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D3Volts

Vintarian
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  1. That's fine, as long as there's a non-zero chance.
  2. D3Volts

    Stow Item

    A keybind to move a hotbar item to inventory, freeing up the slot to pick something up would be super useful. I'm thinking middle mouse by default. Situations would include smithing when you have piles of ingots at different temperatures that form different stacks, quickly stash your lit torches to protect them from water, baking large batches, collecting flint or metal bits found on the ground (you can't pick up flints unless your hand is empty or your stack of flints is selected). This function exists in the form of shift+click but you have to be in mouse cursor mode for that and point at the slot. A quick way to do this without having to open your inventory would be a nice quality of life improvement.
  3. D3Volts

    Shoo!

    Just saying a way to spook your animals for a second (literally one second) could be useful. Heck, you could even try intimidating wild animals (looking at you bears and wolves) by making loud noises. A warcry, a taunt (to get the attention of monsters attacking other players)... It could be multi-function.
  4. Metal pot, metal pan, cooking oil, soup stock/broth, and multi-ingredient pies. And tomatoes. A metal pot could directly replace a clay pot, but have no functional difference. It would just look different. A metal pan could be a sidegrade, gaining the ability to fry food and losing the ability to make soup. Fried food, again, wouldn't be functionally different except perhaps soup equivalent recipes that use cooking oil and meat as a base instead of water and a vegetable. Cooking oil could be made from a lump of fat dropped on the pan, or pressed from vegetables/seeds (giving extra seeds a new use). Could be a variety of oils or just simplified to "cooking oil." Soup stock from boiling bones in water, used to replace water in soup, with higher satiety value but doesn't count toward any particular nutrition. Multi-ingredient pies, so I can add meat, vegetables, and cheese all in the same pie. Pizza (hence the tomatoes) added to the menu. Also need mushrooms in pies, so I can put them on my pizza. Ok the pizza thing is sort of a joke (not that I wouldn't love to see it) but chicken pot pie is definitely a thing, dating back to the 16th century. Even has pie in the name.
  5. More of a curiosity than a suggestion, are there plans to add ways to quench hot metal, other than dropping it in a pool of water? A trough similar to an animal feeding trough could be used, with water, or with vegetable oil (from vegetables/grains/seeds, maybe only specific ones, put through a fruit press or perhaps a new press specifically for collecting oil). As an offshoot from that, vegetable oil could be used as a cooking ingredient, but I'll save the vegetable oil and metal cookware discussion for another time and another topic.
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  6. D3Volts

    Shoo!

    Please add a way to shoo domesticated animals to move them away from gates or back into their pens. My 10th gen chickens aren't scared of me anymore and they're difficult to push.
  7. When you harvest a dead monster/animal, please automatically dump the loot into inventory, and if there's no room, scatter it on the ground. Forcing us to stack loot manually as a mechanic for adding tension is utterly heartless. For animals, the freshness of the meat and leather may vary, causing the creation of a new stack. If there is no room for a new stack, it can drop on the ground just like when you're carrying old berries and harvest fresh ones. For monsters, if you've killed some drifters and you're trying to loot quickly before more show up, you do not want to get caught up in an inventory management mini-game. Minor point, you also have to close the loot window or you're stuck in mouse cursor mode instead of mouse look mode, which makes it harder to move quickly if you're suddenly attacked. While looting, if you have a shield equipped in your off hand, you drop your guard and can not raise your shield to block attacks until you close this loot window, nor can you sprint or jump. Dying while you're stuck looting is rage inducing, especially if you hear it coming and can't react fast enough to avoid the hit. I see this as a UI issue. Consider adding a key-binding to close all loot/container/chat windows, for when you need to move NOW.
  8. Being busy does not conflate to being lazy. People want to do things. Experience things. Meaningful things, like building, exploring, delving into caves, sailing around in a boat. Managing hunger constantly is only a "thing" until it's not. After you've got a secure food supply, indicated by full nutrition, it's demoted to a chore - one that distracts you from things you want to be doing. It's now relegated to undesirable micromanagement. So this is essentially a quality of life change. It would just turn the nutrition bars into an additional buffer before you starve. They would take just as long to fill as they do now, and if you don't eat they would degrade just as fast as your satiety. You'll still want to eat a balanced diet regularly to keep your satiety full and keep from burning your nutrition, but if you don't have the resources for a balanced diet you won't be able to keep those bars full. If you're still in the gameplay loop of eating whatever you find to keep from starving, this change will not really affect that. If someone is lazy or forgetful or too busy to eat, when they do start starving they will have wasted all of their nutrition, and that's really going to feel bad because those bars do not fill up quickly. But if they're aware of that, and they don't care, and they want to do things, yes, that is on them. If the bonus HP you get from nutrition is already serving as this buffer, allowing you to survive a little longer without food, consider taking away the bonus HP. Also, consider adding a tooltip to the nutrition bars so you can see what bonuses each one is giving you. I'm not saying take away the alert, I'm saying make it unique so you don't panic and look for something attacking you when you're just hungry.
  9. Flies. The sound of flies swarming around you, with increasing intensity as you get closer to death, would be a nice creepy cringey atmospheric effect.
  10. That's exactly my point. If you have a secure food supply, a farm with animals, stores of grain and vegetables, it's just a matter of cooking something when you're hungry. The only risk of starving is forgetting to eat (or bring food), or sacrificing some or all of your nutrition if you're working on a big project, or during an extended exploration or mining venture. A normal healthy person can go a very long time without eating before they drop dead. If your only incentive to keep eating is the annoying repetitive sound, it's a problem with the system. That's why I'm suggesting changes to incentivize nutrition by rewarding the player with buffs, less micromanagement, and stopping that repetitive alarm that is more exasperating than concerning. If some people don't care about nutrition and are content to view the green bar as a death clock, and tune out the annoying sounds, and just keep doing what they are doing until they die, the buffs would give them an incentive to worry about it. They can be more productive if they eat more. I think the spirit of it, in a survival game, is to be a challenge to overcome. However, once you overcome it, a constant insistent reminder becomes an annoyance and adds nothing positive to the gameplay experience. "You've got a steady food supply? Great, I guess I'll stop bothering you about it." You might have missed the "per server settings" bit. It could be a "yes or no" or it could be a slider. Starting Nutrition: 0-100. Default is 0. Maybe if you stop eating your stomach could growl once an in-game hour or something to let you know your nutrition is dropping. A much more subtle reminder.
  11. It could be made even more debilitating, perhaps, if those small buffs turned into proportional debuffs. If you have no nutrition and no satiation, you could get a penalty to movement speed and work speed that grows as your health drops, until you can't even move or do anything. And shortly before you die you just collapse, sit on the ground, and wait for the end. In single player, it's over at that point - vultures start circling, hungry animals come to stare you down, licking their chops, waiting (or just start eating you alive), but in multi player somebody could bring you food, fend off the animals, maybe even have to feed you and nurse you back to health. Replace the constant noise with screen shake similar to shivering. Remove the "hit" and stagger each tick, but make the shaking get progressively worse. Maybe add involuntary camera wobble like when you're drunk. That'll make it hard to do things while starving. The chunky loss of HP accompanied by the pain sound like something hit me detracts from my immersion. It's really just annoying. Of course I want it to stop very quickly, but the urgency is more out of frustration than desperation. If you simply must have a nerveracking sound effect, a continuous repetitive "heartbeat" low HP warning (as seen in Zelda and Metroid) would be a good addition (I have not exactly fond memories of these effectively adding to the tension). I suppose it's not the noise itself I have a problem with, but that it's the same sound as when something hits me. I imagine starving to death is a different kind of pain than something attacking you.
  12. When the green bar is empty, you start losing HP. It's obnoxiously loud and annoying, the stagger is nonsensical, and worst of all, it just doesn't make sense. How do you go from well fed, with your balanced diet of fruit, vegetables, grains, protein, and dairy, to staggering starvation, literally overnight, while still having maxed out nutrition? My suggestion is simple. When the green bar is empty, you start losing HP. Every green bar. When your Satiety drops to zero it should start burning your nutrition values, and when they are all zero too, then and only then are you officially starving. Each full bar should take about one day to decay - of course they'd all decay at the same time, at a fixed rate divided between all the bars, so the more bars that are full, the longer they last. The main effect of this would be you wouldn't have to micromanage your hunger constantly if you have sustainable food sources. You can go exploring or work on a construction project without the constant loud and obnoxious complaining if you didn't eat anything today. This could make the game a lot more enjoyable. It would also give you some incentive to eat a varied diet, as it would increase the amount of time before starvation. A new character could enter the game with some or all of their nutrition bars full or partially full, per server settings, giving them more time to get started (build a shelter maybe?) without having to worry about starving immediately. If you really want to make it fancy, you can scale your health regeneration, work speed, or even movement speed with the nutrition bars. Each bar could give a minor buff (or set of buffs). A full bar gives the full bonus, which scales down linearly as the bar decreases. Half full, you get half the bonus. I'm picturing it something like this (but these are just to propose a framework): Fruits: Simple carbs. +5% movement speed. Vegetables: Vitamins and minerals. +5% health regeneration. Grains: Complex carbs. +5% movement speed. Protein: The building blocks of muscles. +5% work speed. Dairy: A little bit of everything. +5% health regeneration and work speed. The total bonus is 10% movement speed, 10% work speed, 10% health regeneration when all bars are full. One last thing... Please, PLEASE, stop the cacophony of torture when people are starving. Visual effect? Ok. Screen shake? Ok. Sound effects. No. Just no.
  13. So I was making Steel Chain and had made 9 pieces so far and have just a couple more to go. Maybe I got a little rushed or complacent, but anyway, I messed up. I dropped one ingot on the anvil and basically double-tapped to add the second one - a behavior learned from making Brass Plates (because Brass can't be smithed into anything but plates). So now I have a work item for a Padlock, which I have zero use for. No problem, I'll just chisel it into bits and resmelt them... here we go, 20 Steel Bits and.. ... melting point 1502... Nothing I can do with them. I've done this before, with Bronze and with Copper, but it never stung like this. I'm not asking for a way to work with Steel Bits, I just think you should be able to add a second ingot to a work item if you haven't selected what to make yet. The Add Ingot button should backtrack out of the Work Item menu if nothing is selected yet, slap down the additional ingot, and open the menu back up. At least that way if you accidentally drop two ingots when you only meant to drop one, you still have the menu and can select a work item to utilize both Ingots. Or perhaps a way to change the work item.
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