it a whole swarm of ... rust monsters? Wait, do the enemies from the rust world have a unified name? Rusties? Desolates? Anyways, well yeah that, because maybe you hear it sniff around in a cave so you realise, you have to find and slay it, otherwise you'll have to defend your base from a horde of monsters. Idk, could be cool :3 I would argue a tracking device to make it easier to track animals or even enable other classes to do so and maybe an ability for hunters to track wildlife (though i feel like this could make Hunters a pretty strong class, at least for singleplayer. In multiplayer i see less of an issue because a good hunter makes the entire village happier). I can only agree with LadyWYT on this point of yours. Having the flora and fauna be simulated like that, especially with more complex animal behaviour could really make for some interesting dynamics but also for more complex gameplay. For example, you might choose to hunt down the wolfs of an area so you have safer passage, but in turn the rabbit and deer populations will increase and harm the local plantlife by overfeeding and over-producing. Could give you motivation to capture or buy a wolf cup from a trader and let them out into the wild to balance it out again.
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Stone hammer (as in primitive stone hammer)
Lookstothestars replied to Lookstothestars's topic in Suggestions
Might take a bit before i get to try it. I'm currently still on a vanilla playthrough that i want to stay vanilla until i finish the current story that is currently in the game. Even then, the mod you suggested is for an older version and i don't know how to install older versions of VS. And then i have to figure out how to install mods, but once i get there i'll tell you what i think about that mod. Again, i think it can be ballanced if implented correctly and considering i only really want aesthetic reasons to have a primitive hammer, as an example for carving small mountain homes (not even real cellars since you don't have access to boards and therefore no access to solid doors) or debarking logs, which as far as i know isn't all that useful without metal tools like a saw. And about the milling grain bit, i don't think it's all that useful. Maybe they could add something like rough flour which is only good to make early flatbread in something like a saucepan once they (hopefully) rework the games cooking system a little bit, but considering you have to find fire clay first to even make an oven which isn't likely to happen before you get copper tools it would literally be a useless feature. I guess that's not that great of a promotion for my idea but i'm sure it could be eventually once a few more areas of the game have been reworked lightly. I'm really not trying to make anything easier for myself, i just want to built historically accurate housings from across all cultures during their specific time frame (Don't get me to rant about my opinions of mud bricks in Vintage Story, haha. I have opinions about the way they look.) -
Oh, yeah. The issue has been fixed as far as i can tell since the last update. I should probably end the discussion now, now that the problem has been fixed. I don't know how to do that though besides marking a message as a solution. I guess i could just use your message for that since technically, updating the game fixed it and you were the person to mention that.
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Second suggestion i make today, but i feel like it's an important one and i haven't seen it being suggested yet. I feel like tracking wildlife, however faint the tracks that you can follow are, could improve the hunting experience immensely. It exists a little bit if you look at dead animals and see that they were killed by another creature, but that only helps so much in avoiding wolfs and bears. A different user already suggested more complex animal behaviour so i won't reiterate what they have said and i 100% agree with them, especially considering how animals act in real life. And before you argue lore - lore is important to me ... and it's not an excuse for bad or frustrating features. Having said that, hunting animals like rabbits, deers or boars or perhaps horses, or cows once they've been added could be improved with tracking mechanics. It happened to me quite a lot that when i hunted a boar or a deer in the woods i simply just lost it because it disappeared in the bush work. I immediatly want to say that that is fine, that can happen and should happen. Hunting isn't just you getting out into the forest and coming back with piles of meat, there has to be challenges, i get that, but i feel like the game could reward you for paying attention to animals footprints, maybe piles of excrament, etc. to help you find and hunt down that one deer in the winter to sustain you for a couple of days, especially with how TERRIBLE the crude bow and arrows are for hunters. Tracking could make that terrible bow actually useful (I'm not salty at all that hunters get a terrible starting bow and blackguards get a great, late game sword. Not at all salty :P). If they added better stealth mechanics too, i would even be fine with them making animals more attentive and scared of the player, making hunting more difficult except of course if the player understands the tracking mechanics. I hope this suggestion makes sense and my train of thought was able to be followed thouroughly. :3
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Stone hammer (as in primitive stone hammer)
Lookstothestars replied to Lookstothestars's topic in Suggestions
Yeah, that mod kind of falls down the pitfalls i imagined. While i can see primitive picks and woodsplitters being used in real life to easier aquire planks and stone and stuff, it's not really what i had in mind and it would definitely throw off progression. That's why i only suggested the stone hammer, because as far as i know it was the first real tool used by humans because in the end it's just a rock. That's mostly why i wanted specifically a stone hammer to be added. I might even go as far to say that when using a primitive hammer you wouldn't even get rather useful soft stone stones but instead either gravel or sand, if that makes sense. It's not supposed to be used for mining stone but to make space (because honestly, the amount of times i wanted to make a starter base and realised only way later that the ground i'm working on is only one dirt deep before you hit stone is rather much) and while you can make boards with stone tools in real life i don't think that's needed in vintage story. But thank you anyways for recommending that mod. I hope a simple tool like i've described could eventually be added to the main game in a way that doesn't break progression completely. -
Hellu, i had the idea for a commonly used neolithic tool that isn't in Vintage Story yet. A simple stone hammer, basically a rounded stone made from a hard rock which can be used to grind grain into flour, break only soft rock types and debark logs. I do want to say that for balancing reasons these should obviously take pretty long and the hammer itself could also break easily, but it would allow players to interact with more game mechanics earlier on, make building nice looking structures easier and could also help payers in difficult climates to have a greater chance at survival. It's also (as far as i know) historically accurate since bread was certainly made long before copper tools were commonly used, debarked logs were also used very early on and i recall that there were also peoples that basically dug themselves entire cellars while still being in the stone age. I think that was an entire reason to settle in a different area with softer stones for some people. So yeah, balancing would need to be looked at but i think it would be a cool idea, especially for people that don't want to haste themselves through ages just to interact with more mechanics of the game.
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This might be a bad idea because it could make storage a bit useless if poorly implented, but i feel like being able to create more piles would be cool. You can already store firewood and planks, bricks and bars in a similar way, but i feel like it would make early game less of a hastle if you could just make a pile of bones that grows the more bones you add. Maybe like 16 bones/reeds/etc. a space make a pile and if you have a 2 x 2 space of piles it could form into a huge pile, allowing you to store a bit more. That way you don't have to throw out stones you might want to use for cobblestone and have an easier way to store material, especially in like island survival where if you are unucky you spawn without reeds or papyrus. Again, i recognise that this might be a bad idea because of balancing, but it might also just decreae early game frustration, that doesn't add to the experience the game tries to create and could also just look really good in a decorative way (imagine a smith that has piles of ore next to their crates and they're like actually useful). And before anyone says it (because i've seen it quite a lot under many suggestions here), i recognise that the focus of the developers is probably somewhere else, you don't need to mention that. It's a suggestion after all so let people suggest their suggestions. (Also, if someone else already had this idea i'm sorry for suggesting it again. There's just so many topics i can not read them all to see if someone else already had this idea.)