Kosti
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Yeah, so a pop-up would be nice to have, also seen some other requests like having a pop-up when mods require it so it could be useful in more than one place
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Pretty simple, whenever you switch a language, instead of the red text telling you to restart, have a pop-up prompt saying the same with a button to restart the game now or close the pop-up. Qol imo, especially for translating when you need to see something in-game.
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At least the places i've seen they are always dirt and manure. Issue is dirt turns into grassy soil naturally, and packed dirt looks like manure, which irl would mean diseas, smell and lack of respect towards animals, so not the most beautiful unfortunately. Also it becomes dirt since animals feed on grass, which isn't exactly a thing block games do
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This is also something I've wondered about, considering how much the game leans on incomprehensible horror as a main narrative theme, it would be cool if the Rot is manifistation of bad morals, but so far we know nothing that could cure it, no one survives it, which is inconsistent if it's based on morals. Everyone's done something bad, but stealing a loaf of bread from a rich nobleman to give to a starving child is arguably not worth a slow death (if anything slower progression actually hurts the person more) so I doubt it's the case. You can say the rotbeasts are extremely bad people, but then animals also become rotbeasts, so it's more likely just suffering causing insanity. There is also a point for the Rot described as darkness, and so by going in the caverns that are dark, the humans that did it basically cured themselves from their mistakes, while those on the surface that didn't suffer for forgiveness died. But then in one of the lore pieces it's said that this was only a temporary measure until the rot got into the food supply, so that's most likely not the case. Rather than this, I think it's a fungi, fire-resistant one that just consumes. I mean that's kind of what mushrooms do, and I do believe the Rot is meant to be a take on the Black Death, like a "what if". I know in a lore letter a random guy says the Rot is dead, but I do have an explanation, it communicates like fungi do, not like humans, so it'd be impossible for us to hear it. I believe that Jonas is responsible both for the Prima Materia and somehow knew of the Rot. So far we've been told it affects every living being, before it kills them, it makes some of them monsters. (Before I continue just to have it saved: Jonas' father dies -> Jonas travels with Tobias to the university -> Dmetri Arvo dislikes Jonas. -> Jonas spends years studying and advancing scientific knowledge. -> Jonas finds prima materia and starts making living machines -> Dmetri is made aware of the Rot -> Jonas is made aware of the rot -> Diet of Kings). A strange description by Tobias is that Jonas' face turned pale when he heard of it and he was shaking. Like even if he was creeped out it's oddly specific, like he already knew about the Rot. Also it's strange when Jonas first used the Lens the place he saw shined like gemstone, but by the time Tobias used it, which is likely after he returned (he says "In his time, Jonas said it shone like gemstones" like his time has passed, which if we consider he hasn't made a move after the world reset to a pre-rot state, besides interracting with the Blind Bat Rickhart and being said "a god" in the Morning, means that Jonas sent the Rot and everything else consumed there.) So even after all that time, the best Jonas could think up was to isolate the Rot from his world, it's like he knew about the Rot and how it couldn't be stopped, so he closed himself only with the drive to find a way to cross worlds, rather than cure. This could also explain why he tried to replicate the machines he saw there, knowing he'd forsaken the other world. I actually have a new theory with all mentioned and more read - Between Tobias' Return and Reflection is a time skip, in Return he says in part 5 he will go with his brothers now, in Return it's implied he was in the Lazaret super sick, likely the one carving some of the wall carvings there. So what if Jonas used his machine twice - first time he did it didn't work as intended but he needed to test it's effects, inadvertently sending the rot to the other world from which he took inspiration, leading to his machines getting corrupted, also making the rot closer to him, affecting Tobias, which led to his fastened attempts to fix it and eventually turning it on for the second time, breaking time itself, causing temporal instability and changing the world, also going back in time. But now the rot corrupted the other world, which on top of all was starting to peek into ours with rifts, the humans that got sent there likely being consumed by the rot, becoming rot monsters, and then with the other world's properties turning into the metal drifters and shivers, and bowtorn, and all that. Meanwhile Seraphim were likely those that interracted closely with the Prima Materia, giving them some sort of resistance, or perhaps leaving them outside of both places and time too. I also think that considering the always turning gears of the other world, it has a ton of prima materia in it, which somehow can resist the rot, explaining why it hasn't corssed into our realm, but eventually it will, with temporality becoming more unstable, which could be caused by a little big machine Jonas made that is still somewhere out in the world doing who knows what, maybe even being a shield against temporal rifts and storms that's getting weaker by the decades. (I'd support this theory with the fact that even if we guess by tapestry, humanity was reset before they could build walls that could protect them from the drifters and all these monsters, the only reason they weren't wiped out isn't because they fought back strongly but because the temporal stability weakened enough to also allow Seraphim to pass back into reality, helping the humans.) All of that goes to say maybe Jonas is some sort of machine-seraphim merge nowdays as ifoz suggested, that for some reason now only stays near his machine and can't leave, and I do believe we'll be sent to search for him. You make a good point that flight can brake the game, well the Erel could require temporal gears to function for travel, thus making it really expensive, but sitll better than traveling on an Elk for large distances, and I still stand behind the point that the devs need to give us a reason in a normal world to go to the desert/north, which you'd do by foot/elk only if you had a shit ton of time. Flight can clearly be balanced and the Glider is proof. Also I do like the idea of fighting Dave, just yk, he's too large, so a flying Erel would be perfect to do the job in the background while we fight something else. I get the point that a mystery is more fun than spooky, but he is spooky anyways, I mean an eldrich horror being? It'd be also dissapointing not to at least see him up close, aka remaining a mystery forever. I didn't know that's where it's found, actually read the story first when translating the wiki lol, so there goes that theory, absolutely fair. I seem to have confused the Quiet and the Spoils, absolutely my mistake, but reversing the two could still work, the Quiet could 100% be a monastery for thinking aand planning, it could also be a false name for the tapestry of the blackguard stronghold we can find, so it confuses those who try to oppose Jonas. As for the Spoils it is an awful place. Also it seems to have existed from the time before Tobias' tower was constructed, same with the Cardinals, so imo these are mostly likely old dungeons. They could absolutely be other ways to find Nadiya as the devs have apparently said they want other paths towards it. But considering how priority-oriented the devs are, I doubt they'd be making secondary lore changes first mission in chapter 3, if anything, announcing chapter 3 likely means they will focus on going further in the lore, rather than making it non-linear. It is true after all you can't make a line without an end point, not to mention multiple. Perhaps the Spoils were actually a large mine (and since most times we hear words like dreadful and awful it's of people going underground telling of how it was), filled with mining machines that came to life and attacked whoever did go down there a long time ago. In any case we aren't getting chapter 3 soon, so I can only speculate. But thanks on the feedback of both of you!
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(I posted this on reddit already, but just opened the forums and realized there is a category for this, so I felt like leaving it here.) Note! This will contain spoilers from chapters 1 and two from the lore, so if you are a new player, decide for yourself. I suggest experiencing them yourself, though. When chapter 2 ends, Tobias tells us his research will take a decade or two. Now ofc that is a funny way the dev team tells us to chill out and wait, but what if they actually meant it? Not irl waiting 10 years ofc, I mean what if Tobias really does take a long time to advance, like a chapter or two? After all, Jonas was the smart inventor scientist, Tobias, not so much. Here comes the theory. In one of the early updates, we could spawn the Erel and give it stay and follow commands. The devs LOVE to send us on massive journeys, understandably so. But a constant complaint is the fact that there's still no reason to go to the North winter tundras or Southern deserts. I believe Chapter 3 will be the setup for the real game changer - Chapter 4 (also half season if we assume the lore is 8 chapters and that there are 8 chapters on it for a reason) (but second also, Chapter 4 would be enough playtime (like easily 200+ hours of playtime on a save to give us something MASSIVE). So what better than chapter 3 having us go to Tobias who tells us this will actually take a while, so in that time we should go to The Spoil, The Cardinals and the big one - The Quiet. The spoils are two options realistically - either a rotten, forgotten place that's basically a mass graveyard (which would be cool as to make us realize the effect and scale of The Rot), or it could be a cave with riches. I believe, however, it's going to be more likely the second. *In memoriam* lore piece gives us the journal of someone literate, writing back to his *dear F*. First he is stripped of his riches. What happens to them is unknown, we know some lords still stayed above ground even in ruin and never gave up their former lifestyle. Not to mention the Hanseatic league, first made of merchants, which is likely going to play an important part of the story in a later chapter. So what if The Spoil is where all the riches went, for a secret plan Jonas and Tobias had (since they were deeply passionate about helping everyone, not just the lords) to give out the riches if they won against the Rot to everyone. Maybe just a storage for the rich to collect their things if they survived, but I believe it makes sense. Then comes the Cardinal. Before continuing, I believe where the person in memoriam was stationed was the Lazaret, also in the "world has shifted" dialogue from the resonator, the Spoils are mentioned before the Lazaret, so it would make sense these are connected. Also it seems like the treasure hunter is only reliable about the Quiet. So what is the Cardinal? Truthfully I don't know, maybe some lore hints at it, I haven't found a connection. It could if we base it off it's name either a holy place, or a big cartography stronghold with maps of different places. There is an issue, maps would be useless with most lore places discovered by now and thats what the Resonans Archive kind of served for anyways. It's more likely a holy place, I think it will serve as a setup to our travel to the Quiet. Perhaps we find a part of a machine there and we need to find the second part in the Quiet, where the one who had the other part was sent for whatever reason. The Quiet. It's going to be a bossbattle we all know that, every chapter so far had one, and it'd be a shame for this one not to have it. What if "the Quiet" was a place where all the machinery that failed was sent. When they started to begin to act autonomous, ofc they did something to the machines, but what? Deconstruct them? They didn't have that time, no, I believe that's where they got sent, and since the malefactor already had to go to the surface, perhaps that was their job. Go into land take by the Rot, perhaps previously a structure made with a different purpose and put the broken machinery there. Since it'd be far from the main Jonas project, the machines would hardly be influenced by his work and just be left to stay quietly. So perhaps an important piece of machinery also happened to go there, something let's say that COULD tame the Erel? I mean the devs literally added functionality for it to follow player commands like cmon, it has to happen, and we already got the glider for flying. I believe after so long, it would be a MASSIVE machine merger, influenced by temporal storm or a grotesque (everything will be grotesque on second thought) swift being, ofc it could be the second, but we already got that with the Erel, and I believe it's a good times for the devs to prep us for a fight with Dave anyways. So we have to fight it, this time kill it (like cmon, we haven't killed one boss, it's about time.) Perhaps it was an abandoned mine and with a few bombs we blow the place up, taking the machinery from it's corpse. Or maybe our bombs are enough to kill it, like seriously, we have gunpowder and know how to make bombs, **GIVE US A BOSSBATTLE WHERE EITHER SIDE CAN DIE.** Jokes aside, when we get that piece we return to Tobias who says he didn't think that machinery would ever be found, was lost in a theft or something, so he repairs it, maybe after we retrieved the blueprint from one of the new locations, or perhaps a return to the resonance archive? And after he fixes it he tells us to go to the Erel. Huge theory - yes, I've not gone lightly, but here it can get crazy, and I think it should, cuz it'd be amazing - this time when we travel through time we hear Tobias speaking (could be text above the HUD) with someone, as we go higher (I mean elevator is the only issue here, but they could force a cutscene or say the Erel strikes at the tower seeing us again, destroying the elevator.) And as we climb we find out he was talking with Jonas, who is alive after all. Now hiding, not wanting to be associated with anything he did, unlike Tobias who didn't give up on everything, Jonas did and blames himself for the Seraphs disappearance, and the future return of the Rot. We tame the Erel eventually and fly back to Tobias who we force to give us answers. If somehow that happens then Chapter 4 will be a journey on the Erel either South or North, so players finally have a reason to move trough climate zones, but also moving fast enough, and also to create outposts at different places, which would be super cool when you think about it, having an actual reason to leave your base and make outposts for journeys! We find Jonas and have the entire chapter 4 doing quests, finding other villages (super cool to see villages in different biomes) and whatnot to convince him to help Tobias. He agrees and returns only to find Tobias is gone OR finally we get introduced to the real important and full of secrets lore piece - someone from the Hanseatic league with Tobias in the cave, and they, they remember both Jonas and Tobias for who they were, warning that far away the Rot is returning. Ofc, this is just a theory, a game theory, but it would be insanely cool. And I'd be happy if I guessed even one thing right. Otherwise, I'd also be happy the story is so twisted I guessed nothing right. There is no lose, cuz this game is amazing! Thanks for reading
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Thank you so much! Love from all the bulgarians playing Vintage Story! May the game only get better
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We've all experienced the pain of a fenced off animal farm being wiped out by a newly spawned wolf/bear inside, or the beasts just sliding through the fence. Fix it please. For starters make sure that the fence works properly and that animals can't glitch through, then make it so that we don't need to put two blocks of fence atop each other, not because it's unrealistic to have this high a fence, it's quite literally ugly, regardless of the fence type. Now here's a thing, make it so that the area of the enclosure calculates the blocks beneath it in as well up to 1 block below, and sets them to be unable to spawn any mobs (excluding rifts). Afaik these will be enough to fix the problems. Thanks for reading!
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Tbh, the wiki is also very badly structured/coded, I feel like I am entering every generic game once I click on it, not to mention how things like the search tool and translation are very much braking a few actions like the aforementioned search bar. But besides that, the wiki is indeed in a very raw stage. For one, there are many fairly important missing things from it, not to mention there isn't exactly a format people are thought to become wiki nerds, I myself added "late iron age" in the progress guide because otherwise you couldn't find a thing without a youtube tutorial about meteoric iron. And so the juice press as you have mentioned and many other things alike are missing. But an argument is to be made the application for the wiki itself is quite whacky and the community isn't that big, so keeping it up to date is quite hard, then again, that's different from it missing major featuress... Overall the wiki has a lot of work on it to be done and I personally argue it's holding the game back quite a lot, don't get me wrong, updates are cool and all, but a major playerbase is drawn from that other block game, and without a proper wiki for something much more complex such as Vintage Story, it's just pushing out a lot of players who'd otherwise love the game.
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While you have some points, I just can't agree with "The game is basically over once you have a cooking pot and a rudimentary shelter". I think the issue you are having is from the way you approach the game. If you are aiming to create a home and secure some food, then the game might as well be nothing more, the thing is that it's not just about survival. It's also a sandbox in which you can build your own house, village, city, even terraform your own world, not to mention the ever expanding storyline. Sure it might not be as easy as that other block game, but then why play Vintage Story? The game realistically is only survival until you've got a house, farm, berries and a fence, but afterwards it's the world to conquer, and if you aren't doing that then that's on you, not on the game being "over". But you do have some points, chiseling is fun until you have to chisel every single block in a 300 block castle wall because there's no copy-paste craftable tool. You technically don't need to enter the bronze age to survive and the crude door braking is probably because they needed to incentivize the new player to advance, I personally will add a point that automation is lacking as well. But to enjoy every feature of the game? To build your own world and mansion without at least iron tools is impossible, want to light it up? Bees. Want to secure food for long periods of time? Farm. And don't get me started on the story, which while still a bit shallow, with the 1.20 update requires quite a bit with the travel and prep for the bosses. While I agree with you on the chiseling part, you can't complain about the grind in a game like Vintage Story, it's not made to be as easy as MC, and if it's that much of an issue, just spawn some items and play from there, no one's forcing you if you don't enjoy the early-mid mid-end game grind, or just play in creative, but the game has much to offer and it's far from over with a cooking pot.
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That would be really cool, honestly I was thinking about the same thing the other day lol, although it'll be a bit tricky not getting your base flooded as having ice that doesn't expire isn't the most realistic. While the idea is cool, I do have to mention that once you've gotten used to the game food isn't really an issue and you don't really need to extend the shelflife of something like grain which lasts 12 years lol, even normal crops last for more than a year and you can have multiple harvests per one. But again, I really like this and personally hope one day we see it in the game, even if it's not that important, small details like this make the game feel much more lively. Though that being said... hopefully a food/culinary update as well
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Ever searched for something in the wiki you can't quite remember the name of? In that case you were probably hit by the 100 results of the main topic with a /language next to the title. Literally search the word "clay" and it will show you 505 results... To be fair, the entire wiki needs a redesign, but until then, at least fix the search bar, it will make it way more accessible to newer players who are the main volume of usage anyways. While I understand the wiki is ran by volunteers and that a full redesign might not be possible atm, at least please fix the search tool so that it actually shows relevant pages rather than 500 redirects or /language. (For anyone reading this wondering how then can it be accessible for people who don't speak/read english, easiest solution I can offer is a visible bar on the main page/header where you can select your language from a dropdown menu.)
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I present you with the Sturdy stick, it will be an item only needed once reaching iron age+. Where as currently all you need is a random stick picked out from the forest, let's be real, most won't be durable enough to make a pickaxe with, so instead the sturdy stick will replace the forest ones once you reach the iron age and beyound. To make a sturdy stick you'll need one normal stick, a saw and a lump of fat. It will function similarly to the long bowstave where once you craft it, the item will need some time to become sturdy enough for your iron or steel tools. "Why add another unnecessary process to the iron age considering how hard it is?" Well, we have to remember just how much this game is about realism, can you really go into the forest, pick a random stick and make an iron pickaxe with it? No. And if you've read the item descriptions, it's likely we'll be able to forge even more powerful tools in the future from better alloys, let's not forget we have stuff like titanium in the game. So ultimately, I believe adding it will just make the game feel more realistic and add a tad bit of surprice to anyone reaching the iron age on "why can't i craft my pickaxe and hammer?!?".
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Yeah I also hope they expand on the automation part, currently there's just only a few things we can automate and it's really unfortunate because on a singleplayer world without NPCs to help me out it ain't easy, I love the game but at a certain point it becomes annoying running to the pigs to give them the berry mash after having made it into wine while having to return fighting for food/survival if its woolfs or god forbid, a bear, then also tending to it's leather, and don't forget to cook the meat before you forgot to chop down enough logs but your axe brakes so you have to go and forge one which reminds you to take care of the bees and whoops you forgot the metal for a bit too long and now you have to reheat it cuz you were cheeky and used peat before coal while forging, oh and did i mention you ran out of blue clay or cat tails to make new skeps? Oh and don't forget that night's almost here and there's a rift right next to you so you now have to fight a bit more than a group of monsters. This is a bit over the top but its to get the point across, without NPC and automation any future updates will only add up to this unmanagable mess. Now imagine an NPC that at least tends the crops, cat tails and bees, suddenly all i have to do is give them a bit of clay, pay them a few gears and im up and running to a few things less.
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I also feel like the devs are planning to expand on that in the future, though atm I believe they first want to fix core issues and mechanics, for one before this update we had like 0 NPCs besides the traders, no fast traveling methods and the lore was pretty shallow, not to mention quite a few parts of the world such as oceans and others still feel a bit shallow, the game has a lot to offer but I honestly think the devs want first to fix the biggest issues before moving up the storyline, thats also partially why I believe they only added this much to the lore. Atp in time with just steel tools 1v1 ing any creature stronger than the existing bosses becomes... very hard to the point of impossible, and I think the devs want harder bosses and more progression. Another thing is that alloys would mean expanding how forges work and if we were to do that I think players would go crazy without some sort of automation. Like automation or not, at a point in time it's needed in a game cuz the player running 24/7 between 10 diff things isn't something most people love, and more automation means also adding new mechanics and its a hole ordeal. While it will be cool and I believe it's planned, I doubt the next update at least will focus on that. We all love the lore, but look left and right in the suggestions channel and you see just how many things there are that may look small, but added up could ammount to their own update.
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I like this mostly but what would the point in doing it be? I mean it's cool 100% for sure, but most jewell items can be found through lore and sifting, although there can be many more designs, unless there's like status bonuses or smth they'd be way too small and a lot of time would go into making all of this for the devs. Tho I love the idea, but I don't think there's really a need to focus on that rn, maybe a future update once the most important things are tackled? Perhaps, but it's a lot of work and it's not enough to be an update alone, not to mention most playtroughs are singleplayer so unless these are sold to NPCs they'd be truly useless. Maybe they can get involved in the lore like you get to a location and it needs an item you sifted but it says its not matching so you need to craft a new one? Then again, adding this entire functionality is a bit too much. That being said I love the idea and if someone made it as a mod i'd download it and try it!
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Ok, have it then, upon world gen, check for a salt water block in a chunk specifically for salt water, if it is found, perform a secondary check if the entire chunk is salt water, if so, then have it check the next chunk without checking the checked ones. When the entire process is done have it then designate all the salt water in the region as an ocean if the checked chunks are like 20+, or whatever number the devs decide is big enough to be ocean, and you have an ocean. Anything less than that number won't be an ocean. Easy enough. Store the "list" of oceans where you store biome data, preferably in a underwater category or smth alike. I don't know why would singular chunks need to save a flag in such check ngl, you'd just perform the 'is chunk 80%+ saltwater' upon immideate discovery of said water upon world gen. The only thing you'd need to save is the biome data itself which is like... nothing lol. If the shore is modified by players you keep the biome the same ig, even minecraft hasn't figured that out and it's likely because the soultion would be too laggy. Best I can think of is having some type of periodical check that goes around the ocean chunks every X ammount of time, perhaps every end of a season/4 months and checks for any action of placing saltwater, then performs a chunk check in those chunks if 70-90% of the chunk is saltwater, if so it continues the check until new borders and then redesignates the biome, but at that point you'd probably use this on every biome if they code it in, so honestly to answer "What happens when the shore is modified by players" would pm be adding an entirely new system in the game, if they had an answer to that issue, we wouldn't have wolves spawning in cut forests.
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Best report the bug in github and hope for an answer, other than that if you don't wana restart the world, besides marking the problematic chunks and not living in them idk what can be done, are you sure its this mod that's the issue? Perhaps it may have to do something with another mod that had compatibility issues and they presisted even after removing the problematic mod?
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Help witth lighting my Base needed (mod or vanilla both is fine)
Kosti replied to Tam Hawkins's topic in Questions
Well first of all I think this is an issue that needs to be addressed by the devs. Lanterns are a solution for small bases, and we deffo need more! However, until that happens here's what i've found: https://mods.vintagestory.at/craftablecreativelights ; https://mods.vintagestory.at/braziers Besides that you could decide to sacrifice a lot of items and request the 'gods' give you a few from the creative light sources in exchange. Another option is a jonas tool that's fed gears to prevent rift spawns around you, but... that's really pushing the end-game, so for now the best might just be leaving the lanterns in the way you did. Last thing i've found is this https://mods.vintagestory.at/electricity Hope it helps. -
Everyone in here agrees that cooking needs to be expanded, and by the looks of it the devs also feel the same way, why not start with the simple introduction of a new class? I present you the Cook Every human needs food, even Seraphs, especially new players! Food is the biggest struggle of the early-game and the noob, however, I don't think this class needs to overly focus on just this part of the game and playerbase. Now before you comment "Hunter Class", it's generally not that good, especially considering the late-game fun of the Claustrophobic trait, on the other hand it's also pretty useless when it comes to class-locked recipes with the only really useful thing you'd get from the Hunter being that 10% walking speed which doesn't make much of a difference when you wear plate armor (although getting it will surely be slower with the mining speeds and such, especially before one figures out the prospecting pickaxe.) So I think a Cook class should exist seperately. [The following is a lore spoiler and lore reasoning for the class' existance, if you're new, I suggest to skip.] What will the Cook class be? Very simple, you get traits which enable you to get much more out of food than any other class, on top of that, considering how cooking will likely also be updated in the future, it will stand as a template for when the time to make upgrades comes. Using the VS and VS wiki templates, I present you with my idea: Cook "Be the hand that feeds the starving, or at least tries. They, most of them, don't starve because of you." "Cooks are those that mix and make the most from least, but a lifetime over the pot has left them in a state that's far from agile. Perhaps it's best not to climb the peaks of mountains in their boots, especially if you hear growling." The Cook is a very effecient and rather clumsy class that focuses on the most primal need, food. That being said, it's perhaps best not to poke the locust's nest or climb and jump from trees. Additional Positive and Negative Traits Chief (-10% cooking time for all foods on a campfire (without a pot)) Master Chief (-15% cooking time for all foods with a pot) Baker (-20% cooking time for all foods made in an oven) Nutritious (Diary, and Protein foods fill the nutrition bar 10% (or something else reasonable but calculated) faster) Brewer (+20% more juice from fruitpress, -20% fermentation time (if not possible then +20% faster distillation)) Clumsy (+15% fall damage, -5% walking speed, -5% (or 10%) mele and ranged damage) Slow (-10% sprinting speed, -15% boat (water vessel) speed, -15% elk speed) Unstable (+10% faster loss of temporal stability, +10% more temporal monster spawns, +20% more temporal monsters during temporal storms (monsters parts can be excluded from multiplayer for obv. reasons)) Unclocky (-10% drop chance for temporal gears, -10% drop chance for jonas parts) This pretty much sums it up, essentially a good class to learn the game besides the commoner that with more playing becomes more useless (especially when you make your first farms) except for REALLY large multiplayer settlements. It's a good start that can give you a bit easier time to reach the copper/bronze age, yet deffo a run for your money when you begin to move past. Also, vallues will probs change if this actually gets enough interest to be implemented, so if you dislike a certain % value, please comment your opinion! Thanks for reading! Sorry for spelling mistakes!
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Also could be a simple check of 'if bigger than X - ocean', if not, then perhaps a basic water biome system could be made (if not already in the game), which would probably be useful in the future as well when the devs have more time to focus on less important things such as underwater
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perhaps a standalone curtain half-block too? Just for a little more variety, but I would love to have curtains with an open/close mechanic and functionality of preventing light from getting in or out
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We already have flowers which are mostly useless now, being able to dry them, as well as having tea leaves and a tea mechanic would be amazing, perhaps tea could have a special effect of keeping you warm during the winter? I would love to see that!
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