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RobinHood

Vintarian
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Everything posted by RobinHood

  1. 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.
  2. 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.
  3. 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
  4. 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).
  5. now we have in the 1.18 hotsprings, I hope we can use them one a day.
  6. What about the possibility to smith or buy (e.g. by a clother or by a survival trader), or find a bear bell? The idea is that it alerts animals to your presence, so they are not startled and more prone to defensive action (action or bluff charging). Typically if a bear hears something coming they will move along or avoid it. if you surprise or frighten a bear, then you might have a serious problem because the bear things you are sneaking up on it. So a bear bell gives you (a bit more) protection agaisnt bears and other animals. How the bear bell sounds/works https://www.youtube.com/watch?v=tpECE7pXCCU I suggest, that you can place this bell on your clothings, so you don't need an empty slot in your backpacks or similar.
  7. Why the hack, I see a circle and not a pickaxe? here are my Macro Code for coppper { "Index": 5, "Code": "-CU-", "Name": "-CU-", "Commands": [ "/waypoint addati wppick ~0 ~0 ~0 false red -CU-" ], "KeyCombination": { "KeyCode": 85, "SecondKeyCode": null, "Ctrl": false, "Alt": true, "Shift": false } } please help
  8. Random 42 done with vervette sandbox by taron - http://www.taron.de/Vervette/sandbox/
  9. My plate body armor has a low durability now, and I did have craft a repairset (large repairkit iron). But how it works? Thanks for any help.
  10. Walking drifters, crawling drifters, and with one of the next updates legless drifters? Legless Monsters are scary, e.g. I remember this monster in RTCW - Loper.
  11. crafting snorkles would be great - https://www.keywestsnorkelingtours.com/early-history-of-snorkeling/ -
  12. What about horses, and they can als carry some things more. I wish me also a new Translocator Class, I see mostly are teleporting between 2000-10.000 Blocks, what abot a second class of TP, e.g. Red-Translocators, lets call them class-I, blue are class-II, class I can you teleporting between 10.000-200.000 blocks, very high range. Class I very seldom, maybe 90% are class II, current blue TL and red only 10% of all TL.
  13. i would like see 2-3 kinds of special drifters also in water, one drifter similar to surface drifter, 1-2 other drifters for the deep water, during temporal storms or in dark underwater caves. and these 2-3 drifters, they should swim much better than others.
  14. Heated greenhouses, hot springs and surface geysers An orange tree has died in a greenhouse of another player. And here my thoughts, what if you could also heat a greenhouse? Like a blast furnace, you should be able to build a structure under the greenhouse. Like the Romans, with their heated thermal baths... so you have more than a bonus of 5°C, maybe 10°C or 15°C. Furthermore, what if we would see natural heat sources in the game, underground hot springs and surface geysers. Gyesires are very rare but could create a warm oasis within 20-30 blocks, even in the dead of winter. But be carfully, a very hot geyser or a hot spring can kill or hurt you.
  15. And with coconut leaves, you can create a new roof-type and if we have one a day apes, apes can steal coconuts from palm-trees. https://www.google.com/search?q=coconut+roof&client=firefox-b-d&source=lnms&tbm=isch&sa=X&ved=2ahUKEwiIscO1n6_5AhWD7qQKHaNsDzwQ_AUoAnoECAEQBA&biw=1920&bih=938 and we could have a new wood type - https://www.google.com/search?q=coconut+wood+texture&tbm=isch&ved=2ahUKEwiJmuz8oK_5AhWGCewKHdqRADQQ2-cCegQIABAA&oq=coconut+wood+&gs_lcp=CgNpbWcQARgBMgQIABATMgQIABATMgQIABATMgQIABATMgQIABATMgQIABATMgQIABATMgQIABATMgQIABATMgQIABATOgUIABCABDoGCAAQChAYOggIABCxAxCDAToLCAAQgAQQsQMQgwE6CAgAEIAEELEDOgQIABADOgQIABAeUN0JWLgpYLA9aABwAHgAgAFViAHyCJIBAjE1mAEAoAEBqgELZ3dzLXdpei1pbWewAQDAAQE&sclient=img&ei=ftHsYonjCIaTsAfao4KgAw&bih=938&biw=1920&client=firefox-b-d
  16. Coconutpalm grows in humid tropics or near by seas. You can finde coconuts also as a Treasuree. Coconut oil/fat is obtained by heating and fruit press Halved coconut shell can partially replace clay shell. Coconut fat/oil did substitute fat from pigs and so on ... btw. if you are tiered to slaughter animals for fat, go for coconuts
  17. I played some months ago return to castle of wolfenstein, the last bossmonster did teleport the fighter, what about a strong monster, that did teleport the player?! Not far away, but maybe for 15-16 blocks, if the monster is 16 blocks away, he can teleport you closer to him, very very dangerous. It was Heinrich, something powerful, can me done in VS, but as a bossmontser e.g. teleporting like here - i remember when i played this game for the first time ... pure adrenaline, maybe some ideas for crazy dangerous & scary monsters
  18. Oh, they are not 100% safe, I was safe for 5-8 storms, also heavy storms, but yesterday a double head drifter did spawn in a traders cabine. And killed me. Better do chissel a panic room and a drifter trap. Maybe like this
  19. I have my own strategy, it's damn simple. If a storm comes, I so spend this time in a trader's cabin. It is important to close the door/gate and make sure that no stone hits you, and no stone hit the trader either. If they hit the trader, he can get very angry with you.
  20. I have an idea too, what about, that 10% of all trades are monsters too? At day you can trade with them, but at full moon nights, they turn into werwolfes. Yor are only safe for them over day, but stay away from them at full moon nights, they also leave the cabins - e.g. around 300 blocks. You cant kill them, only withe a silver bullet or silver sword (if we one a day have rifles). Of you kill them, the cabins will be filled with a normal trader, or by a 10% chance withe a werwolf again
  21. Maybe we should & can build only primitive firearms like in the 17th century, but in deep caves / cave ruins, maybe you can find a very seldom treasure a very good, modern rifle (for example - https://en.wikipedia.org/wiki/Sniper_rifle) and a small amount of amunition, but you never can rebuild this rifle by crafting and you are not able to craft rifle ammunition.
  22. I wish me more small stones, especially if I want build roads and if I dont want use cobblestone blocks for building, so I think, a new function for the pickaxe would be great. Default funtion like now, for collecting whole coblestoneblocks/ -stairs/ -slabs, but if you switch the function via F key, you destroy these blocks, you will get small stones back and maybe also clay (and mortar by destroing bricks?!).
  23. rotten food shoul be toxic too, 1-10% only very little health damage, 10-49% heavy health damage, 50-99% death will come for sure. Food from temporal unstable areas shoul be toxic too ... this is radiated e.g. Ergot very toxic too, if you get by harvesting grain ergots too, your grain is toxic / wasted ... https://en.wikipedia.org/wiki/Ergot
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