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Everything posted by Cedric the Silent
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Pretty sure there is a mod called Farming Revamped which has that feature to some degree. Certain crops in it get damaged and die if they get over or under watered and you can no longer safely certain plants directly near a water source block for most plants because the soil is counted as watered logged.
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Pretty sure I seen a mod that does that, of course I'm not disagreeing about making that a base game feature in the future.
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Like your ideas but if I may suggest under your cave dangers section consider adding hypothermia risk when in sections of caves with a sources of ground water as the moisture in the enclosed air leads to cold and damp environment, other risk being pockets of deadly gasses such as carbon dioxide, and being overexposed to diseased filled rats, bats and or risk fungal infections from inhaling fungus spores.
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Wasn't the commoner class counted as the laborer class? They were the describe as the ones that did a lot of mining and other random labor jobs others weren't willing to do. This just made me think about what if they added things like leeches that can be found down south in jungles and swamps that a doctor class can use for medical treatment, I feel like that would lead to some funny interactions in multiplayer servers with some players being grossed out by a bunch of leches stick to their player model as their resident doctor player reassure them its a perfectly natural medical treatment and that they are just being a baby about it. I would be all for introducing strange and questionable but technically somewhat realistically effect medical treatments be add to the game if they ever do add a doctor class because it would be fun and interesting.
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Occasional scary/terror inducing events suggestion
Cedric the Silent replied to WilliamClyde's topic in Suggestions
Just thought about it, the Seraphs(Player Characters) are also the thing of nightmares when you put more thought into it. An immortal former human that just keeps endlessly coming back after you kill them is scary from the perspective of their enemies but its also has horrible implications for the Seraphs because its debatable that the human mind could handle something like being immortal, imagine if we get NPC Seraphs with a advance A.I. thrown in to the world and we had to face such a tireless undying foe that is intelligent enough to plan against the player. Of course their would need to be lore reasons for why such a Seraph would be out against the players wanting their destruction or obstruction of them completing the main story of the game. Said A.I Seraph would also need their own iconic look to leave a big impact ideally something that would on sight sends the player panicking at a returning threat and be treated as a random raid boss that actively hunts the player before disappearing after succeeding in either slaying the player or they are killed by said player. -
Occasional scary/terror inducing events suggestion
Cedric the Silent replied to WilliamClyde's topic in Suggestions
To me the few horror elements of this game should remain in the form of the horror of society decaying and the sense helplessness that you get reading old notes about the Rot and what its victims went through. I've always prefer the horror that comes more from ideas than something like a jump scare or a sudden monster appearing but if I was going to add horror elements to this game outside of journal entries I guess it would be best implemented in later chapters of the game's story. Tobias did mention the Rot will return so we may see more things from that, I remember the lore entries of a people describing what the world was like in places overrun with the Rot and I remember getting a bit of dread running through me when I tried imaging myself in their place just imagine what a world corruption mechanic would look like for a player forced to see firsthand something they read about. Imagine after a few more years of developing this game they fill the game world with so much more life with birds flying about and other things that making the typical sounds of nature symbolizing all the life of the world only for at some point in the later story chapters the Rot returns and you witness it turn parts of your world into silent land of death, a land with no more sounds of life nor the typical greenery of nature just the endless silence of cold lifeless land... There is also the other interesting aspect of Vintage Story's lore leaning into Lovecraftian cosmic horror storytelling with the idea of man discovering otherworldly forces from beyond our plane of existence then foolishly thinking they could master and benefit from such things only to have their hubris punished in the worst way. The theory that Jonas may had cause the Rot with his meddling with such forces then faces his own personal hell of his own creation as he witnesses everything falling apart around him to me is a horror inducing thing to think about. So yeah I personally think the few horror elements in the base game is already pretty good its just hidden in lore books mostly and maybe some more can be done with that already establish content instead of shoehorning in other generic horror elements. of course some people wouldn't be for that spreading Rot world corruption idea but I would counter with first make it something you can config in settings on world creation and the idea of the story being you the player looking for a more permanent end to the Rot and maybe also a solution to the Devastation as well considering we still don't know the full long term threat that may have for the world, for now I'm just going to assume it will stay limited into around the tower but if it ever spreads like the Rot did then things can get bad. -
Just thought of another rare terrain feature to throw into the generation that being extremely rare water geysers that have a chance to form when magma block gets exposed to ground water while in some type of pressured ground fracture leading out to the surface. I would like to find my own version of the Old Faithful water geyser in my world.
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Randomly got this idea when I stumbled upon a Youtube video about strange fossils found in tar pits and it hit me that we got stuff like hot springs in VintageStory why not add more rare terrain features to the world such as tar pits and or quicksand. Uses and features for tar pit I can imagine could be Alternative source of fuel that burns longer than firewood but emits toxic gas. Can be used as sealing material for crocks. Adhesive for gluing back together things found in ruins just like the other glues. Chance to find fossils, bones, and other preserved relics. Hardens somewhat during cold temperatures making escaping easier if you fall into tar but gets more dangerous when temperature is hot making it easier to sink. Player sinks past the point their head is cover starts to suffocate. Visual cues to look out for would be some strangely dark bubbling spots when its hot enough to make the tar dangerous, small noticed about strange odor appears in chat log when player gets too close, animals noticeable avoid tar pit areas, and player can even throw sticks or other items to confirm they sink. Struggle mechanic where player spams certain key for a hope of maybe getting out before they sink and their hunger goes down quicker because of energy burnt struggling. Once player falls in they cant jump or run and get massive movement penalty while they slowly sink. Shallow pools easy to escape but deep ones could be deadly. Items that fall in can get encased in tar and need to be retrieved, once retrieved player needs to clean them using solvent made using plant based oils before they can be used again. Tar can be collected in buckets and barrels for use. Tar and Quicksand rescue idea and prevention: One player gets stuck then another player walks close enough to them to get prompt to pull other player out. Using rope to pull one's self or another player out maybe creating something like a anchor system. Placing ladders on edge if the player is close enough to grab it. Having some type of long pole or staff to use as a extraction tool. This one is more for quicksand but you should be able to place planks or wooden paths down onto the quicksand to safely walk over it as it distributes the weight of players walking over them across larger surface area atop of the quicksand preventing sinking. Other uses for Tar outside of scope of current base game mechanics: Certain medical uses such as lice and dandruff treatments or used for soaps, shampoos, and ointments that reduced itching skin. Was used in construction for pipe coatings to protect underground steel pipes, tar paper used on roofs to seal off water, foundation sealing to protect building from ground water, wood treatment, and road paving. Was used to waterproofing ships. Was used in leather treatment in Russia (though that was made from birch tree bark tar). Can directly be used as fuel in industrial boilers. Has been know to be used as a form of pest control by setting it up as a barrier around a crop field deterring all manner of pest be they ants, termites, or slugs. Lastly used in a lot of industrial chemical products.
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We also cant forget some of the implied lore of the Blackguards included crushing riots so even among his group conflict likely happen due to the desperation which may have hurt Jonas personally to give such order, imagine the type of guilt would a man like that who having all of humanity counting on his machine to fight the Rot which may or may not have came into existence because of his meddling in otherworldly technology, I can imagine him being pushed into hardening his heart to give orders to fight back against any rioters who threaten his Great Machine project and thus this would also cut down some of the number of mouths to feed after each failed uprisings or riots.
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Personally I like the exclusive recipes on multiplayer servers because it forces some form of cooperation and a sense of civilization building I feel Vintage Story does better at player made civilizations scenarios than it does its rival block games and I hope in the future the developers will add more game mechanics centered around this idea without us needing to heavily mod the game for such features. I would also like more new classes that would fill out more roles but of course said classes would have to also fit in the lore of what Jonas's underground society would have logically have.
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I hope in the future the developers will give even more context about the conditions of that underground society built around helping Jonas build his machine because I would like more story notes revealing the logistics of how they manage to maintain themselves long enough to succeed because that alone can be a compelling tale of tragedies, hardship and a good window into the human condition when forced in desperation on the smallest glimmer of hope of salvation. I always question if they had any type of plant like a type of moss or fungus that could be grown underground because it seems hard to imagine them totally surviving on what original supplies they brought in on their original exodus to the underground and how much food could their Hunters logically manage to bring back. It also doesn't help we don't got a good grasp on the exact number of mouths they had to feed in their population or how long did it took until Jonas's machine was complete, was it years or was it in decades? If any of that info was in the lore and I missed it please let me know.
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I would add different types of scraps that the Malefactor have the ability to turn into things like a scrap saw which would have terrible durability compared to all other metal tools like on the level of just a few uses before it breaks giving a bit of scraps back. This would be game changer because if you have good loot RNG from ruins early game and was playing Malefactor class or with no class specific recipes setting off this could give a player a chance to have a working saw before they smith their first metal tools which means if your luck is good you can have planks even earlier than normally. Now it may not be too hard to get metal in base game right now but it could still save one or two in game days if they get lucky with their ruin drop and if you playing with mods like IndustrialStory which makes smith metal more complex then this could be a life savoir and if they play with mods like CollapseStory mod like me then having early saw could be so useful even if said scrap saw only had enough durability for cutting about 6 logs that would be enough to make a difference for a quick gain of planks and and support beams.
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Bear Hide Armor repair with bones instead of bear hides
Cedric the Silent replied to DeanF's topic in Suggestions
Rather bones maybe use small pelts, logic they be used as patches sewn unto the bear hide armor. -
Personally when playing single player I typically just turn off class specific recipes but I still pick a class, I think I only picked commoner the first time I played the game most games I lean Blackguard as first pick, Hunter second favorite, third Malefactor, fourth Clock Maker, and I don't think I ever played Tailor class though.
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Now I would be interested in what dialogue Tobias would have for a player who chose that type of class when telling the player about their past. When its a Malefactor class player Tobias wasn't afraid to lay bare to the player that they were a condemned criminal whether they were rightfully convicted for a real crime or it was a mistake is left up in the air for player interpretation. Though I would wonder what his view on a shady merchant would be? Maybe see it as a unpleasant but necessary evil for society to keep functioning even during those dark times but even before the Rot merchants have always had a stigma to them by non merchants during medieval eras typically seeing little honor in people who primarily chased profit in all things but of course they all in the end still buy from them even if they have their noses turn up in disgust while doing said business with said merchant. Tobias seemed to be mostly practical type of guy I'm sure he would be less likely to not care for a such harsh view on someone useful as a merchant, after all Jonas's Great Machine project needs a lot of materials for its construction so he may praise anyone that could help with that.
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Hanseatic get mention more than once in the lore in game being around during the time of the Rot but then again you do raise a good point merchant class doesn't necessarily would refer to them over some underground society type of merchant but I do question giving the context of the environment of that place during those dark days just how much of a free market was allowed when rationing was most likely big and I always assumed by how desperate everything sounded in the bits of lore I always guessed they eventually gave Jonas arguably too much power over resources for his last ditched effort of salvation for humanity with his grand plan of building his machine to stop the Rot. I remember the lore describing a lot of the underground population working themselves to the bone and even offering their little limited supplies to Jonas as he had become somewhat of a symbol of their last hope for humanity. This would increase the likeliness of Jonas being forced into something like a unofficial dictator role in regards to needing to preserve as much supplies as possible in order to make the project succeed even go so far to have ruthless blackguards be willing to crush angry mobs if needed as it was implied in lore if I remember correctly. This makes me wonder just how likely for a merchant to succeed easily in such society but then again I guess I cant completely rule out Jonas having personal sanction merchant class who played ball with helping him keep the project going or some type of smuggler black market merchants in that underground society working against his interest. Also, I do wonder if the often sighted trader NPC's are possible descendants of the Hanseatic merchants who fled by ship who maybe found themselves thrown once again back on land after Jonas's Machine scrambled the world up, that would be a interesting theory.
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Considering how big the Rot is in game lore I'm surprised we don't already have a "Doctor" class representing the medical staff of the underground. Hopefully, the developers are considering this to be added with the rumored Herbalism system they hinted at. Realistically, doctors would be essential for checking returning Hunters and Malefactors before they re-enter the underground. It makes perfect sense that among the population near Jonas's Great Machine project would include a few medical staff to treat injuries from people working on the machine and or possible signs of Rot infection that would need to be quarantine from the rest of the population to protect the project. If the classes are based off of people's roles in this underground society then it makes more sense for a society that is heavily fearful of rot infection to have healers over the other class ideas I've seen thrown around. I know ideas like the Forlorn Hope Knight, Noble, or Hanseatic Merchant as classes have been big suggestions for next class, but I feel those options have big holes in their logic. Forlorn Hope Knights got wiped out on the surface fighting besiegers long before Jonas completed his machine, sure we cant rule out completely the idea of one knight either refusing to fight to the death alongside his brothers in arms or did but was the only survivor to make it back. Hanseatic Merchants all reported to fled by sea on ships to avoid the rot but again we cant rule out the small possibility of a single outlier merchant among them that refused to flee and decided to place his bets on Jonas's idea and maybe becoming a key part of his logistical network to manage supplies for the project. Nobles they mostly kept to themselves in seclusion, fearing the spreading Rot and the common population of the underground who were more likely just as much of a threat outside of Rot spread risk as many would maybe consider acting out past resentments on said noble classes now that the world was ending. But of course we cant rule out completely the small chance of a rare noble living up to the principle of Noblesse Oblige and choosing to suffer alongside the commoners in toiling away in helping to build The Great Machine. While outliers among those classes does leave a tiny bit of wiggle room for those classes to exist I still think logically the doctor class makes hundred percent more sense in lore for existing without having to force confabulated reasoning for said class existing compared to the other three mention. Does anyone have a different take on this topic? Or do you see any holes in my logic regarding the timeline or the underground society? Personally I feel logically Seraph were all people among the population living close enough to Jonas's Great Machine when it was activated and the other three class ideas just feel like a stretch in the logic of any of them being there at that time but if I'm wrong please inform me of anything I may have missed.
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I play with a large mod list which includes mods such as Butchery mod, Alchemy mod, and A Culinary Artillery mod, I use to also use Primitive Survival mod and also noticed there is a mod called Grappling hooks, what do they all have in common you might ask? Well its obviously that each of those mods have you crafting some form of clay mold to make some form of metal hook or directly smiting one on a anvil or for a few gives the option to make hooks out of flint for early game. Now on a lightly modded game this is all find and dandy but if you like me and have a large mod list with at least two or three of those mods installed you run into the issues of too many different types of hooks and their molds taking up space bloating everything up and getting confusing remembering which hook goes to what recipe at first glance, this makes me wish for a single base game hook to be added just so mod authors would no longer have to keep making their own version every time because if base game had its version then it could be treated the same way metal nails in the game is treated, as a single item that is used in many types of recipes making it somewhat valuable just through versatility of uses meaning always needing to make more of them. Now I was among the people a bit surprised hooks weren't added in the recent fishing mechanics recently added but I'll hold out hope that its a planned feature in the future maybe for when they work on fleshing out more of the fishing mechanic's features or maybe they will add them into the game alongside the talked about herbalism/ brewing mechanics that have been hinted at, the Alchemy mod has shown that hooks are useful there for herb racks hanging herbs so I'm keeping my fingers crossed for such a thing also being true for the new herbalism system. If they do add base game hooks I hope the mod authors of the mods I listed before consider maybe replacing their hooks with any new base game metal hooks just to avoid needless item bloat and recipe confusion. Anyway, Does anyone have any thoughts on this topic and if anyone agrees that they should add them to base game and what are some of the uses and recipes you guys would like to see added for them?
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I have seen it, looking forward to it since it means I'll have one more mod on my mod list no longer needed just to have something basic like horses. Also I like that it looks like we may be getting camels as well, that may make making Arabian oasis cities builds in desserts more complete just need to include some nice dessert outfits into the base game to go along with it. Remembering that the lore has it were the world got scrambled up after Jonas activated his machine to stop the rot makes me want to see more clothes and items from foreign lands randomly showing up. It contributes a lot to large multiplayer servers because it allows them to more clearly make distinct styles for different factions to separate from other player factions on the map.
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If steppe culture stuff get added might as well also add some new steppe cultural outfits along with it, but first we need horse mounts added into the base game first.
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It would be cool to have a vintage story player version of the Battle of Hastings in a multiplayer server with a lot of mounted combat sort of like a mount & blade campaign. Army of players suited up on mounts using spears as lances all charging into each other would be interesting to watch.
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Pretty sure I saw the Equus: Medieval Horses mod have horse armor in it. https://moddbcdn.vintagestory.at/2026-07-02_21-09-39_28b925ebd3df0f6850a1ca5f70bbfb53.png