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RobinHood

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  1. Automatic Item Reloading: Enhancing Combat and Crafting Flow Feature Concept Automatic Reload of Identical Items from Inventory – A quality-of-life improvement that maintains gameplay immersion and tactical flow. The Current Challenge When using throwable items like Copper Spears in Vintage Story, players must manually select a replacement from their inventory after each throw. This creates unnecessary interruptions during critical moments in combat or hunting scenarios. Proposed Solution Implement an automatic reloading system that instantly replaces thrown or consumed items with identical ones from the player's inventory. Core Functionality When a throwable item (e.g., Copper Spear) leaves the hotbar slot, the system automatically fills the empty slot with an identical item from the inventory Only activates when matching items are available in inventory Preserves the current slot position for seamless gameplay continuation Implementation Options Base Feature: Automatic replacement with identical items only Extended Feature: Configurable system with options to: Replace with identical items only (default) Replace with similar items (e.g., Copper Spears replaced by Bronze Spears when Copper Spears are depleted) Disable automatic reloading entirely Expanded Applications This system would benefit multiple gameplay scenarios: Combat: Maintain focus during encounters with predators or hostile entities Hunting: Chain multiple throws without interruption when tracking prey Construction: Place multiple identical blocks continuously without inventory management Resource Management: Stack firewood or other consumables efficiently Player Benefits Reduces tedious inventory management during intense activities Maintains immersion by eliminating unnecessary menu interactions Preserves tactical advantage during time-sensitive situations Streamlines repetitive tasks across various gameplay activities This feature would significantly improve the gameplay experience while maintaining Vintage Story's commitment to immersive, deliberate gameplay.
  2. Ok, I have wrote a suggestion in discord https://discord.com/channels/302152934249070593/1019847093868838962/threads/1341831621405577298
  3. As an alternative to light, I would also replace normal soil blocks with quarry stone blocks, wooden blocks, compacted soil, soil with straw (blocks). It looks more natural when animals live on earth blocks / grass blocks. But so far a hutch without natural soilblocks and lots of light is the safest.
  4. The Lost Casino - A Lost Place of Fortune Concept Proposal for Vintage Story Overview "The Lost Casino" is a new story location that enhances the gaming experience with unique game mechanics and enriches the world of Vintage Story with a mysterious gambling venue. Players can choose between skill, risk, and traditional combat while venturing into a dark, mysterious environment. 🏙 Location Setting: In a desert or steppe biome Appearance: A dilapidated, time-worn casino in Western style Atmosphere: Dark, mysterious, with a touch of nostalgia Accessibility: As a new discovery in the game world The Boss: "The Dealer" Appearance: A mix between Joker (Batman) and a dark cowboy Character: Charismatic, cunning, with an eternal grin Role: Guardian of the casino and challenger in the card game The Boss Fight: A Choice Between Luck and Violence ✉ Phase 1: The Card Game Based on the Somnium concept from Ashes of Erebus (see Note) - (or similar Tarrot/Solitaire Card-Game) Somnium is a tarot-like card game where players draw various cards with different effects/values and must use them strategically The player has the chance to defeat the boss through skillful play On Victory: Direct defeat of the boss without combat On Loss: Transition to Phase 2 Phase 2: Traditional Combat (secondary) Classic boss fight with various attack phases Only necessary if defeated in the card game After Victory (through gambling or combat) The defeated boss transforms into a peaceful NPC The casino becomes a permanent gaming venue The former boss serves as the casino operator Casino Activities Main Attraction: Somnium Card Game ((or similar Tarrot/Solitaire Card-Game) Stakes: Rusty gears or other valuable items Winning Chance: 50:50 Various stake levels possible Rewards: See stakes, possibly also unusual objects like trophies or rare blocks Additional Multiplayer Mini-games Chess Ludo Other classic board or card games Optional with or without betting Focus on social interaction between players Technical Requirements Implementation of the Somnium card game (or similar Tarrot/Solitaire Card-Game) Multiplayer-capable mini-games Inventory integration for betting Boss AI for both combat phases Value Addition to the Game Unique gaming experience combining gambling and combat New social interaction possibilities Additional use for in-game resources Atmospheric enrichment of the game world Extension Possibilities Secret rooms with rare treasures – A few hidden passages or exclusive items could further encourage exploration Dynamic betting – Players could bet not only gears but also other valuable items or even properties in a special casino register Special casino events & seasonal game variations Note: If anyone from the development team or community owns Civilization IV, it's worth taking a look at the Ashes of Erebus mod. There you'll find a game-within-game element, the Somnium card game, which could serve as inspiration for implementing a similar mechanic in Vintage Story.
  5. Additional Function for the Pickaxe (F-Key) or Demolition Hammer as an Alternative Tool Pickaxe Function 1 (unchanged): Works as usual. Function 2 (new): Breaks stone rubble blocks (or brick blocks) into smaller stones or bricks. Chiseled blocks can also be broken down, except for multi-material blocks, which are completely destroyed (recovering materials would be too complex). Alternative: Demolition Hammer as a New Tool Function like mentioned under Pickaxe, 2nd one. And a bit more: Demolition Hammer as a New Tool Demolition Hammer as a New Tool A specialized tool for controlled demolition, e.g., for ruins. Visually distinct from the blacksmith’s hammer, featuring a hatchet-chisel-like blade on one side. The other side has a round, second striking face for added versatility. The handle of the demolition hammer is twice as long as that of the blacksmith’s hammer, providing increased leverage and force for heavy-duty tasks. Ideal for breaking down stone structures and dismantling buildings, but it does not work on solid rock blocks or wooden blocks. Can also be used as a weapon in emergency situations, dealing significant impact damage similar to a medieval war hammer. Effective also against (armored) enemies or tough structures, making it ideal for both demolition and combat. https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fm.media-amazon.com%2Fimages%2FI%2F61Wl5YoFbtL.jpg&f=1&nofb=1&ipt=e4cf960077d364196e4c588cf0539fdcb00a0381fa94a7271345c3703b77b00f&ipo=images
  6. Actually, the moose is a somewhat unrealistic riding animal, but well, why not? Horses would truly be an excellent option—perhaps even the best riding animal. Here are some additional possible riding animals: Land Animals Donkeys Particularly popular in mountainous regions or deserts due to their endurance. Mules—a horse-donkey hybrid—are also commonly used. Camels Especially dromedaries (one hump) and Bactrian camels (two humps), which are essential riding and pack animals in desert regions. Elephants Used as riding and working animals in Asia and Africa. Water Buffalo Occasionally ridden in some Asian countries, mostly for agricultural purposes. Yaks Used as riding animals in high-altitude regions like Tibet and Nepal. Cattle In rural areas, children sometimes ride cows or oxen. Zebras Very rare, but there are documented attempts to tame and ride zebras. Their wild nature makes this challenging. Moose In Scandinavia, there have been attempts to ride moose, but they are difficult to tame and not very cooperative. Exotic or Unusual Riding Animals Ostriches In South Africa, there is an event called ostrich racing, where people ride on these large flightless birds. Deer Rare and generally impractical, but in some cultures, there have been attempts to ride deer. Kangaroos Not really suitable as riding animals, but occasionally tried as a curious experiment. Mythological or Fictional Animals Dragons Popular in fantasy literature and films, although there are no real-world examples. Griffons, Unicorns, Pegasi Fictional riding animals from mythology and stories.
  7. The Grey Wanderer and His Zombies Appearance: The Grey Wanderer is a mystical, powerful, and undead being with glowing blue eyes that appears in all regions of the world, especially near ancient ruins*, during snowstorms, fog, and thunderstorms. His appearance resembles that of a knight and a mummy, drawing parallels to the Night King from Game of Thrones (White Walkers). The Grey Wanderer is not only a threat to players but to the entire world: once he is killed, his zombies die as well. These zombies can be defeated with normal weapons, though some of them have no heads or are deformed, limbless figures. *When exploring ruins, and when digging up Bone Earth, or destroying or dismantling graves, there is a certain risk that a Grey Wanderer and zombies will appear. The Horn of the Grey Wanderer Announcement through the Horn: The Grey Wanderer announces his arrival with three deep, echoing horn blasts that sound as though they come from another world. With each blast, the echo grows stronger, allowing players to determine the direction of the Wanderer. The three horn signals have the following meanings: First Blast (long tone) – Warning: The Wanderer has appeared in the distance. Second Blast (two long tones) – Approach: The Wanderer is closer and may become more dangerous. Wild animals and monsters begin to flee or panic. Third Blast (three long tones) – Danger: The Wanderer is near and ready to attack anything living and moving. A single short horn blast – Relief: The Grey Wanderer is dead, or a player uses the horn to scare off other monsters or wild animals (Loot). Golden Horn as Loot: The Grey Wanderer sometimes leaves behind a unique golden horn. This artifact can be used by players to scare off animals like bears or wolves. Limited Use: The horn can only be used a limited number of times (e.g., 3-8 times) before it breaks. Combat Abilities of the Grey Wanderer: Impact Damage: The Grey Wanderer causes massive damage, both to the player's health and their armor. Frost Damage: When near the Wanderer, the player’s body temperature decreases, causing additional frost damage. Warm clothing can reduce cold damage. The Grey Wanderer is hostile to everything that lives and not only fights wild animals but also other monsters. Other creatures can deal damage to him and his zombies, but wild animals are harmless to the Wanderer himself, although they can defeat his zombies. Weapons against the Grey Wanderer: Obsidian Spears: Obsidian is a weak weapon against the Grey Wanderer. It takes 5-8 hits with the obsidian spear to defeat him. Obsidian Dagger: Made by melting some obsidian blocks – durability for a single strike, but it kills instantly. Flaming Gold or Silver Sword: A flaming sword is much more effective but also requires 5-8 hits to defeat the Grey Wanderer. The gold and silver swords need to be enabled. This sword is ignited using regular fat and a torch. A fire trap would also be lethal. Special Traits of the Grey Wanderer: The Grey Wanderer is in constant hostility with other monsters and will even attack dangerous creatures like strong drifters or bears. His hostility extends to all living things. Additionally, he is surrounded by a cold aura that inflicts frost damage on players in his vicinity. Strategic Use of the Golden Horn: The golden horn is especially valuable during temporal storms, as it can briefly drive away other monsters. During the temporal-storms, the Grey Wanderers disappear, which distinguishes them from other creatures that remain active. ps. The Gray Walker can turn into mist and walk through blocks. The Grey Walker can summon zombies. If you destroy the Grey Walker, the zombies at its side die. If a Grey Walker has appeared, you cannot use translocators or carry out home commands. You can only run away or fight. I got these ideas after watching game of thrones, the night king with his white walkers and the undead / zombies.
  8. here are my ideas Add a layer of survival realism to Vintage Story with illnesses that strike randomly or arise from untreated injuries, like gangrene. These diseases could range from mild inconveniences to life-threatening conditions. Each ailment brings unique gameplay challenges—slower movement, reduced strength, blurred vision, hallucinations of non-existent monsters, or creeping health loss. However, hope isn’t lost! Players can seek cures through rare herbs, ancient remedies found in ruins, or precious Manuka honey harvested from the tea tree. Merchants might trade these life-saving resources for high-value items, turning honey into an essential ingredient for survival. To enrich the experience, here’s a list of 8-12 illnesses and their realistic effects and remedies: 1. Common Cold (Mild) Effects: Slightly reduced stamina regeneration, occasional sneezing (interrupts sneaky actions). Heals Naturally: Within 3 in-game days. Remedy: Honey tea (crafted from honey and hot water) speeds up recovery. How to Contract: Prolonged exposure to rain or snow without proper clothing. Prevention: Stay dry and warm; use wool or leather clothing in cold climates. 2. Food Poisoning (Moderate) Effects: Gradual health loss (1 HP per 4 hours), reduced hunger regeneration. Remedy: Charcoal powder (crafted from charcoal) neutralizes toxins. How to Contract: Eating spoiled food or undercooked meat. Prevention: Cook food thoroughly and store perishables in a cold environment (cellars, iceboxes). 3. Wound Infection (Severe) Effects: Gradual health loss (1 HP per 2 hours), slowed movement. Remedy: Apply antiseptic herbs like yarrow or a poultice made from honey and bandages. How to Contract: Failing to treat open wounds caused by animal attacks or accidents. Prevention: Clean wounds immediately with water and apply herbal bandages. 4. Gangrene (Deadly) Effects: Rapid health loss (1 HP per hour) if untreated, debuffs to movement and combat. Remedy: Crafted antibiotic salve from rare herbs like golden seal and honeycomb. How to Contract: Untreated severe wounds or infections. Prevention: Always carry antiseptic herbs like yarrow and keep a first-aid kit ready. 5. Dysentery (Severe) Effects: Increased thirst, health loss (1 HP every 4 hours). Remedy: A decoction of mint and chamomile. How to Contract: Drinking untreated water from swamps, lakes, or rivers. Prevention: Always boil water or use a water filtration system. 6. Hallucinatory Fever (Severe) Effects: Hallucinations of monsters, blurred vision, erratic movement. Remedy: Brewed tea from passionflower and valerian root. How to Contract: Sleeping in areas with high humidity and without proper shelter, particularly near swamps or jungles. Prevention: Build enclosed shelters and use insect-repellent herbs like citronella. 7. Swamp Fever (Moderate) Effects: Reduced stamina and slower regeneration. Remedy: Boiled water infused with mugwort. How to Contract: Spending too much time in swampy or tropical areas without protection. Prevention: Avoid prolonged exposure to these areas; wear mosquito-repelling clothing. 8. Frostbite (Severe) Effects: Permanent health reduction until treated, slowed movement. Remedy: Warm compresses made with hot water bottles or animal fat balm. How to Contract: Staying in freezing environments without adequate protection. Prevention: Wear insulated clothing and avoid sleeping outdoors in cold biomes. 9. Scurvy (Severe) Effects: Gradual health loss (1 HP per day), reduced combat effectiveness. Remedy: Citrus fruits or brewed pine needle tea. How to Contract: Long periods without consuming fruits or vegetables. Prevention: Maintain a balanced diet and grow citrus fruits in greenhouses if necessary. 10. Malaria (Deadly) Effects: Cyclical fever waves, blurred vision, and severe stamina reduction. Remedy: Cinchona bark tea (crafted from bark found in jungle biomes). How to Contract: Bitten by mosquitoes in jungle biomes. Prevention: Sleep under protective nets or craft mosquito-repellent salves. 11. Tetanus (Deadly) Effects: Constant muscle spasms, inability to use tools properly, rapid health decline. Remedy: Antibiotic potion made from rare jungle herbs and honey. How to Contract: Stepping on rusty nails or other sharp metal objects. Prevention: Wear sturdy boots and be cautious when scavenging ruins. 12. Heatstroke (Moderate) Effects: Increased thirst, reduced stamina. Remedy: Rest in shade and drink cool water. How to Contract: Overexertion in hot climates without adequate hydration. Prevention: Stay hydrated and rest in shaded areas during peak heat. This feature could expand Vintage Story’s survival mechanics while encouraging exploration and resource management. What do you think of this idea? Gameplay Impact Random Illnesses: Diseases like the common cold or food poisoning may occasionally strike without direct player action, adding tension. Encouraging Preparedness: Players must carry clean water, first-aid supplies, and proper clothing to mitigate risks. Rewarding Exploration: Rare herbs and remedies hidden in ruins or biomes motivate players to venture out of their comfort zones. This feature encourages players to balance exploration with preparation and care, making survival in Vintage Story more immersive and rewarding.
  9. Healing Herbs and Treacherous Illnesses (we need also thirst and other new things) Add a layer of survival realism to Vintage Story with illnesses that strike randomly or arise from untreated injuries, like gangrene. These diseases could range from mild inconveniences to life-threatening conditions. Each ailment brings unique gameplay challenges—slower movement, reduced strength, blurred vision, hallucinations of non-existent monsters, or creeping health loss. However, hope isn’t lost! Players can seek cures through rare herbs, ancient remedies found in ruins, or precious Manuka honey harvested from the tea tree. Merchants might trade these life-saving resources for high-value items, turning honey into an essential ingredient for survival. To enrich the experience, here’s a list of 8-12 illnesses and their realistic effects and remedies: 1. Common Cold (Mild) Effects: Slightly reduced stamina regeneration, occasional sneezing (interrupts sneaky actions). Heals Naturally: Within 3 in-game days. Remedy: Honey tea (crafted from honey and hot water) speeds up recovery. How to Contract: Prolonged exposure to rain or snow without proper clothing. Prevention: Stay dry and warm; use wool or leather clothing in cold climates. 2. Food Poisoning (Moderate) Effects: Gradual health loss (1 HP per 4 hours), reduced hunger regeneration. Remedy: Charcoal powder (crafted from charcoal) neutralizes toxins. How to Contract: Eating spoiled food or undercooked meat. Prevention: Cook food thoroughly and store perishables in a cold environment (cellars, iceboxes). 3. Wound Infection (Severe) Effects: Gradual health loss (1 HP per 2 hours), slowed movement. Remedy: Apply antiseptic herbs like yarrow or a poultice made from honey and bandages. How to Contract: Failing to treat open wounds caused by animal attacks or accidents. Prevention: Clean wounds immediately with water and apply herbal bandages. 4. Gangrene (Deadly) Effects: Rapid health loss (1 HP per hour) if untreated, debuffs to movement and combat. Remedy: Crafted antibiotic salve from rare herbs like golden seal and honeycomb. How to Contract: Untreated severe wounds or infections. Prevention: Always carry antiseptic herbs like yarrow and keep a first-aid kit ready. 5. Dysentery (Severe) Effects: Increased thirst, health loss (1 HP every 4 hours). Remedy: A decoction of mint and chamomile. How to Contract: Drinking untreated water from swamps, lakes, or rivers. Prevention: Always boil water or use a water filtration system. 6. Hallucinatory Fever (Severe) Effects: Hallucinations of monsters, blurred vision, erratic movement. Remedy: Brewed tea from passionflower and valerian root. How to Contract: Sleeping in areas with high humidity and without proper shelter, particularly near swamps or jungles. Prevention: Build enclosed shelters and use insect-repellent herbs like citronella. 7. Swamp Fever (Moderate) Effects: Reduced stamina and slower regeneration. Remedy: Boiled water infused with mugwort. How to Contract: Spending too much time in swampy or tropical areas without protection. Prevention: Avoid prolonged exposure to these areas; wear mosquito-repelling clothing. 8. Frostbite (Severe) Effects: Permanent health reduction until treated, slowed movement. Remedy: Warm compresses made with hot water bottles or animal fat balm. How to Contract: Staying in freezing environments without adequate protection. Prevention: Wear insulated clothing and avoid sleeping outdoors in cold biomes. 9. Scurvy (Severe) Effects: Gradual health loss (1 HP per day), reduced combat effectiveness. Remedy: Citrus fruits or brewed pine needle tea. How to Contract: Long periods without consuming fruits or vegetables. Prevention: Maintain a balanced diet and grow citrus fruits in greenhouses if necessary. 10. Malaria (Deadly) Effects: Cyclical fever waves, blurred vision, and severe stamina reduction. Remedy: Cinchona bark tea (crafted from bark found in jungle biomes). How to Contract: Bitten by mosquitoes in jungle biomes. Prevention: Sleep under protective nets or craft mosquito-repellent salves. 11. Tetanus (Deadly) Effects: Constant muscle spasms, inability to use tools properly, rapid health decline. Remedy: Antibiotic potion made from rare jungle herbs and honey. How to Contract: Stepping on rusty nails or other sharp metal objects. Prevention: Wear sturdy boots and be cautious when scavenging ruins. 12. Heatstroke (Moderate) Effects: Increased thirst, reduced stamina. Remedy: Rest in shade and drink cool water. How to Contract: Overexertion in hot climates without adequate hydration. Prevention: Stay hydrated and rest in shaded areas during peak heat. This feature could expand Vintage Story’s survival mechanics while encouraging exploration and resource management. What do you think of this idea? Gameplay Impact Random Illnesses: Diseases like the common cold or food poisoning may occasionally strike without direct player action, adding tension. Encouraging Preparedness: Players must carry clean water, first-aid supplies, and proper clothing to mitigate risks. Rewarding Exploration: Rare herbs and remedies hidden in ruins or biomes motivate players to venture out of their comfort zones. This feature encourages players to balance exploration with preparation and care, making survival in Vintage Story more immersive and rewarding.
  10. RobinHood

    More Horror

    In my eyes the most awsome horrorgames was RETURN OF CASTLE OF WOLFENSTEIN ... ok, VS will never be such a hard game, but maybe you will see some inspirations here
  11. I have a suggestion that could potentially enhance the realism and strategic depth of the game. Currently, tools in the game such as pickaxes, axes, and shovels wear out over time, but this wear does not seem to be influenced by the hardness of the material being worked on. In reality, harder materials would cause tools to wear out faster. Implementing this into the game could add an extra layer of strategy and realism. For instance, pickaxes could have different wear levels when used on various types of rocks. Harder rocks like granite and peridotite could cause the fastest wear (high wear level), while softer rocks like chalk, lime, claystone, and bauxite could result in slower wear (low wear level). Similarly, axes could wear out at different rates depending on the hardness of the wood being chopped. Hardwoods like oak could cause the fastest wear (high wear level), while softer woods like spruce and pine could result in slower wear (low wear level). Lastly, shovels could also have varying wear levels. Harder ground materials like gravel could cause the fastest wear (high wear level), while softer materials like sand and soil could result in slower wear (low wear level). This system could encourage players to think more strategically about how and when to use their tools, adding to the resource management and decision-making aspects of the game. It could also make the game feel more realistic and immersive. Thank you for considering my suggestion. I look forward to seeing how Vintage Story continues to evolve and grow.
  12. I have an idea for another trader, not a trader as usual, more like a pub where you can play one, two, three minigames. Stake - rusty gears. A minigame fascinated me in Ashes of Erebus / Fall From Heaven. A mod game for Civ IV, it's a simple card game - similar to tarrot/solitaire. Maybe 2-3 more minigames. if you break off the game, for example because of starvation or a temporal storm, you automatically lose your bet. As with the quality of traders' housing, casinos could range from shabby and seedy till luxurious.
  13. Beginner friendly / peaceful seed (maybe no bears around the peaceful lake), Seed [-1018815791] I have found a nice seed too - standard start spawn (default climate zone), very beginner friendly and with really (nearly) no bears around the 'peaceful lake' ... : Pro - after playing nearly 12 hours (real earth time) - I have seen, near by the spawn only one wolf, 900 blocks from the spawn away a brown bear (very far away) ... - you have chalk (lime alternative), bauxite and peridiotit (olivin near by the spawn) ... - you have 3(4) trader-spawns in the near first one (T1) - I would build your spawn in his near, near the 'peaceful lake', but take care, there are a lot unstable areas around him, esp. lot of the whole east/north side are unstable, watch the gear! Trader 1 has nice storage possibilties, but in the unstable region (around T1) I build my farmland and less important buildings 223, xxx, 105 second one (T2), nice storage possibilties, but soil for your garden not very good -458,xxx,-338 third one (T3), nice storage possibilties, but be carefully - 300 blocks from him, I have seen a brown bear* -693, xxx, 203 fourth one (T4) - but take care, it is in the woods, maybe bears/wolf can spawn?! -245,xxx,-665 *brown bear, after 12 hours only this single bear -695, xxx, 334
  14. maybe this webpage can give some brainstorming for our strong bears in this game - https://gudgear.com/how-to-keep-bears-away-while-camping/ as suggestions. I will start my next single-game in a warm climate zone, brown bears too strong for the early game, or I start in the default zone, but I have to wander 10.000-12.000 blocks (heading south).
  15. now we have in the 1.18 hotsprings, I hope we can use them one a day.
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