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Posts posted by Lakul
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48 minutes ago, LadyWYT said:
I like the grains and vegetable greens concepts but don't like the weeds idea at all as that seems way too punishing. The player will need to spend time away from home exploring for various resources or completing the main story; the main story alone requires several days per chapter, on average, to complete, especially if the player hasn't experienced the content before or otherwise wants to spend time looking around for goodies. It's also worth noting that players are getting pushed towards tilling larger fields in 1.22 due to grain crop changes, and trying to keep a large field weed-free is much different than just tending a backyard vegetable patch.
Honestly, with the suggested implementation, I think more players will end up just opting to turn the mechanic off completely in order to better enjoy exploration and whatnot, rather than feel like they're tied to babysitting their farms. I will also note that there was a mod that tried to add similar weed mechanics(CropsV2, I think was the name), and it's not particularly popular. I'd also say that recent berry bush and grain crop changes for 1.22, while being quite reasonable, haven't exactly been very popular amongst the entire playerbase, so a change that adds more frequent maintenance probably isn't going to be a very popular change either.
A better solution for weeds, I think, would be to improve on the weed mechanic that's already in place. Rather than allow weeds to grow amongst crops, the weeds continue to grow on unplanted farmland, but the player will now need to use the hoe to remove them. If the player opts to leave the weeds alone, then the farmland will eventually turn back into regular grass, at which point the block can be broken and picked up as normal or retilled to turn it back into farmland. A change like this would give more use to the hoe, as well as let the player reclaim unused farmland over time, without the player feeling too pressed to stay at home and babysit crops.
All very good points. I wouldn’t want it to be too punishing to the point most players just opt to turn it off. I based it somewhat on my experience with gardening and the daily struggle of dealing with weeds trying to outcompete my veggies, but if it’s not a good fit for the game that’s understandable. I just thought further garden maintenance would be interesting. If anything, instead of outright killing crops or stopping growth, weeds can instead slow growth slightly and cap out at a much lower rate than the original suggestion. That way you don’t NEED to babysit the crops and risk losing them, but there are benefits if you do.
I do like the idea of weeds eventually overtaking unplanted farmland, so that it can eventually turn back to soil!
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29 minutes ago, Facethief said:
I like these suggestions. My one suggestion is that weeds could, instead of just decreasing growth rates, could instead increase nutrient consumption. While it may not be entirely realistic, it feels like it would be less punishing.
That would be a good alternative!
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1 hour ago, ArgentLuna said:
I would like it for those plants that do it to goto seed if left too long
This would make sense for a lot of the root veggies. I can see adjusting the last growth stage for them. Instead of this being the stage where the greens die, the crop will instead start flowering. That is your cue to harvest before it’s too late. The tooltip will read “Will go to seed in 10 days.” If it isn’t harvested before then, the crop loses half of its yield, the greens turn brown and die, and you’ll receive extra seeds.
For things like soybeans and peanuts it wouldn’t make as much sense.
Cabbages too should have a flowering stage I suppose, or at least they should bolt so they aren’t an indefinite food source.
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With berry bushes becoming more complicated to farm, I'd love to see some additions to the crop system!
Here are some ideas I had:
Grains now have to be threshed after harvesting
- When harvested, grains will drop as a bundle still attached to their stalks. Seeds will drop as normal.
- To remove the grain from the stalk, with the bundle in hand hold right click while viewing the ground. This will start an animation of you beating the bundle against the ground.
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After a second or so, the bundle will break and drop the grains and a piece of dry grass (or flax fibers, if flax).
- Alternatively, crafting a threshing flail will allow you to do this faster. The flail can be crafted with sticks and rope. Place the grain bundles on the ground in a pile, then whack it with the flail, instantly separating the straw and the grains of the entire pile!
- A late-game threshing machine can be created and powered via wind/water that will thresh grains for you. You would feed stacks into the machine, which will spit out the grain/dry grass. Fastest, least work-intensive process. (An efficiency stat can also be added to the various types of threshing [manually threshing = 80% yield, flail threshing = 90% yield, mechanical threshing = 100% yield).
Vegetables now have an extra growth stage (or rather, a new final stage) and various vegetable greens are now harvestable!
- Vegetable greens become harvestable once the plant has reached stage 4. When the greens are harvestable the tooltip will read (Vegetable greens: harvestable). Breaking the crop from stage 4 to the 2nd to last growth stage will also yield one bundle of greens if they are harvestable at the time.
- The 2nd to last growth stage is the same as the previous final growth stage--vegetable yields are the same as before, but now the plants will have flowers, indicating they are nearing the end of their lifecycle! With the new final growth stage, vegetable yields are the same as the previous stage, but the greens of the plant turn brown and unharvestable, and will not drop when the crop is broken. The plant will drop extra seeds, however.
- To harvest only the greens, you can hold right click on a crop with a knife to remove them. This will drop 1 bundle of greens, leaving the rest of the vegetables in the ground to continue growing. Vegetable greens give 80 satiety when raw, 100 when cooked. Cabbage Leaves give 100 satiety raw, 150 when cooked.
- When the greens have been harvested plant growth will be slowed by 30% until they grow back (2 days). The tooltip will read (Vegetable greens: will regrow in X days). Greens will not drop if the crop is broken before they have regrown.
Weeds!
- How wonderful. Tilled farmland will now grow weedy as time goes on. Weediness will increase by 10% each day. At 50% weediness, crop growth will start slowing down, growing slower as the weed load increases, capping at 30% reduced growth speed when at 100% weediness.
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Weeds can be removed by crouching and holding right click with an empty hand on the crop. This will remove 100% of all weeds. They can also be removed faster with the new weed picker tool or weed rake.
- Weed picker tool can be crafted with two sticks and a knife. This will instantly remove weeds from 1x1 blocks.
- A weed rake can be crafted by smithing the rake head and attaching it to a stick. This will instantly remove weeds from 3x3 blocks.
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Removing weeds will yield a bundle of weed clippings. They are inedible to Seraphs, but some animals will enjoy eating them! Alternatively, they can be thrown back onto the farmland to return nutrients to the soil as a mild fertilizer, or can be composted in a barrel.
- When removing weeds, there is a chance you'll also obtain a grub, which fish LOVE. Use as a bait, or feed to your chickens as a treat.
- When removing weeds, there is a small chance you'll come across something shiny! Perhaps a nugget every so often.
- Allowing chickens to free-roam your crops can help with controlling weeds. They will eat 1% of weeds per feeding, but will prefer grain if it's available in a trough.
- When a crop is removed from tilled farmland, weediness will still occur. If allowed to remain at 100% weediness for 3 days, the tilled farmland will turn into Weedy Soil (of whatever fertility variant it was prior). Weedy Soil breaks the fastest when using a hoe, or can be tilled back into farmland (giving you the same rewards as weed picking).
Let me know what you guys think!
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13 hours ago, Dilan Rona said:
Another option would be to let trees grow bigger over time. Takes x amount of days for a sapling to turn into a tree. Give it an x amount of days to get to the next stage of tree size, etc. Till its big enough to harvest later.
On 3/13/2026 at 8:47 PM, LadyWYT said:I do think it would be a nice touch that some player-planted trees could turn into old growth trees if the player decides to play that world for 25-50 in-game years or so. That being said...I'm not sure that most players would play a world for that long, so I doubt that kind of detail is going to get added anytime soon.
It’d be super cool if forests were dynamic like that, especially if they could drop their own saplings, but I’m not sure how that could be implemented without causing excessive lag. So my compromise would be feeding a sapling a ton of compost and maybe even a temporal gear so that once it matured you instantly get a bigger tree. Not realistic, but you’d have a way to access the bigger trees and even restore old-growth forests if you cut anything down.
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44 minutes ago, FrogMouse said:
I just wish there was a tree growing tool in creative. I love the way the huge trees look. Sometimes its the only thing missing from my build.
Like Dilan said, there is a tree brush you can use! It’s how I made the screenshot, I just selected a tree type and set the sizes between 1.3-2, and boom, big trees! You can do some really big ones but they start to look ridiculous after a certain point (I mean giant, giant canopy in top of a teeny 1x1 trunk). To me they look natural up until 2.5 in size.
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One thing I'd love to see in the game are forest filled with massive trees--trees so ancient you can only imagine what stories they have to tell, their tall, shaded groves full of mysteries, opportunity (and danger!)
(plus, imagine the tree houses you could build!)
As it is, in base game most trees are relatively small compared to their real world counterparts. Even Redwood trees max out at only about half as high as they can get IRL.
Understandably having massive trees can be a resource hog, so I propose this be an option that can be toggled/adjusted for world-gen. Tree size would also be configurable. Another change that would be needed is for some trees to spawn in with 2x2 or even 3x3 width at the base, so you don't have a massive orb of leaves on top of a twig of a trunk.
If selected, most forests will consist of old growth the deeper in you go--on the edges you'll have normal-size trees, but as you go further the trees grow gigantic, their canopies tightly packed. These trees would only be available at world-gen. If you cut it down, while you may reap a bountiful harvest of wood, you'll never be able to get a tree to grow to similar size. Alternatively, using hefty amounts of compost (like 64+) on a sapling before it matures will allow it to grow to old-growth size.
Let me know what you think!
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On 11/27/2025 at 11:39 AM, Loosebearings said:
I really like this idea, it'd be nice to have different levels of starving rather than being perfectly fine straight to taking damage.
Now that I think about it, there should also be an audio/visual indicator that you are starving since you won’t be alerted by the damage like usual.
I’d say players would have 30 seconds or 1 minute of grace before nutrients start depleting. But, the moment your satiety hits 0 you'll experience two effects: an audio cue, like an occasionally grumbling stomach, and a visual cue with a slight waviness on your screen similar to being drunk—your body is eating itself alive and you are growing weak! Once the grace period is up your nutrients will deplete over time, then at 0 you will start taking damage.
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On 11/29/2025 at 1:07 AM, Heart_Afire said:
Firstly, I should say that my whole multiplayer team loves this idea, especially the additional starvation mechanic.
I personally also like the ideas of the buffs, especially as the ones you chose seem relevant to the parts of the game where you'd be using and gaining them For example, Fruit giving movement speed would be highly useful in the early game, when it will be your main source of satiety.
I do also like the idea of a 'multi-buff' to encourage eating a balanced diet. I cook in our server quite often, and try to make varied meals, but aside from roleplay reasons there really isn't as much reason to make differing versions of foods. That said, I've no idea what such a buff could be.
I also think what I would do is set the Buffs to be a gradient ratio rather than simply "On/Off", starting at 50% and capping at 90%...that way you are encouraged to keep them full and topped up but you don't need to be constantly checking and refilling. Just to give an example of the math(s):
If a full buff of Fruit gives 5% bonus move speed, then having fruit at 90% or above will grant such, while having it at 70% would grant a 2.5% movement buff.
Good idea with the gradient. Especially with the other comment about players instantly losing buffs when they die. In this instance, I would have the buffs halved by 25% nutrition, full buff by 50%. This way it’s more forgiving, but would still make repeated deaths a thing to avoid. Perhaps nutrient loss upon death could change as well. I hesitate to use values higher than this as normal upkeep would be inconvenient, especially with how much nutrition you can lose while sleeping. I would want maintenance to be easy, so long as you have the food available.
As for the “Balanced diet” buff, I was thinking an overall increase to all buffs once you reach 50% in each category. Or, perhaps, 75%, so it requires more effort to attain. The buff would be something like a 20% increase of the original value (so 5% walking speed = 6%, 10% attack damage = 12%, 15% recovery rate = 18%, etc. Nothing huge, but a nice bonus on top of the health bonus from having all nutrients. With a balanced diet and maxed out nutrients, your seraph is at their healthiest.
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A common thing I see come up both ingame and online is how there isn't much of a penalty for dying--namely from starving to death, especially during the winter. Unless you're cranking up the respawn distance, I tend to agree. As nice as the HP boost is, I don't find myself that concerned about maximizing my nutrition, mostly since max HP is only really relevant in combat situations. I can get by just fine otherwise on nothing but grain if I wanted to.
It'd be nice if we got a benefit of some kind for fulfilling our different nutritional needs. Having your nutrition at a certain level will give your character a small buff. I'd say at 50% or higher, the buffs kick in. That way you would have some leniency as far as keeping up with your nutritional needs, especially when you sleep, but it'd still take some time to recover the buffs if you die.
For example (it doesn't necessarily have to be these levels):
Fruit: +5% movement speed -- your character has the energy to run faster
Vegetable: +10% health recovery -- you'll heal faster, both over time and with healing items
Grain: +10% mining/swinging speed -- your character has the energy to work faster
Protein: +10% attack/projectile damage -- with stronger muscles you can hit harder
Dairy: +15% reduced fall damage, +10% damage taken reduction -- with fortified bones, you're able to withstand more damage
You'll still receive the HP bonus for having maxed out nutrients. Perhaps there could even be a bonus to each area if you have all nutrients above 50%, to encourage a balanced diet.
Meanwhile, starving will work a little differently. Once your satiety reaches 0, instead of immediately taking damage all of your nutrients will begin to rapidly deplete--after all, your body is basically eating itself alive at this point! Once your nutrients run out, THEN you'll start to take damage.
Let me know what you guys think!
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16 minutes ago, Evilel said:
i would double check its actually running your graphics card and not running off of the internal graphics of the motherboard. had a friends computer that kept doing that.
It would appear that was exactly my issue. My poor Intel card lol. Had to google the solution but we're back to 100FPS! Thank you so much! I probably wouldn't have thought to look at that.
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13 minutes ago, Evilel said:
i would double check its actually running your graphics card and not running off of the internal graphics of the motherboard. had a friends computer that kept doing that.
You might be on to something. Let me fiddle with some things.
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Ello!
Per the title. I recently did some renovations in my house and had to take down my PC set up. I put everything back up today and played a few other games with no problem in regards to performance. I then tried booting up VS and for some strange reason, I am getting 4-8 FPS with massive freezes. Prior to shutting down before the renovations, I was getting over 100 FPS on max settings unless I was in a resource intensive area. Now, it only goes up to 15 FPS if I set everything to the lowest possible setting, staring up at the sky.
All the other games I've played today had no issues and ran just fine, and I've tested a few others with no issue, so I'm curious what could be going wrong here.
I've restarted my PC and cleared my VS cache. Not really sure what else to do.
Some specs:
Intel(R) Core(TM) i7-14700K (3.40 GHz)
NVIDIA GeForce RTX 4070
32GB RAM
Any tips would be greatly appreciated.
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23 minutes ago, Thorfinn said:
Oh, and it's pretty easy. Start with the recipe for porridge, and it's already mostly done. Delete all the ingredients that you don't need. Copy the ingredient for liquids from soup, and change it to milk and change the quantity. Copy the ingredient from scrambled eggs. And that's it. All that's really left is adding the description to the language files and running ModMaker3000 to bundle it up into a nice mod. I mean, you could change the word "stock" to "milk", but you might want to leave it in case you decide to make a recipe for bone broth. Which I'd probably do starting with the soup recipe.
Wow I'll have to try this out! Had no idea it was that simple. Thank you!
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56 minutes ago, Thorfinn said:
{ code: "frumenty", perishableProps: { freshHours: { avg: 96 }, transitionHours: { avg: 24 }, transitionRatio: 1, transitionedStack: { type: "item", code: "rot" } }, shape: { base: "block/food/meal/porridge" }, ingredients: [ { code: "stock", validStacks: [ { type: "item", code: "milkportion", shapeElement: "bowl/milk" } ], minQuantity: 1, maxQuantity: 1, portionSizeLitres: 0.2, typeName: "stock" }, { code: "grain-base", validStacks: [ { type: "item", code: "grain-*", shapeElement: "bowl/grain/*" } ], minQuantity: 1, maxQuantity: 1, typeName: "grain" }, { code: "egg-base", validStacks: [ { type: "item", code: "egg-chicken-raw", shapeElement: "bowl/egg/*", textureMapping: ["scrambledegg", "group7"] }, ], minQuantity: 1, maxQuantity: 1, typeName: "egg" }, { code: "fruit-extra", validStacks: [ { type: "item", code: "fruit-*", shapeElement: "bowl/fruit 1/*" } ], minQuantity: 1, maxQuantity: 1, typeName: "fruit" } ] }Call it anything you want, clean it up, add the peanut variant if you like (never grown them myself, so don't even know what they are used in) and Bob's your uncle.
[EDIT]
It's not a big deal, @LadyWYT. 0.2 dairy is only 30 sat., so it's only 590 per serving. Meaty stew is still much better.
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I take that back. If you make it with breadfruit and rice, it tops out at 760. Still, just the two required redmeat for stew comes to 840.
I wish I was able to perform this type of sorcery! Thanks for figuring out the sat levels, I tried to math it to see if it would be unbalanced and it didn't seem like it'd be too crazy, but with all the different sats between peanuts and various fruits I didn't have a concrete answer. For a recipe that requires milk and eggs, which can take time to acquire (especially milk!), I figured it providing 4 nutrients while not having the highest sat would allow it to be somewhat balanced. Perhaps it can be limited to berries/honey for the final slot if cooking with higher sat fruits makes it too op?
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Ello!
Historically frumenty was a very popular, simple recipe from the medieval period in Western Europe, comprised of at its most basic level wheatberries boiled in milk or broth. This meal was a staple for both the commoners and the more lordly folks at the time.
"But Lakul!" you say, "this is basically just porridge but with milk!" you say.
But it is not, my dear friend, it is MORE than porridge! A superior porridge! A porridge fit for the later game! (and I just want more recipes with milk and eggs in it)
When people could afford to, they would dress up their frumenty with other ingredients, such as egg yolks, nuts, berries, and often sweetened with other spices.
And so I propose a new recipe, one that would give us a meal option with a very diversified nutritional profile.
You've got your dairy! You've got your grains! Some protein from either an egg or peanuts! In the 4th slot, any fruit you desire, or a splash of honey. BOOM. Four different nutrients, one meal. Take THAT porridge, you and your TWO nutrients!
Thoughts?
(also Tyrone pls give us the ability to make broth from cooking bones)
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It's Croplicated... -- Complicating Crops!
in Suggestions
Posted · Edited by Lakul
It would be interesting to have a threshing machine! More powered machinery please!
I added the greens idea--convoluted though it may seem--mostly because in my garden we use the carrot and parsnip greens (they make delicious stir fries!) so it seems wasteful that they don't get used ingame. Technically you'll be rewarded with MORE food if you simply let it grow out and leave the greens on. But, you'll have the option to harvest some of the greens early if food is a struggle, which can be handy early game, or to feed livestock. I can see about buffing the satiety values to make it more worthwhile, as well as adjusting the growth debuff (make it 20%-30% slower instead of 50%).
As with the other comments on the weeds, I can see about nerfing them significantly. I like the 30% growth penalty cap--while someone suggested having the weeds deplete the soil of nutrients, technically if the growth is slowed this will happen by default. As for benefits of weeding, I really like your suggestion of finding rewards. I like the rake idea, it can be a step up from the weed picker (weed picker would instantly clear weeds from 1x1, weed rake would clear 3x3). As for rewards, instead of dry grass/horsetail you would receive Weed Clippings, which can be fed to livestock or thrown back down onto the crop as a mild fertilizer (or composted for better fertilizer), as well as a random chance to find bugs that can be used as fishing bait. Additionally, there is a small chance you may turn up something shiny, like a nugget!
I'm at work now so it'll be a while later, but I plan to update the main post with all of these suggestions!