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LeviticusFox

Very supportive Vintarian
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Everything posted by LeviticusFox

  1. I was very excited when I first discovered that you can "repair" most ruined objects to pick them up. Many look really cool in their ruined state and have a place in lots of builds. However, I think it would be awesome if you could clean and refurbish some items to restore functionality and their appearance. I know this would require refurbished models of every ruined item that can be refurbished, but I think it would add a lot of value. The system for refurbishing would extend the existing "ingredient contribution" crafting mechanic, exactly like how repairing a translocator or building a ship or waterwheel works. After a ruined item has been successfully picked up and placed down elsewhere, it will begin requesting items to be contributed to refurbish it; the items requested would relate to what the object is and how it is damaged. Perhaps this tooltip only appears when a hammer is held in the offhand so that they can be left in their ruined state if desired. When all stages of repairs are completed, the refurbished version of the object is swapped in. A more immersive system could implement a different model for each step of the repair, but I don't think this is required. Some examples: A ruined children's toy like the doll may request: A couple of aged planks (to carve new limbs) Some linen (for new clothes) Ground cinnabar or lapis (fresh paint) After which, the player now has a repaired and brightened-up version of the doll. A moldy and damaged scribe table may request: A few aged planks (to repair holes or legs) Some nails and strips (to hold it together) Aqua Vitae (to remove the mold and clean the tablecloth) The existence of traditionally uncraftable items which must be found is very unique and interesting, especially in multiplayer, but much of the time I feel like ruined items are a niche novelty rather than a valid way to decorate and improve my builds. Collecting them is fun, but they always feel like they belong in a museum or in a dedicated display rather than as part of a fresh build. I beleive the addition of refurbishing would build upon the treasure hunter and collector playstyle signigitanly.
  2. I feel like number one is pretty solid actually and already in-line with the way other tools work.
  3. The AI actually already weighs blocks differently when choosing it's path, and water is indeed weighed lower than most solid blocks. However I think it's still way too high and generally the "fear" from a threat overrides it. I think it would be pretty easy to mess around with those values and find something that feels better. As-is, you can still create similarly "cheesy" traps by making large dirt funnels that kite animals into a hole. I put cheesy in quotes becuase building things out of earth and stone to trap animals and control wild herds is a very ancient and effective hunting method. Buffalo Jump here in Alberta comes to mind.
  4. You can impart more energy in a single moment into a thrown spear because the human body is very good at throwing things, but when you stab something you can follow through and continue applying force because you're still holding it, that matters a lot for fleshy soft targets. Any argument you could make that one should do more damage than the other comes down to sematics like how the spear is designed, how stong the person using it is, if they're good at throwing, if the target you're throwing at is below or above you and the spear gets extra energy from gravity, etc. The weirdos spewing formulas and talking to chatGPT have totally lost the plot lol
  5. Nothing you've said is incorrect, but personally I wouldn't support such a change without a different AOE harvesting method being introduced spefically for root vegetables. The scythe solves a problem mechanically, which is harvesting large amounts of crops taking ages when you're doing it one by one, even with a fast method like an quenched steel knife. Maybe some kind of hand-pushed harvesting plow?
  6. Couldn't agree more, recently suggested the same idea to Saraty when she was online in TOPS and she also liked the idea of a search bar.
  7. I recently tried to plant a berry bush in a large planter because I thought it would look nice with the new bush styles and was sad to discover that you cannot. It makes sense that it is not implemented; the berry bushes have a lot of new mechanics that would need to be translated to the pot, such as nutrient values, fertilizer, harvesting, etc. I think it would add a lot of aesthetic value to the game if you could plant berry bushes in them and possibly other crops as well. If there really must be some mechanical advantage, then perhaps the ability to move the potted plant by putting it in a backpack slot could be implemented, meaning you could move sensitive crops between a greenhouse and outdoors to optimize their lifecycle or transport your precious pineapple to your new home. Not all plants thrive when potted in real life, of course, but many do just fine or better when potted, and I feel like allowing any crop is in-line with the other design choices in VS, such as letting any sapling be planted in the pots. During my most recent playthrough, I found myself and other players apprehensive to place berry cuttings. Because of their newfound permanence in 1.22, there is a feeling that you should be placing them somewhere you want them to be forever, which caused us to delay making a berry farm until we had finished a couple large structures. Being able to pot and move them around would alleviate this somewhat.
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