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Heegrim

Very supportive Vintarian
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Everything posted by Heegrim

  1. Heegrim

    Shellfish

    There should be edible shellfish colonies on rocky shorelines similar to the coral reefs. Oysters would be a great early-game source of food and seashells for lime. Live shellfish would slowly reproduce onto nearby underwater rocks until a max nearby population is reached and become depleted if the player harvests too many, just like fish. Maybe they could even be farmable (renewable lime!). Clam digging should also be a mechanic like worm grunting but with a shovel on sand near seawater. There should be more flat and shallow shorelines too, the terrain generator seems to love creating coastlines that drop straight into an abyss. Hopefully that comes with the river update (i.e. river deltas). Also, I want to see colourful living seastars underwater so I can name one Patrick. unrelated: seaweed should be able to be cooked in soups as an optional ingredient. Water + seaweed + pickled soybean = miso soup!
  2. Omg there is no limestone or chalk anywhere near me and I have only found building materials traders. Why do they not sell mortar!? It is literally THE building material… You can’t turn it back into lime so it’s not like it would be a hack to get leather production going. I have literally combed every beach for shells too (they should probably be on the loot table for fishing, I know I have gotten my line stuck on oysters irl). I just want to tile my kitchen floor
  3. Since you can use firewood to fuel the beehive kiln, the same should go for firing pottery in the bloomery. Lower temp fuel means less heat-stress on the bricks and a much lower chance of losing bricks as well as less fuel used (and no sticks needed!). Fireclay is craftable now so it’s not as big of an investment anyways. Maybe you can only fit a few pieces of firewood in it at a time so you have to tend the fire for a similar amount of time as the beehive kiln to get a complete firing. Or instead, you place the bloomery on top of a firebrick grating and put the fuel underneath. This would be a simple way to teach players how fueling the multiblock structures work too.
  4. I don’t think developing full on relationships would fit this game, but I think the NPCs should have a bit more personality and different dialogue options based on what kind of trader they are. Maybe more options that unlock as you trade and complete tasks for them (like the treasure hunters). Some of them should be wary of the Seraphs or even superstitious of them. You would think a few of them would start going crazy after being alone in the forest for all this time but they all just welcome you with open arms and let you sleep in their bed.
  5. It’s crazy how expensive the beehive kiln is just to unlock different coloured ceramics. There should be a small mid-tier kiln that does not require iron doors. I have seen videos by Primitive Technology where he creates a kiln that basically looks like the bloomery to fire ceramics. It should be 1x1 like the pit kiln but made of fire bricks and give access to one of the beehive kiln colours (like the orange/gray). Or just let us put a single small clay item inside the existing bloomery to fire them this way (storage vessels would need the beehive kiln, but a crock or small stack of tiles would fit perfectly).
  6. Is it really that big of a performance drain? I assume the cabinet is just working like a chest that stores additional data about position and rotation to display the items. Could they not just attach this data to other blocks when something is placed on them? (of course placing thousands of items would eventually cause issues, but that’s not because the block isn’t a cabinet) Chiseled blocks already generate a custom hitbox mesh so raycasting to find the placement position should be easy enough.
  7. Wouldn’t it be cool if we could place items freely on any block (like how the new cabinets work). That way my starter hovel can really look like a complete mess with stuff strewn all over the floor! Seriously though, it would be awesome to be able to place candles and other decorations exactly where I want them on the mantle of my fireplace. Placing bowls and stuff needs a rework anyways because the hitbox is just flat and I end up picking up a bowl through something in front of it because I wasn’t looking at the very base of the item in front. I have also noticed new players struggling to pick up a fishing rod because they are looking at the rod itself and not the floor.
  8. I hope we get a temperature system overhaul with the status effect update. I’m not expecting a full on fluid simulation but it would be nice if rooms had their own temperatures that could be affected by heat sources and how well insulated they are. The room algorithm already identifies where holes are so it could just give the room an insulation percentage that affects how fast heat is lost. I want to actually have to light a fire in my house to warm up during winter instead of just standing in a closet while it’s -20 degrees outside.
  9. Yeah, for a game where a realistic tree is the logo and the main menu music is literally called “Roots”, there is a distinct lack of realistic trees with roots…
  10. Good ideas. I hope the room algorithm gets updated as well as a temperature simulation overhaul. Rimworld has a great temperature system but that is 2D so I don’t expect something as detailed for Vintage Story. Having a single open block in a room shouldn’t completely negate the indoors effect. Why not just give rooms an insulation rating based off of how enclosed they are and track a separate indoor temperature that is affected by how many heat sources are inside? I like the glass breaking idea too because I have so much extra quartz that I don’t know what to do with. I also agree with the offhand thing. Holding a light source should have less of a penalty but shields should have their own hunger/speed debuffs based on what they are made of, just like armour.
  11. They should add a ‘dazed’ status effect when a drifter hits you in the head with a rock when you aren’t wearing a helmet. Similar effect to being drunk with blurriness, vignette, and ringing sounds.
  12. Yeah, I assume trees are on the agenda to be reworked since they have basically been unchanged since the first release of the game. Another thing is the leaves not dropping from deciduous trees in winter. You should check out the mod Eco Machina. The absolute mad lad has been working hard on a tree/ecosystem overhaul.
  13. Great idea! I would also want lower-tech molds for tiles/bricks/shingles (maybe made of wooden boards) to speed up hand forming. You would place clay right into them instead of splatting it on the floor and having to pick half the voxels back up. You would still have to place the voxels but it would prevent you from placing excess.
  14. I think there is a mod for this but yeah, the animations + sound need some work to sync up properly. I would love to feel my axe to properly thud into a tree instead of waving it around while I somehow hear chopping sounds multiple times per second.
  15. I think the existing storage vessel should be able to be used for fluids, but with a smaller max volume and needing fat/wax to seal it to start a recipe (same way as a crock). This would require the whole liquid system to be reworked but I think it is about time for that. All the weird volumes should be harmonized (items stack in multiples of 2 but fluid containers are all over the place: barrel - 50L, bucket - 10L, jug - 3L, cooking pot - 6L or 2.4L if it is honey… this drives me insane!!!!). We also need a better way of moving fluids than the key-modifiers + different container sizes. I suggest using the mouse wheel to move 1L at a time, exactly how it currently works with items. Cooked meals should also get updated to be fluids since they already have to be in containers anyways. Then we could easily move them in and out of bowls, crocks, and cooking pots instead of the one-way dance we have to do now. This way I can finally fill my bucket full of slop for a long journey (jk meals should probably be restricted to certain containers, or at least have a spoilage penalty when improperly stored).
  16. It would be also be nice to have the ability to unseal an unfinished barrel recipe with a crowbar to get the original components back.
  17. Yeah I wish barrels would hold 64L and buckets 16L so we are not switching between multiples of 2 vs 10 with items and fluids. Honey is also a real pain because the combs stack to 8 but 5 of them make 1L of honey, and then you need 2.4L to make a full pot of jam… idk what compelled them to make the cooking pot use multiples of 6! Every container should be able to be divided in half evenly. Also, PLEASE make fluids use the same scroll wheel behaviour as items (move 1L in/out per scroll)! I have a feeling that fluids are going to be completely reworked, eventually. There was a lot of issues with making rendered fat in the prereleases of 1.22 because they were trying to make it a liquid but the devs just gave up in the end and made it an item. I hope the fluid system will be more intuitive in the future.
  18. Yeah, we have so many crafting grid recipes now that are just a knife/saw and log/sticks together in different orientations. They are perfect candidates for a system like this. I do like the idea of being able to mess it up. I think you should be able to break the wrong voxels while knapping too and ruin what you are making. As long as there is a good tutorial for new players so they don’t get frustrated when they can’t make their first stone tool. Also, I am super excited for woodworking to get an update with the sawmill. I think you should have to manually saw a log into boards by hand (similar voxel minigame where the saw can remove a whole row at a time, maybe?). I want to make a waterwheel-powered sawmill so badly.
  19. True, they are more this size of a single bun than a loaf of bread. They should also make it so you have to leave the dough out to rise for a bit before baking, otherwise it just turns into flatbread/hardtack.
  20. It would be nice if there was a visual change to farmland when it is fully watered so we don’t have to look at the block info panel. Maybe little puddles or just another shade darker so we know when to stop.
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  21. I found “ceiling chain” clutter and it looks like it would be the perfect thing to hang a molybd lantern from but unfortunately I get the “needs a solid surface to attach to” message when I try. We really need to have more freedom in placing light sources. I have so many cool ideas for chiseled lamp posts/torch sconces but the game is so restrictive in how many voxels need to be on the block’s face to attach. You can place an oil lamp on a single fence post but not on a chiseled block that is the same size… Reed baskets can float in the air but pots and lights can’t for some reason. Just trust us not to abuse the system and let us place things where we want them.
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  22. Yeah, the wilderness survival world settings should remove all the helpful tooltips and let the player figure it out themselves. I had a blast accidentally eating psychedelic mushroom stew while deep in a cave. The poisonous mushrooms probably shouldn’t deal instant damage either but I assume this will be fixed when we get the status effect update. They should make you vomit and lose satiety as well as hp, among other ill effects.
  23. Yeah, for a game all about gears, there is a severe lack of clocks. Some kind of rift activity sensor would be cool too (maybe it could predict the future activity level). It shouldn’t be too expensive so it is still accessible early to mid game. Maybe just a temporal gear and some brass rods/plates. I think it would also be cool to have a world setting that removes the date and time in the character panel. Craftable sundials would be awesome and this would also incentivize building megaliths to track the date through the position of the sun.
  24. Yeah, we need a RuneScape-like mechanic where your pickaxe handle breaks and the head goes flying off deeper into a cave so you have to go retrieve it. We already have a mechanic for sawing bow staves, so tool handles should be similar. Steel rods should be able to be used as well for a huge durability increase.
  25. A colour wheel would be nice too so we aren’t stuck with just the defaults. The default colours are kinda weird too. There are so many shades of blue that are almost identical. We definitely need more abstract symbols too. The 4 and 5-pointed stars are all we have and I end up using those for landmarks, points of interest, meteors, my boat, spawn, etc. The dot is what is used for prospecting so I never use that as it gets completely lost.
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