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Everything posted by Heegrim
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Suggestions from an Athropology/Archaeology student.
Heegrim replied to Alexzandr's topic in Suggestions
I heard the devs want to move away from the crafting grid eventually. Would be neat to have a little in world minigame for adding the handle to tools. Real tools usually don't need string to hold them together (stone tools can just be seated in a notch in the handle and metal tools are fastened with a wedge). It will probably just be as simple as right clicking a tool head on the ground with a stick or combining them in your inventory by putting on on top of the other (like the good ol point-and-click adventure days). -
Suggestions from an Athropology/Archaeology student.
Heegrim replied to Alexzandr's topic in Suggestions
Yeah, dry grass/thatch shelters need a bit of a rework. Everyone just ends up making a dirt hut because you can dig up full dirt blocks at about the same speed as a single piece of grass. The roofing blocks need to craft more per hay bale at least. I think you should have to hold right click on a dirt block with a shovel to make packed dirt instead of being able to instantly make 6 with your bare hands in the inventory. Fully grown grass should drop more grass than short variants and a 2 block tall variant should be added. Regular grass probably shouldn't grow into the 2 block tall kind because that would be a nightmare for visibility, but it should generate in patches at worldgen. Also, grass should be able to be harvested slowly by hand (maybe by crouch-right clicking). You should also be able to start a fire with just sticks instead of firewood. Having to knap a knife AND axe just to build your first fire is kinda silly since you can craft a firestarter with just those items (and if you have ever started a fire in real life, you use tinder and kindling first, NOT FULL LOGS). -
I'm sure they will add ways to make glassware and stained glass in the future. They already added refractory and beehive kilns so I don't doubt a large furnace is in the works for more efficient glassmaking and bulk ore smelting. Another suggestion I made is a lighthouse lamp/Fresnel lens to make lights brighter and cut through the fog (I built a lighthouse but I can barely see it if it's not a perfectly clear night). This would use lots of glass. In the meantime, they gotta at least make the traders demand more glass because my chests are already beginning to overflow and I literally haven't even found one chunk of silver/gold yet.
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I love the new trader outposts! I have been wanting to be able to build more defensible-looking structures (without going insane chiseling for hours), so these new blocks are perfect. I would also like a full log version (debarked and whittled to a point to place on top of log walls to make them look like a large palisade). I hope the spikes will be able to do a small amount of damage when drifters or players walk into them. In Valheim, the wooden spikes have durability and you have to replace them often so they aren't easily used to make mob grinders. (If y'all can't tell, I frickin' love Valheim and you probably will too if you like Vintage Story. VS is still my GOAT tho, but both games are criminally underrated and need more people talking about them!)
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Since we can now propagate berry bushes with cuttings, the same should be able to be done with cattails and tule. Just something quick and simple like you crouch-right click with a knife to get a root without breaking the original roots (once per year). Maybe the cut root takes longer to grow or something but it really doesn't have to be as in depth as the new berry system.
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Finding Limestone, Bauxite and other Stone Types via Rivers
Heegrim replied to jerjerje's topic in Suggestions
This is a good idea! It would probably be simpler just to generate the occasional block of sedimentary gravel/sand speckled along the riverbed. It would get more common the closer the river gets to that rock strata. Then there wouldn't be a need to use a pan/sieve. I hope they make the transitions between the "biomes" smoother in the future but I understand that this is a monumental programming task. I like the true-colour map but the boundaries between the rock types are so stark that it looks weird and I ended up turning it off and using the stylized map. The devs seem to be working hard on how they will implement rivers so I hope that comes with a full world generation overhaul/erosion simulation in the future. -
Great ideas! Seaweed would make a good emergency food in winter like cattail and tule roots. I can definitely see myself braving the freezing ocean waters to collect it while I'm starving through winter. Growing rice in a flooded field would be a cool addition too. They should make cranberries harvestable by flooding the bushes with water too.
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Please revert the Immersive First Person Changes
Heegrim replied to FyreEagle's topic in Suggestions
Yeah and it's also broken with sailboats (can't reach the sails while in the pilot's seat). I really like IFP so I hope they fix this stuff or someone makes a mod to fix it in the meantime. -
Yeah only the small windmill should be able to be damaged and the event should be very rare and come with sounds (high winds, extra creaking and groaning from the windmill) and visuals (like flying branches/debris and low visibility). I am excited about my machinery potentially catching file lol but I am a glutton for punishment. You are thinking of the transmission which can cut power to different machines. The brake just stops the windmill completely and is only used for RP right now.
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I feel like berries and wild crops are already easy early game food sources that don't clutter your inventory as much as the many different varieties of mushroom. Wild crops are already available in any season, maybe just not as common since they are not always mature (plus they are super easy to spot in an open field compared to having to hunt around in a forest). You will already be collecting a ton of wild crops for seeds early game so the only reason I collect mushrooms is because I like them. I get attacked by predators almost every time I even go near a treeline, but maybe I'm just unlucky lol. idk, I live in an area where mushrooms are a neat surprise because they only appear for a short time and are way more delicious than vegetables. I think they should be a more unique than just reskinned veggies that sometimes poison you. I'm glad we are getting some psychedelic ones in the new update tho!
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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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