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Everything posted by Cedric the Silent
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I recently have been giving Collapse Story mod a try and am liking the extra building challenge that it gives that tests ones architectural knowledge and I noticed it pairs well with the buildable archways from the Medieval Architecture mod which for example can be used as part of the pillars of my building's cellar that is both practical, realistic, and looks nice. I also use the Posts and Beams mod because it can be used for similar structural support when paired with Collapse Story if the building materials for the stone archways aren't readily available in the starting spawn area of your map. Footprints mod, Blood trail mod, Flee Exhaustion mod, and Butchery mod all go well together for a better hunting experience. Stone Railings mod, Sounds of Confessions mod, Stained Artifice mod, VS Roofing Mod, and Censership mod give you a lot of good pieces for building structures like churches or similar religious buildings. Real smoke is fun for me because it forced me to think more realistically about parts of my builds. Immersive rope crafting mod, Immersive Fibercraft, and Immersive Wood Working mod are a more engaging experience than default grid recipes and makes me wonder why they aren't base game features yet because they fit so well. VS Lumber mod and SaltyWater's Falling trees mod Lastly Farming Revamped mod plus Age of Flax forked mod for if your crazy person like me who for some reasons keep deciding to make the game harder for myself but I'm considering adding the Natural Fertilizer mod to my game to give me more realistic ways to produce fertilizers for my crops. Of course there is more I play with as I use a heavy mod list of over a hundred mods but I don't think I need to recommend all of them as some of them have already been listed by others and some are small things not worth mentioning because they are minor changes compared to what I posted above.
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I would like for the ability for clockmakers to construct three types of clocks due to their trait, first one being a pocket watch that can let the player tell time in the moment if they have the normal base game character inventory menu time telling disabled until they get said pocket watch and place it inside a special pocket under the clothing category in their character inventory menu section, the watch can only be crafted by clockmakers but other classes get a chance to find one in ruins or buy one from traders. Second clock I would like is a grandfather clock for my living space that I build or can again buy one or find an old aged one in ruins. Third clock would be more give us mechanical components that allow us to make a working clock tower in game. I know there is a mod called Decoclocks revival that has some aspects of this but I think it would fit well in base game. I'm all for giving options for replacing character inventory menu's omniscience with in game items instead but of course keep it as optional for the players who like things more casual, I recently tried no map runs using the frontier's map mod and I got to say I personal enjoyed it because it forced me to be more thoughtful of my surroundings and creating landmarks that are visible from a distance. It also helped that I'm using real smoke mod because I could see the smoke coming from my chimney from a distance if I left something cooking. Speaking of mods I recently saw one that lets you craft a little wall calendar and it seems you use chalk on it to mark the days.
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New Mount Idea: Mountain Rams/Sheep/Goats
Cedric the Silent replied to Ludrey's topic in Suggestions
Honestly call me boring but I just prefer horses which is why I always install mods that give me them, I do think it would be neat to have camels, oxen, mules, elephants and maybe ostriches if people want to pretend they are riding a chocobos from Final Fantasy series. But if we are going to only get a limited amount of choices to choose from I would go with the safe option of horse over something too exotic but that's just my personal preference personally. Camels and elephants would make settling in desserts and jungles more interesting. Also if they add mules or any type of pack animal I hope they would include it alongside some type of cart system where we similar to our sail boat but we build a cart that can carry crates, chest, vessels, and people. -
I was thinking about similar things in my latest playthrough with the hydrate or diedrate mod when I started wishing their was wells near their little shacks because people need water so where are they getting their water supply from? Do they rely only on water barrel rain gathering method to make it through because that seems too risky to leave one's survival all upon the weather.
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Lol just realized how silly it is to have the exclusive items for carpentry trait be metal fences, was just thinking what skill set a guy selling furniture make and carpentry was first thing that came to mind. With out thinking I then put metal fences down as the item recipe learnt because I noticed he sells those and I am tired on waiting for RNG for what day will he be selling me those fences when I need them for a build so they were on my mind at the time forgetting they aren't wood thus making no sense with the trait name. So either change my earlier suggested traits name or just include a bunch of wood based furniture item alongside the fences.
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Not sure if anyone has thrown this idea out there before but I think it would be neat to be able to unlock recipes for certain items from the traders after doing a quest. The idea I was thinking was you earn their trust and they reward you with knowledge that adds a new trait to your character sheet something like " Carpentry (Exclusive craftable iron fence segment and Iron fence top) as an example. Have the clothing trader giving recipes for clothes and artisan allow us to craft some fancy pots, planter, and vessels with the unique designs on them. It would also give more value to the traders as now they aren't just a source of things to buy but also a potential teacher that you have some relation with, if say in a roleplay multiplayer server someone killed a trader you have history with you can do a little roleplay of "you slew my teacher prepare for my wraith!" for the lols. We got a trait system for the different classes but I feel like the game developers can make more use of it by adding unique traits out side of character creation that could be learned by blueprints found in ruins, given by Tobias, or taught by traders and Nadiyan villagers.
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Make Aged Wooden Beds Connect Together
Cedric the Silent replied to Xanadu2003's topic in Suggestions
I wish they would add a fancy noble's double bed with a canopy to the base game both a aged version and allow us to build or buy a pristine version from furniture trader. -
I see here I thought I had just learn some new detail about the game I never heard about only to learn I just miss read a post, though can you blame me not to think that water droplets being able to be used in farming being something that would be believable in this game considering all the other little attention to details they added I could straight up believe they may add something like that in the future.
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Neat but how would that look in my farm builds? I mean building a complex one block shallow pool above my farm to slowly drip water upon my crops wouldn't look good to me, the water would also risk freezing come winter, the structure risk blocking the sun light from the crops, would need to make my green house even bigger to fit such a mess and it would look ugly to me. Instead I would just prefer to have a thin pipe system running through my greenhouse all the way to the inner roof that can sprinkle a spray of water down each time I turn the valve or lever handle and I can turn off when done watering. Maybe have a choice between connecting the system either to a large water tank, lake or pond. It would be logical, realistic, some mods already have assets for such system available for use only needing to asking permission to use, they themselves to could implement it if they want, or some one can maybe even use assets that are already in base game because I'm sure I've seen parts for ruin pipes and metal tanks in base game before. But it was a neat to learn about the water dripping effect you mention I never really paid enough attention to that detail or the one block thick layer of rock rule that causes it.
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Moles that threaten our crops would be a idea to consider and using traps like the reed trap to stop them or use a pet cat or dog to scare them off or hunt them.
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hmmm, I was recently experimenting with the pipes and pump system I just recently found out was in the hydrate or diedrate mod which I for some reason never noticed them being in that mod because I just kept digging old fashion wells or boiled my water instead, got to admit it would be interesting see someone make expanded content for that mod using those pipes and I would love something like a system to water my crops for me.
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Stop monsters mindlessly walking into doors
Cedric the Silent replied to direpenguin's topic in Suggestions
I remember the first time I experienced Dana's tweaks mod which one of the tweaks being Drifters can open doors, hard to forget discovering that little feature after getting stormed by a pack of them during one of the storms and I turn that feature off soon after and was disappointed in the way they causally just swing the door open with no fanfare. Later though as I was experimenting with pad locks, reinforcement, plumb and square I couldn't help but think "I wonder if they have more plans for those tools in the future", right now they have limited uses in single player games since no enemies destroy blocks making the plumb and square useless outside of making sail boats or reducing break chance of crude doors with it and pad locks and the whole reinforcement system have no uses outside of multiplayer servers and I think that can be changed in the future. -
Stop monsters mindlessly walking into doors
Cedric the Silent replied to direpenguin's topic in Suggestions
Would be good if they tired and fail to nock down the doors, imagine just how much more immersive it would be to not just have the drifter groaning sounds they normally make but also include banging on the door audio cue that gets louder and rougher with the more drifters at the door trying to break it down. I mean I want to feel like "will the door really be able to keep them out" type of feeling when I'm hearing them at my door, this game already does a great job at its immersive environmental sound design so adding something like that would fit. I can imagine new players who are use to the other block game playing this for the first time and wondering if their doors are going to be busted down like way the zombies in hard and hardcore survival mode of MC often do, the unknown factor hits differently than if they added the sounds now because I already played enough of vintage story to know they cant get through the door by themselves in base game without something like Dana tweaks mod which makes me think it might not be a bad idea to add a world setting that gives drifters the ability to break down certain doors that haven't been reinforced and locked for players that want more risk in their worlds. Would also be cool if they add more special lockable doors such as a vault door which I swear I remember seeing something like that in creative mode that cant be crafted normally, I would like to see something like a attachable drawbar, bar locks, latches, and fasteners for security both against drifters and fellow players. It would be kind of nice to have a little bell or door knocker to attach to doors for visitors to use and maybe for the home owner a peep-hole/squint/judas window/wicket(forgot the name for this hole and was surprised to look it up for this post and find out it had so many names.) -
Unmaintained mod version compatibility
Cedric the Silent replied to Gordon Wrigley's topic in Suggestions
Most of the time I just ignore mods that aren't update to the version of the game I'm running except for if said mod is listed as a dependency for a mod I know is up to date or if someone in the top comments said they tried it and it works or if it's a mod that is only one game version behind that I really can't go without then maybe I would bother to test to see if it works. Other than those scenarios I tend to just avoid the long hassle of testing older mods to see if they still work so it would be nice if there was some type of way for people other than the mod author to mark said mods as still working with current games despite not being labeled for current versions. -
Stop monsters mindlessly walking into doors
Cedric the Silent replied to direpenguin's topic in Suggestions
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Stop monsters mindlessly walking into doors
Cedric the Silent replied to direpenguin's topic in Suggestions
Sorry but we don't open the door to temporal door to door salesmen or missionaries of the great Thunderlord Dave in this house. -
I'm not sure about rust sea creatures but I'm not against some normal real-world sea creatures to be added to the game to make the oceans feel more alive. Would be cool to have dolphins, sharks, sea turtles, crabs, oysters, clams, scallops, mussels, jelly fish, seals, and whales in the base game without needing mods. Imagine hunting down a whale from one's sailboat risking death at sea to kill it to obtain a treasure trove of useful resources such as its blubber(fat), enough meat to feed an entire server of players throughout an entire winter, its bones, sperm oil or spermaceti as lubricant for mechanical stuff, and Ambergris which was the rare part used for perfume, if herbalism does get added make it were we can craft a perfume out of this that gives some type of status buff when used. Now the tradeoff for all this loot is making whales sort of like a raid boss level encounter when at sea and when killed their bodies just don't sink to the great depths. From a quick online search, it seems the dead whale's bodies could float for days to weeks all because of their blubber and gasses in their decaying bodies thus giving the hunters enough time to strip the dead whale's corpse of its bounty. I can imagine player built coastal civilizations in the north that make their living surviving the cold arctic northern sea fishing crabs, hunting seals, and risking life and death to take down whales to get them enough food to survive winter. While southern players having to risk shark attacks while they explore the southern seas hunting for all kinds of fish and shellfish that can only be found in warmer oceans. The one thing that I think would need to be addressed is the spawning rules because too many entities at once could bog the game down so maybe keep the spawn count a bit low in the ocean as a rule for things like sharks, whales, and dolphins at least.
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Had another random thought about the granary and think it would be a good idea that grains act like coal were you place them down they pile up into layers instead of small separate little piles, this would make it more realistic for the granary idea instead of placing vessels or crates inside the granary.
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I wonder if they’ll include features like that in the upcoming Herbalism update. I’d love to see more poisonous plants, such as poison berries or even poison ivy growing on side of trees or ruins that cause itchy status effects when touched. I can already imagine the hilarious ways to prank my friends, much like when some sneak death cap mushrooms into meals for the less attentive to accidentally eat it. It's been a source of plenty of laughs and frustrated sighs in my group so I’m definitely all for adding more features like that ideally through new forms and methods of poisoning each other. Can imagine poison berries would make some people second guess themselves when out foraging for food. The idea of making poison arrows would be neat if they could stun or slowly kill a prey so I wouldn't have to chase them across a great distance anymore would be a welcomed mechanic.
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Been thinking about the rat idea and a need for building granaries to protect from them, it would be nice if they had special rules similar to structures like the cellar and greenhouses. Its rules can be a wooden or brick structure built on post or staddle stones above ground with a door and roof, it would give complete protection of grain from rodents but would have lesser spoilage protection than a cellar. Historically grain and seeds were the main things stored there while all the root vegetables and other foodstuff would go into the cellar. Rodent infestations would give players new structures they must consider building for long term survival. It would also make players separate their grains from leafy and root vegetables which would make organizing a bit easier as one wouldn't ever mistake which vessel is the grain filled vessel or the non-grain filled ones when rooting around their cellars ever again as they would know where all their grain is located as it's in own special storage safe from rats.
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Of course, one thing I love about this game is how much control is given when setting up the world settings so of course if they ever add such things, it should be completely adjustable like other settings. Also, I hope if they ever add that herbalism system, I wonder what interesting way they may implement it. Personally, the one game I think back to when I think about videogame alchemy system that at least felt somewhat immersive to me was Kingdom Come: Deliverance. I hope whatever system they make will be on that level or better including all the tools and maybe some realistic recipes for medicines and poisons from real life. Also hope they expand the number of herbs, mushrooms, flowers and add spices.