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Jakub Essa

Vintarian
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  1. And when im gonna use immersive maps, i can turn off Map(M shortcut) and just use those maps from mod? Another question, can i store them on shelfs?
  2. Big thanks to You!
  3. I really like mapper mod, buy i wish it would be integrated with immersive maps, so i can turn off ingame map. I like my game to be very immersive
  4. Hi, I'm looking for a mod that makes traveling more exciting. Specifically, I'm interested in a navigation system. I wouldn't want to use a minimap or even a regular map. I'm looking for something where I would have to visit locations to create the map myself, and then be able to store it somewhere, like on a shelf. Do you know any mod like that?
  5. Hello! Im on my first world right now, and trying to find a inspiration for my kiln pit place. I know that fireing clay will be present till end game, so im trying to put that specific space in a nice looking spot. Can You share your designe with me?
  6. Ok i just read the topic... it is a stable new version, sorry all!
  7. Hello fellow survivors! I'd like to propose a mod idea that aims to deepen the connection between animal husbandry and farming, adding a new layer of realism and creating a rewarding new gameplay loop. The core concept is simple: your animals produce manure, which you can then process into valuable fertilizer to boost your crop yields. This system is designed to feel like a natural extension of the game's core principles of realism and complex crafting chains. --- ### **Core Features Breakdown** #### **Part 1: Manure Production & Accumulation** * **How it works:** Livestock (cattle, pigs, sheep, goats) kept in an enclosed area will randomly produce manure. * **A Layered Block:** Instead of an item, manure would appear as a new, **layered block**, similar to snow. It would slowly accumulate over time in the animal pen. * **The "Problem" Mechanic:** This accumulation should be more than just cosmetic. * **Movement Penalty:** As the manure layer gets deeper, animals inside the pen are slowed down, as if wading through thick mud. This provides a clear visual and gameplay cue that the pen needs cleaning. * **Maximum Height:** The manure layer can stack up to a certain height (e.g., just below a full block). * **No Escaping:** Crucially, the collision box of the manure layer should **not** allow animals to use it as a step to jump over fences. This is essential for game balance. * **Player Motivation:** This system creates a genuine need for the player to manage their animal pens, turning a passive activity (raising animals) into an interactive one. #### **Part 2: Collection & Transport** * **The Tool:** The primary tool for this job would be the **Shovel**. * **The Action:** Using a shovel on a manure block would "scoop" it up, removing the layer and giving the player an item: **"Fresh Manure"**. One full block of manure could yield, for example, 4-8 units of the item. * **The Purpose:** "Fresh Manure" itself cannot be used as a fertilizer. It's too "hot" (high in nitrogen) and would damage crops. It must be composted first. #### **Part 3: The Composting Process (Two-Tier System)** This system offers two methods of composting, providing a natural technological progression for the player. **Tier 1: The Open-Air Compost Pile (Early-Game)** * **Building it:** The player places "Fresh Manure" items on the ground, creating a small pile (a new custom block). * **Starting the Process:** To begin composting, the player must add a "brown" material. This is done by **right-clicking the pile with Hay or Dry Grass** in hand. This adds a visible straw/hay texture to the pile and converts it into an active **"Compost Pile"** block. * **The Transformation:** The "Compost Pile" block will slowly change its texture over a long period (e.g., 15-20 days), becoming darker, more uniform, and "earthier" as it decays. * **Environmental Factors:** To enhance realism, the process could be influenced by the environment. **Rain should significantly speed up the composting process.** * **The Result:** Once fully composted, breaking the block with a shovel yields **"Immature Fertilizer"**. **Tier 2: The Sealed Barrel (Mid-Game)** * **How it works:** This method utilizes the existing barrel mechanic, making it intuitive for players. * **The Recipe:** The player places "Fresh Manure," Hay/Dry Grass, and a **Bucket of Water** into a barrel. * **The Process:** After sealing the barrel, the contents will ferment over a shorter, fixed period (e.g., 7 days). This anaerobic process is more efficient and controlled. * **The Result:** Upon completion, the player can retrieve a higher quality **"Mature Fertilizer"**. #### **Part 4: Fertilizer Application & Effects** * **Application:** The player applies fertilizer by right-clicking on tilled farmland (before or after planting). This could change the soil's texture to be slightly darker and richer, providing clear visual feedback. * **The Effects:** * **Immature Fertilizer:** Provides a modest boost, e.g., **+10% crop yield**. * **Mature Fertilizer:** Provides a significant boost, e.g., **+20% crop yield**. * **Duration:** The fertilizer's effect lasts for a single harvest. After the crop is harvested, the soil returns to its normal state, requiring re-fertilization for the next planting. --- ### **Why This Would Be a Great Mod** * **Creates a New Gameplay Loop:** It perfectly bridges the gap between animal husbandry and agriculture, making both systems more meaningful and interconnected. * **Adds Value to Animals:** Beyond food and resources, livestock become a vital, ongoing source of farm improvement. * **Promotes Immersion and Realism:** The mechanics are grounded in real-world processes, which fits the spirit of Vintage Story perfectly. * **Offers Natural Progression:** The two-tier composting system gives players something to work towards, rewarding technological advancement with greater efficiency. ### **A Note on Feasibility (My Humble Opinion)** Many of the core mechanics required for this mod already exist in the base game in some form (e.g., layered blocks like snow, barrel crafting, block texture changes over time), which hopefully would make implementation more straightforward for a skilled modder. ### **Possible Future Expansions** * **Different Manure Types:** Poultry could produce a different, more potent type of manure requiring different compost ratios. * **Soil Depletion:** As a balancing feature, farmland could slowly lose nutrients over multiple harvests, making fertilizer not just a "boost" but a long-term necessity. * **New Tools:** A wheelbarrow could be introduced to transport larger quantities of manure at once. Thank you for reading! I believe a system like this would be a fantastic addition to the game, and I would love to hear what the community and our talented modders think.
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