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Everything posted by Heegrim
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I find it odd that mushrooms last so long in storage and stay forever in the ground if you don't pick them (even into winter). They should give more saturation than vegetables but spoil faster and also have short windows to pick them before they decay in the ground. Different types should grow in different seasons and weather conditions (like after a rainstorm). I like mushroom foraging but it is basically a waste of time once you get a farm going as vegetables are almost exactly the same but way more bountiful. If they had higher saturation you could make hefty mushroom stews that are way more calorie dense than a vegetable stew. Maybe even make them give a small amount of protein saturation as well, since they are not actually vegetables. This would make remembering where good mushrooms spots are much more rewarding. They are also found more often in forests, which are very dangerous early game due to predators and poor visibility. So making mushrooms more valuable would incentivize players to explore them more, instead of just running around in open fields all the time.
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Mushrooms need an overhaul. I find it odd that they last so long in storage and stay forever in the ground if you don't pick them. They should give more saturation than vegetables but spoil faster and also have short windows to pick them before they decay in the ground. Different types should grow in different seasons and weather conditions. I like mushroom foraging but it is basically a waste of time once you get a farm going as vegetables are almost exactly the same but way more bountiful. If they had higher saturation you could make hefty mushroom stews that are way more calorie dense than a vegetable stew. I also really want to see blizzards and weather events that are more dangerous. Windstorms that can damage your windmill sails would be cool too. Would give the brake an actual reason to exist then too. Vanilla wind chimes is another wishlist item of mine. The mod is pretty good but the animation needs to be less wiggly-wobbly.
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I think the next update improves the search in the handbook. Not sure exactly what changed but they probably added some fuzzy logic. It is kind of annoying how many ruined/uncraftable items show up when you are looking up how to make a door or something simple. Hopefully that is fixed.
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Can probably just use the already existing copper chutes instead of adding another item to craft it. Maybe we would have to use a glass block on the new grindstone to create lenses. I really want to hang from the ratlines on my sailboat with a spyglass and be the lookout!
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I meant the handbasket falls to the ground and acts like a chest, as they do in the new update. You can just ctrl+click it to pick it back up again. Spilling the contents on the floor would be way too infuriating. Once you get the hunter backpack it will have more regular inventory slots than the basket anyway so most people wouldn't use the handbasket anymore unless they are carrying building materials around their base or foraging in the daytime. I guess people already have a hard enough time getting bees and full animal traps back to their base, so making it even harder wouldn't be a great change. I guess I just got lucky in my worlds where bees and chickens were within a days walk. Still, the current system of awkwardly ctrl+scrolling to your backpack slots to carry/place them is very confusing to new players, just carrying them in your offhand would make so much more sense. Maybe if they add more uses for the bag bar in the future it would make sense to keep it, but I hate the extra UI element that is always on screen but almost never used.
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C'mon guys, wouldn't the character menu look so much more harmonious with the Backpack, Bag, and Quiver slots on the right? It was meant to be....
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There should just be a dedicated slot for a single one of each type of bag (and they should cost more and hold more items): Backpack slot: Hunter/Leather/Sturdy backpack Belt slot: Linen/Ore bag Offhand slot: Hand basket A hand basket should have to be held in your hand to see the inventory and carry it around (as the name suggests). It should just fall on the ground if you try to put it in a different slot or swap something into your offhand. This would make it more relevant late game as you could still hold one while a backpack and linen sack are equipped at the cost of a lantern or shield. Also, carrying populated skeps should just be done in your offhand as well, but you also cannot use you main hand until you put it down or drop it. I think this would simplify the inventory system and remove the need for the bags bar beside the hotbar (the new slots should just be in the character menu like everything else you have equipped). I also love how we can now place bags on the ground and use them the same way as chests in 1.22. If there was only one backpack slot, we could have an adventuring backpack full of supplies ready to go by the front door and just swap inventories in a single action. Also, also: pls add a quiver and quiver slot for holding ammo. This could go in the belt slot instead of a linen sack but that wouldn't be worth losing the inventory slots unless it gave a bonus to shooting speed or something.
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The modular idea is cool but I think there should just be a dedicated slot for a single one of each type of bag (and they should cost more and hold more items): Backpack slot: Hunter/Leather/Sturdy backpack Belt slot: Linen/Ore bag Offhand slot: Hand basket A hand basket should have to be held in your hand to see the inventory and carry it around (as the name suggests). It should just fall on the ground if you try to put it in a different slot or swap something into your offhand. This would make it more relevant late game as you could still hold one while a backpack and linen sack are equipped at the cost of a lantern or shield. Also, carrying populated skeps should just be done in your offhand as well, but you also cannot use you main hand until you put it down or drop it. I think this would simplify the inventory system and remove the need for the bags bar beside the hotbar. I also love how we can now place bags on the ground and use them the same way as chests in 1.22. If there was only one backpack slot, we could have an adventuring backpack full of supplies ready to go and just swap inventories in a single action when leaving the base.
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I love the new sailboats so I created a lighthouse in my harbor. The problem is that it's so dim lol, it is basically invisible if there is any amount of fog or weather. There needs to be a lighthouse lamp that renders in the same way the sun does so it can cut through the fog. I am even okay with it needing to be refueled with rendered fat or olive oil. If not that, at least lens blocks that can be crafted with glass and silver to amplify light from lanterns. Valheim has spoiled me with it's sailing mechanics and bonfires that can be seen through the fog as you sail back home after a long journey. I hope the Vintage Story boats get more love in the future. Also, being able to rotate the lighthouse lamp with a connected axle would be sick, but that is probably a programming/lag nightmare.
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I have a feeling glassblowing will be added eventually since we already have all sorts of different types of kilns and stuff for pottery. It is such a complicated art so idk how they would represent that in a voxel game. I guess just a glassblowing rod and the same menu for knapping to select what you are making would be good enough. It would be cool to create uniquely shaped glassware by alternating between blowing and rolling. Also adding multiple different colours by adding crushed coloured glass then reheating as you go. Now I am getting too excited lol. I so badly want to be able to store my Vintage wines in bottles on a rack in the cellar.
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It is already tied to snowfall but I think there should be more snowflake particles to make it feel realistic. The current little light snow and fog effects do not feel like enough to actually stick to the ground. (maybe it would be too laggy, the devs are from Latvia so they definitely know what heavy snow looks like). The sandstorms in deserts sometimes feel choking and I think there should be similar blizzard conditions with almost no visibility in winter and polar regions.
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Sling definitely needs a boost. The weak little arc it does is very unrealistic and lead projectiles are a good idea too. Also there should be an increase in damage and range if you release it at the correct time in the animation. This would make it harder to master but more viable late-game. I agree with boosting the damage and increasing the time between shots for all ranged weapons (especially for spears, there needs to be a delay as you ready the next one so you can't just spam throw 5 spears in 5 seconds). Adding an atlatl (spear thrower) would be cool too, greatly increasing the time to throw and reload but boosting damage and range. Optimal timing for bow shots would be great addition too. Like a sweetspot right as the bow is fully drawn for max damage, but holding for longer will increase your accuracy. There should also be a delay in reloading the next arrow which can be reduced with a quiver.
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This game NEEDS birds (and maybe squirrels but whatever)
Heegrim replied to DuckyPiee's topic in Suggestions
Even just a few birdsong sounds that occasionally play in forests would be such a great addition! I know there is a mod that does this and also add creaking tree sounds when the wind is blowing but i cannot remember the name. It makes the forests feel so much more alive. They already nailed the rain sounds on leaves so I'm sure they will add these things eventually. -
There is supposedly a berry bush rework coming in the next update (maybe). Hopefully they address this too. It is definitely weird that there are a few plants that cannot be propagated. It would be nice if flowers also multiply to nearby empty dirt blocks when in range of a beehive/skep or something like that.
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Why not both lol? Maybe the angled gear teeth can snap if the torque load placed on them is too high whereas the axles ignite if the speed is too high for too long.
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Definitely need to be able to pulverize stones into gravel and sand. Looking for the specific type of sand/gravel you need for fanned cobblestone and daub is really annoying and this would give the pulverizer way more mid-game uses.
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I do like the idea of using a temporal gear in some way to close a single rift. Moreso because the sound they make is annoying while you are trying to build/craft in your base rather than the enemies it spawns. Something easier but less permanent than a rift ward.
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Good idea! Maybe the amount of time it takes to compost dung could be half as much as rot if balance is an issue. There is basically no way of getting compost in the first year unless you run around collecting an insane amount of berries for the first couple months (nevermind also needing to craft a barrel). Running around looking for poo from wild goats (and maybe sheep/boars as well) would be way more fun.
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It would be cool to have a cracked glass block for a more ruined looking building block than quartz glass. It could be crafted by throwing hot glass straight from the bloomery into water. It should also be able to be placed back into the bloomery and refired into regular glass in case you cracked it by accident.
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A different sound effect when hitting unstable or cracked rock
Heegrim replied to rdnought's topic in Suggestions
Great idea! I love anything that reduces the amount of UI you need on the screen. -
I think the incoming temporal storm should be indicated by something other than just a chat message. Your temporal stability meter should start swinging back and forth wildly and have a rift effect around it or something, getting more intense over time. Also, the rift activity could steadily increase up to apocalyptic as the storm gets closer, naturally giving the player an idea of what is about happen. I love how you can see the dark clouds of a thunderstorm blowing in on the horizon, so temporal storms should be given the same level of detail.
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Yeah I think durability should affect the speed of your tools and show up as physical wear. Repairing them with a new handle and on the anvil are great ideas. ALSO the grindstone that has been teased for next update is perfect for this. Repairing should give diminishing returns so making new tools is still necessary. I would like to have a chest full of all my old broken tools to look back on instead of them disappearing instantly. I would love if low durability tools had a high chance of having the head fall off when you use them like in Runescape. Imagine your pickaxe head flies off while mining in a cave and it falls down into a dark hole full of drifters lol.