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Cedric the Silent

Vintarian
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Everything posted by Cedric the Silent

  1. Imagine an entire server getting some type of black plague all because one player refused to clear his house of its rat infestation. It really makes me want a disease system just for the barber surgeon mask to finally have real use and the RP potential of playing as a traveling doctor in a multiplayer server.
  2. It still feels wrong that we can't just take sea water and make sea salt in base game yet, wish I wouldn't need to keep installing mods to do something so basic hopefully it will get added into base game in the future as well as more uses for said salt like for example I heard it can be used to treat bee stings, considering they hinted on adding status effects into the game as part of a new herbalism system I can bee's stings having a possible status effect added and maybe using salt as a way to remove it. Other uses I can think of that I heard about is weed killing or used as a safe repellent for gardens against certain pest such as snails or slugs. If they every add pets like dogs I heard bathing pets in a salt solution gets rid of flees. Another possible use that salt can have in relation of herbalism is as a treatment for poison ivy rashes if they ever choose to add that plant to the game. The last things I can think in my head of added uses of salt outside of cooking they can add would be as a way of removing things like snow or the fact lemon juice plus salt made into a paste can be used to remove rust of some metal.
  3. I can imagine multiplayer servers having players roleplay as professional medieval style rat catchers, maybe having modders developing advance rat catching traps, poisons, and smoking them out tools alongside using cats. If status effects get added to the game as hinted, then rats can also be a source of illness and diseases. Would also be interesting if players could build rat proof grain storages like the Roman horrea which was objectively better anti rat designed grain house than what most of Europe had in medieval period, I could see players trying out those designs and debating on which one works best in game.
  4. Interestlly rats can even chew through soft metals such as copper or lead as well, thankfully they struggle to get through harder metals such as iron or steal, I'm all for adding this pest to the game just for extra challenge though just gives me more excuse to redesign cellars of my builds and also more reasons to add pet cats to the game as another counter.
  5. Not sure if anyone has mentioned this idea yet but I think it would be interesting if wooden floors in ruins that had thoroughly aged to the point of being completely rotten throughout be not safe to walk on with the threat of falling apart under you similar to the cave in or soil instability systems. Would make ruin diving more interesting and make it more realistically show the fact that wood has been holding on for hundreds of years until a player arrived to give it it's final push towards complete collapse through a simple touch. It would also maybe be interesting to see how that would affect the ruins from mods like Better Ruins mod. The one problem I could see though would be how it would affect the Resonance Archives or other story areas that make use of such wood blocks but I'm sure it wouldn't take too much effort to make a counter to that either making it so this effect doesn't work in those areas, a similar lookalike wood that isn't effected, or just a quick redesign of the area to more stone or metal-based materials. Of course, also make this effect be adjustable in settings like the cave ins and soil instability settings. Not hundred percent sure how it would affect chiseled objects using this wood types though, think that would also need some considerations.
  6. Agreed, it gets tiring how I can remove most leaves of a tree before I luck into getting a seed for new trees if I'm lucky, I rather have way more than I ever know what to do with them and with several uses for them outside of planting new trees whether it be as food ingredient such as using acorns or walnuts as food sources or even just throwing any spares into compost pile. Also, I would love to see elements of mods like VS lumber, Immersive woodworking, and Salty's falling trees mods be implemented into base game someday.
  7. Nice idea, is there any specific styles of war paint or tattoo designs you would recommend to them? Maybe tattoos of things like the Blackguard tower symbol or a temporal gear.
  8. This makes me wonder if we will finally get a pet system of both cats and dogs similar to that pet mod, I just hope they also include practical uses for said pet such as dogs help you when hunting and maybe have cats protect your cellar from some new field mouse or rat invasion. I can see the idea of mice and rats being able to chew a hole through walls over time generating hidden mouse holes that act similar to locus spawners but for mice/rats when you're not paying attention. Have the player be able to get rid of the hole by breaking the block and placing it back down but the trick being you have to notice the hole first which the cat bringing you a dead mouse being a signal to you that one has spawn in your house.
  9. Noticed the willow tree at the end makes me feel closer to home and makes me wonder if in the future we will get more plants and animals for proper swamplands added into the world generation soon, hopefully sometime around the time we get proper rivers added.
  10. Would be interesting if you start controlled cultural fires purposely to make farming fields with a bonus effect to the soil from the burning of the plant material releasing nutrients into said soil.
  11. 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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