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Cedric the Silent

Vintarian
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Everything posted by Cedric the Silent

  1. Hello first time I have posted anything on this forum. While I do like and use most of the mods talked about in this discussion and will try avoiding mentioning ones like Butchering or Better Ruins as they already been talked about enough or repeating the same reasons, they should or shouldn't be implemented into base game, instead I talk about ones that I haven't seen mention yet such as Wolf Taming: Because it's only right to have a trusted companion in the lonely world of vintage story and man's best friend has been by mankind's side for most of human history. Debark: It's a simple mod and I support any mod that gets us away from needing to use the crafting grid Immersive Wood Sawing: Again, the less need for using the crafting grid the better in my book. VS Lumber mod, Chop mod and Salty´s Falling Trees mod: Make cutting trees more realistic Eco Machina mod and Deciduous Trees mod: Both of those improve the atmosphere of forest and makes the world feel real. Hydrate or Diedrate: It always thrown me off that thirst isn't base game yet in any form, civilizations rise and fall depending on how easy it is for them to attain readily available drinking water. Tankards, Goblets and More! mod and Vint's Bottles 'n Cups mod: I like using Hydrate or Diedrate so having things other than bowls and buckets to drink out of and to use as kitchen decorations when not being used. Post and Beams: As some who likes playing with cave ins on this is a needed feature as it's better than the default support beams and it looks better and is easier to set up, also makes my mining shafts look more professional only missing a minecart and rails to complete it. More Waypoint Icons: Makes organizing my map easier and pairs well with the auto map markers mod Substrate: Having a proper way to farm mushrooms other than relying on Vintage Story's world generation RNG, being able to pick my favorite ones and grow them back at my base would be nice if it was in base game. Eternal Stew: I'm always for more cooking options be added to this game and I like the idea of in a multiplayer server setting up a in game inn with one large pot of eternal stew feeding an entire settlement of players just using any raw ingredients local farmers and hunters bring to use for the stew. Spyglass mod and Glassmaking mod: Gives more uses to quartz other than windows and greenhouses, with how common the stuff is we really need more uses and expanding the glass making process to include less use of the grid and to be more interesting process in producing glass wares in a more hands on way. Seeds from Grains: Just makes sense realistically speaking and I would say a lot of way farming work may need to be updated in the future. Sammiches mod, Scoop of Jam mod, and Art of cooking mod: Honestly more uses for bread is needed in the base game and art of cooking's added feature of treating using bread dough similar to clay with its own form of the clay modeling system but with dough is neat and would fit well in base game. Simple pottery wheel: having a mid to late game pottery wheel to make it easier to speed up the process of clay forming stuff. Immersive Fibercraft: Again, the less uses of the grid and the more realistic the process is what I tend to gravitate towards and hope this gets put in the base game. Crossbows: would like to have this in the base game as an easier to use alternative than using the bow so my blackguard character may sometimes consider maybe using something other than melee to fight, the idea being it takes more personal skill to use a bow so make the crossbow have less sway but the draw back being materials to make it and time to reload. Bugs as bait mod and fat candles mod: to mods that should be put in base game hopefully in the future. Pipeleaf and any coffee and tea mods which there is a lot of them: Gives us more things to grow, would work well if paired with a good statues effect system if they add one and they are good for roleplaying on multiplayer servers. Purposeful storage mod and Food Shelfs mod: Be nice if even a fraction of some of those things made it in the base game because it makes in-game homes look nice and better organized and it gets tiring to chisel everything to have nice looking home. VS Roofing Mod: Not much to say that isn't obvious, great mod that makes building roofs for my builds better and more interactive. Hazmat Suit: This one is more for the cool factor and the sake of the annoyance of finding ruined ones in game but unlike the broken blackguard and forlorn hope sets it couldn't be rebuilt in base game which I always felt was a waste. Sensible Bag Tweaks mod, Sensible Lumber Slings mod, Immersive Backpack Overhaul mod, and Quivers and Sheaths mod: The immersive Backpacks because it doesn't make sense to have four slots all for backpacks just make it one but increase the size of space of each bag, make the other slots fit a sword sheath or quiver for arrows or belt pouch for specialized items of small size, also include the features of carry on mod to pick stuff up but leave out the putting stuff you can pick up from being put on ones back because it doesn't make sense to be able to attach vessels and chest to your back without a rope tied to it or some other type of sling for it to attach to and maybe make baskets no longer go into backpack slots but instead be an early game storage container that you can carry around in your off hand but remove the hunger penalty of your second hand because that feature isn't good. I always rush to make hunter backpacks, so I don't use baskets for long, and they have barely have any use later in game but being able to carry them in your other hand everywhere you go and place them down when you need to free up your hand would give more reason to keep them around. Dryfuels: Again, just makes sense and gives more reason to collect large batches of fuel sources and have a reason to build a dedicated building to store them to keep dry. Immersive Rope Crafting mod, Animal Hitch and Elk Hitch mods: Again, I prefer less grid uses and I think the crafting method in that mod is the best way to make ropes and the hitch mods don't need explanations for why they are needed in base game. Dairy Plus: Because it feels like a miss to not have a way of making butter in base game, butter being one of the most used cooking ingredients for cooking in history and great source of fat, nutrient-dense, and a source of calcium. Vintage Canvas mod or the PaintedCanvas mod: It's just nice to have more personal touch on creating one's own wall decorations for one's home. Primitive Survival: This one I've been using to for a long time and have been considering whether to keep it in my mod list considering fishing is now base game, but I wish the pit fall, furrowed land, smokers, worms and snakes being a surprise from picking up stones were base game mechanics and are reasons enough for me to keep using the mod. Real Grapes: Europe was obsessed about wine making in the past using grapes, so it doesn't make sense to not be able to make grape wine in base game yet. I could go on maybe, but this list is already too long because I play with a lot of mods just note the base game doesn't need to implement any of this stuff hundred percent for me to be happy just some of the ideas from those mods in some form I think would fit well in base game overall.
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