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Yeah, you should be able to scroll wheel while mousing over the recipe to go to the next one. You can pause one recipe by mousing over but the other ones keep cycling. Really annoying when comparing blackguard armour and things with different wood types because they all get out of sync. Al least they improved the handbook search results a bit in the new update.
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forging Quenching and tempering are overly gamified
Heegrim replied to MKMoose's topic in Suggestions
Maybe there should be a Blacksmith class that can see the exact temperatures of the workpiece and other classes just see a qualitative description like "Cold" "Warm" "Hot" "Red Hot" "White Hot". I am all for moving away from needing to look at the description box to get information on everything (while still having the option there for accessibility of course). I hope they add more diegetic crafting recipes like scraping hides on the ground too. -
YES PLEASE! Also the Blackguard armour cycling through the various broken states AND the Forlorn set is so annoying. Forlorn should have its own page and all the states of the Blackguard set should be on the same page so you can just scroll down to see how many chains and plates are needed to completely fix the piece.
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Classes are definitely due for an overhaul. They are apparently going to add a status effect system next so maybe we will get some class-specific bonuses/weaknesses related to those. I was definitely bummed when I realized Blackguard's armoured speed buff is categorically worse than the other classes. I agree that the other classes should have their speed boost apply only when unarmoured or in leather armour (since that has no penalties). I really dislike % buffs/debuffs in general. They never feel like they really affect anything or differentiate the classes. The class specific recipes are kind of annoying but I like the idea of repairing armour being cheaper for blackguards. It doesn't lock anyone out of crafting but it gives a niche for that class. Maybe clockmaker should have cheaper recipes for gears and other mechanical parts. The thing that really needs a rework is the predator AI. There needs to be better ways to avoid them since everyone just picks the speedy classes so they can outrun bears and wolves. Wolves should really only attack the player IF they run away, and standing your ground should cause them to think twice (unless they have pups). They should be able to be scared off by waving a torch at them or something too. Bears should also attack a bit less often (except polar bears), the wildlife is too unrealistically aggressive in this game and they barely make any noise or leave tracks so they are difficult to avoid. You basically just have to cheese them and it breaks immersion. The fast classes just make the cheese easier and that's their main difference.
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I am surprised butter churning has not been added yet since this game is so cottagecore. Buttered bread is a great idea to have a portable grain & dairy food option.
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Cool! Thanks. Maybe packing dirt with the shovel shouldn't use durability then since the crafting recipe is already free.
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Wat. If you'd rather get nothing, just throw the barren soil out after you dig it up. I would like to at least get something back to use in other recipes.
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Just found a mod for this lol: https://mods.vintagestory.at/steadyground Not exactly the same as my idea but at least it lets you modify the sideways falling chance.
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Yeah. I agree that the instability needs to be reduced a bit. They should add a instability modifier in the world settings to limit the chance of blocks falling, i.e. you could set it to 10% so that only 1 in 10 blocks you break trigger a landslide on average. I feel like the dirt is too loose in the default settings, it's like it's all freshly tilled potting soil. It makes sense that sand falls constantly but you can easily dig a 2m deep trench in real life without dirt constantly falling in to refill it (although OSHA wouldn't recommend this).
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I am disappointed we didn't get rivers in the new update but I am glad the devs are taking their time to do it right. When they are eventually added, they should generate small patches of sand/gravel with flecks of gold/silver/copper in them. These would have a much higher chance of finding those types of nuggets when panning. I know some new players struggle with finding enough copper for their first tools, so this would take some tedium out of panning for days to get those first 40 nugs. Also, finding gold and silver really grinds my gears. I am drowning in quartz and I still haven't found enough to make a single lined lantern. This way we would have an alternative way to get it.
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Yeah I hope they add something like this. Since the devs are looking into river generation, it would be cool if there were sand/gravel blocks that generate in them with higher drop chances for gold/silver/copper. I'm tired of mining out thousands of blocks of quartz to find enough gold/silver to make a single plate to line a lantern with...
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Meadows - natural and artificial, for hay, fodder, herbalism and aesthetics
Heegrim replied to MKMoose's topic in Suggestions
They are looking into adding rivers so I really hope we get a terrain generation overhaul to add more realistic valleys -
Yeah I think animals should be a bit rarer but drop more meat too. I've wiped out a full herd of deer and barely got enough meat to feed me for a week (I am playing Blackguard tho). Hunting should be more rewarding and less grindy. I also really like the idea of yielding less meat the more hits the animal took to kill. Bow hunting is practically useless as it stands because spears do more damage and are just as accurate. It's honestly better to get as close as possible anyways because they have a chance to charge at you instead of running away.
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I love this mechanic but I get why people find it too hard. Maybe it will get an update in the future to fix the jank and then it will become default. Digging a tunnel and then suddenly falling through the ceiling and getting crushed at the bottom of a pitch black cave is the quintessential Vintage Story experience. I believe everyone should have that happen to them that at least once.
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We should be able to create packed dirt in-world by holding right click on a dirt block with a shovel. I play with soil instability on (and I love it), but it would be nice to be able to pack dirt without breaking the blocks first. It is so hard to make a hobbit hole without causing multiple landslides. This should extend to rammed earth too, each time you pack it with a shovel it will cycle through the different textures. The new in-world hide scraping mechanics are awesome and this would follow that theme.