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YangKoete

Vintarian
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Everything posted by YangKoete

  1. Now that we have antler and horn mounts, why not give Hunters a chance to get heads from animals such as bears and wolves with normal skinning? It'd be a minour addition, but it'd be fun. Could also add ones for Drifters for Malefactors. It could lead to a Slayer or Hunter Trader too.
  2. The Roast Pan can be another way to prepare food, but this time grain cannot be used in the creation of dishes. To create a pan, you'll need a metal plate with two sets of metal fixings. Expensive, but you can definitely show off to your guests. A maximum-sized roast can make 2-8 portions of food, depending on how many ingredient slots are filled. You can put in 8, 6, 4 and 2 ingredients in the four slots respectively in order to achieve a roast, with only the first slot being 100% necessary. Any meat or vegetable can go in the first or second slots, cheese or fruit can be placed in the last two as well as meat and vegetables, but honey and nuts can be put in the last slot with .2 units used. You can create various types of roasts similar to many stews, but it'd be the first baked good that can have more than two food groups. Roast names can include; -"Redmeat-carrot-turnip roast with mashed cranberries" -"Poultry-onion-parsnip roast with blue cheese crumble" -"Pink salmon-carrot roast with honey glaze" -"Redmeat-onion roast with green apple and cheddar cheese crumble" -"Pumpkin-redmeat roast with onion and walnut garnish" To cook a prepared roast, you simply heat up the oven just as you would to make bread or pies. The Roast Pan can be placed on a table or aged table when it is done cooking, and can be portioned with a knife in the main hand and a bowl in your inventory or off-hand.
  3. I had a world where I had mostly flax seeds as a tailor. I think it's more of a luck thing. Flax seems to be growing often in plains, so...
  4. Cutting board for sashimi and sandwiches?
  5. Just a few basic ideas; I like mushrooms being a wild food. They're cool and making a deadly mushroom soup is funny with friends. I think there's certain times of year/conditions that can effect regrow rate/appearance rate. -After rain. Makes sense for them to grow faster like with normal plants. -Autumn! Temporary extensions of mushrooms that appear in Autumn with all the plants decaying, causing them to grow faster and in larger groups. -Spreading underground. The possibility to have a few more mushroosm go underground/at cave entrances could make for a good scenario where you can gather food while taking a peak for ore. (Also; Giant mushrooms underground due to oddities in the temporal stability, anyone?)
  6. Yes! More Blackguard stuff would be great, as well as more "improvised" material bonuses for Malefactor, like having Scrap Weapons have more durability for them.
  7. Seeing as how the Malefactor got the Sling added thanks to Improviser, I want to see some recipes for the Clockmaker to be added. More machinery and interesting objects for them to use other than the hacking spear. Having more uses for the Metal Parts would be great. Making it a better support class would be great as well, especially with it being geared more towards building things. 1. Decor blocks/tools. Clocks! Watches, clocks and more. I know we can always hit C to see the time, but maybe even making you wake up at a specific time for certain ones would be good too if it's within a certain radius. Also, hearing the ticking of clocks would be a nice ambience touch. 2. Clockwork Lift. A slow-moving elevator where you can have three components; The base for the platforms, the ropes, and the frame for the platforms. You right click on the ropes to go up, and when you hear a click, you've reached your stop and can get off. Otherwise, it'll descend back downwards. Great for ascending areas, but can also have storage items placed on them (Baskets, Vessels, Chests, but not Trunks.). 3. Rift Senser. A compass of sorts that lets you know what stage it is based on the light for rift activity, but also where the nearest one is and how close you are to it. 4. Timer. Set down the clock, and set it to an interval of seconds and minutes for it to ding. A good use for copper/bronze early on so you don't worry about burning your bread or pie.
  8. Coconut thatching sounds lovely! Would love to make drinks, too.
  9. I saw the Jack o' Lantern mushrooms and thought it'd be a cute thing to add to the game. Why not make both versions - the normal pumpkin ones nowadays, but also the old turnip ones originally made? The turnip ones could function like candle while the pumpkin ones could function like the oil lamps for how you place each. All you'd need to do is put down one of the two with the usual shift + right click, hold out a knife and you can select the eyes, nose and face, then add in a candle! Put in about 5 shapes for each and you have more artistic pleasure in the game. I do think that maybe while the crops will rot, the candles can be obtained again when breaking them. They may not do much other than be for fun decoration, but having a little All Hallows' Eve setting would be cute. (Maybe adding old-fashioned sweets with fruit biscuits and maple candy as well?)
  10. Yes! Warming benefit is good~ I also think maybe iced tea could be a thing with ice.
  11. Tea'd be great, especially for herbal teas! Dandelion, lavender, even some mushrooms - All sorts of fun things.
  12. Or maybe a foe for water/amphibious foe.
  13. This provides a "Swarm" enemy that isn't bees or mosquitos or otherwise that would harm you. "But how would that be deadly?" Easy; They'd distract you. Making clothes lose durability quickly while "Attacked", but not dealing damage to you directly. Swarming around your screen as you try to flee from foes, slowing you. Why would moths be around, though? Ruins that specifically give scraps of cloth, leather or whatever would be handy - But also giving you some base structures for looms, spinning wheels and other tailor-oriented crafting materials. Besides; Everyone carries a torch. Place one down and the moth swarm will be distracted by it until it burns out. This also leads to a fun thing...Silkworms. Silkworm larva could be find in the ruins the moths are around, and can be moved elsewhere. Lovely silk clothes that could sell for a lot of gears, and make fanciful clothes and furniture, giving us another insect to grow our empires with!
  14. More foes, even "normal" nature, but not just "this will kill you". Crows that steal shiny things if you leave them out too long (Copper nuggets on the surface, gears, etc.) so you have to find their nests to get them back. Ravens that alert foes nearby as they caw at you. Poison ivy/poison oak where if you stand on it too long/without proper boots and leggings, you get a bit of damage every now and then. Same with stinging nettle and other similar agitative plants. (Add more medicine to counter it.) I want nature to be scary, but not super punishing unless you're careless early-on.
  15. Spear-fishing'd be fun, but also primitive fish traps'd be a good idea to make with more reeds.
  16. I would love a rush to actually get proper food. Could make winter a big threat where crops can't grow and you have to make-do with hunting/fishing and your reserves. Makes it more impactful than "Oh, I'm hungry - 50 berries ought to do it!" to "What shall I eat today...", especially since there's the dietary needs the player has to fulfill. Even just by making a simple skewer to roast a bit of meat and vegetables on could be a simple thing that fills more than if you had the plain ingredients.
  17. I did give a few posts for my ideas for Temporal Storms. In a nutshell; Rust mechanic. Basically, temporal storms damaging metal weapons, armour and blocks. Instead of over time, perhaps an enemy that spawns in them can do so with each hit it lands. Temporal storm enemies that drop unique things, or at least rare items that aren't as rare here. I thought of a sort of spectre/wraith enemy garbed in hide that you could build stitched-together armour that's fairly decent and prevents your weapons and tools from decaying as much if you're hit by their attacks. It'd stop people from just making pillars, as these foes would be able to hit you if you're atop them still.
  18. Atlatl would greatly improve spear-throwing and would be a fun thing to spend time making. Requiring a proper amount of sticks + fibers/yarn/feathers (Any of the three) and seperate recipes for different kinds. Standard; Boosts range + damage. Large; Allows you to fire two spears at once, but has less range. Hunter; High range + extra damage to prey animals, standard damage to mobs.
  19. Given Vintage Story is a more eldritch and steampunk game, why not get some more eldritch creatures in? I would love something that flies and is fast, but not akin to the standard hostile birds of my other post; From the wiki entry with them; "Shantaks are a species of flying bird-like creatures. They are larger than elephants in size, and are said to have heads resembling those of horses and lay eggs of colossal size and rich flavor. Very few humans are known to have seen them in person." Perhaps as a rarer, strong enemy similar to encountering a wolf within your first few days; Large, horse-bird creatures with scales would be honestly horrifying to encounter, and could be a nice source of materials for strong "wild" armour. Not boss-like for strength, but definitely stronger than your usual drifter. Perhaps use the Corrupt Drifter for a baselines for stats, but with more defense and a higher seek range. If a boss fight is desired like it says on the roadmap ("High-stakes boss fights"), a large group of them could have made residence in a large-scale ruins area, and they'll have more attacks. Maybe even picking you up and throwing you instead of just a ram or pecking attack.
  20. Hide shelters/tents are a great idea! Plenty of ways to make a hunter-gatherer lifestyle plausible early on while looking for areas to set up.
  21. It'd be very cool for enemies to actually have an ability that can make tools rusty, actually. Or heavier Temporal Storms, even.
  22. I like the idea of a large quern, making it a more "modern" thing, I guess. I like being able to advance production of things when they're not astronomical automation or similar, but a windmill with a large output would be great for dye, grain and more.
  23. This is on the to-do list, according to their roadmap, and I hope it comes soon. Logs and such for mushrooms would work as well, especially for edible shelf fungus.
  24. Trader Density would be a nice setting. That way you can make it "pure" or more populated.
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