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Everything posted by Heegrim
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ICE - Preservation, Damage To Crops, and The Chill of Winter
Heegrim replied to TaiyoFurea's topic in Suggestions
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. -
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.
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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.
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suggestion make the tool animations accurate to when they "hit"
Heegrim replied to DrDoggo's topic in Suggestions
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. -
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).
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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.
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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.
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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.
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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.
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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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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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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.
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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.
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Tool head and handle should have separated durability
Heegrim replied to GLaDOS_cz's topic in Suggestions
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. -
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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Yeah we need a boat symbol now too. Or at least an entity marker like the elk has so I don’t forget where I parked it.
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I am all for having more in-world crafting mechanics. Weaving could work similarly to the pottery minigame where you sneak-click on the ground with a cattail, choose what you want to make, and then have to place them in a certain configuration.
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Yeah, it should take more flour to make a single loaf too. Gobbling down like 10 whole loaves a day doesn’t seem right to me (I am a blackguard so maybe I am really just that ravenous).
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Add in server features to tune down the server when there's no one online
Heegrim replied to Unmaykr's topic in Suggestions
Yeah, I noticed that my server is always using like 2gb of ram even when nobody is on it. -
Grazing animals should at least be able to eat the tall grass instead of the player needing to cut it for hay. This would reward having a large pen or multiple pastures that animals are moved between once the grass is eaten. I always thought it looked weird that my sheep are just hanging out in tall grass up to their necks. This way you could leave your animals in a small pen if you want the population to stay roughly the same and move them to pasture when you want them to mate.
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I would love a deeper ecosystem simulation too but that is a monumental task from a programming perspective. It is very difficult to maintain balance in a simulation, populations are prone to explode or collapse if the conditions are not set up perfectly. Not to mention the performance cost of simulating things the player rarely sees. The devs are amazing though, so I’m sure they have got something good cooking for an eventual ecosystem update.
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I agree that there should be something more to chainmail crafting than just banging out a plate and punching holes in it.
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I would love to see some Jonas tech armour modifications. Maybe a weaker version of the night vision mask that can be inserted into a helmet. Something like fall damage dampeners or movement speed bonus contraptions for the legs. A temporal stabilizer in the chestpiece that reduces the rate of temporal stability loss. We already have a glider so I don’t think these would be too far-fetched. I think a good tradeoff would be reducing armour durability when these are installed, and requiring Jonas parts to repair them.