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TheRealMork

Vintarian
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  1. Hi, Currently, when selecting on the anvil what item we want to craft from our ingot or plaque, that choice is final. The "work item" it creates cannot be changed. If you made a mistake, you need to either: - Smelt the work item - Chisel the work item into bits. The problem is, neither of those methods will give you back the complete materials 100% of the time. If your "work item" is made of more than 1 ingot (like smithing from a plate), smelting it won't give you more than 1 ingot. Using a chisel is even worse as it give back just a fraction of an ingot (10 bits of metal if I recall correctly). The fact that a single click on a selection panel can ruin materials without hammering the item even once doesn't make a lot of sense and, let's be honest, can be quite frustrating when the metal is precious. I would suggest that the hammer have one more mode: a mode that would re-open the selection of what item we want to smith out of the targeted "work item". That way, we could correct wrong choices without loosing material. Even better, if we make an error while smithing, we would be able to change what object we'll do, "on the fly". Thank you.
  2. I fully agree! (And I'm glad to learn new things concerning the ins and outs of how it really works). When I heard there was crop rotation, I expected it to be more close to what I learnt in history classes (that's some far away memories XD) that was developed by successive generations of farmers: 3 or 4 fields, rotating cultures yearly, with one of them in fallow. But in the game, you can just swap between two different cultures, as many times a year as you manage to get a harvest. I'm all for deepening this game mechanism!
  3. TheRealMork

    Quiche

    Just chiming in to say that, yes, it would be cool. And if you are interested there's a mod for this, from Spoonail (who also made a mod for jam sandwiches, btw): https://mods.vintagestory.at/eggpiemod
  4. Just a thought: I think enemies should either get new "skills" or new behaviours as they grow stronger. The surface level ones not being scary for an experienced player seems perfectly normal to me. However, when you come to corrupted or nightmare, they should be a menace. Sure, giving them more hit points and more damages makes them more dangerous, but you can just scale this with better armours, weapons and healing items. A perfect example of a good way to scale up the danger and hence the scariness of enemy, imo, is the sawblade locust. The fact that it gains an attack that have a bit of range (and the sound design that goes with it) makes it way more frightening than if it was just a stronger locust. Some ideas for high level enemies skills/behaviours: - Shivers being able to climb on walls like locust do, or otherwise being to jump farther, making this a pounce attack. When in combat, they could regularly jump above you and land behind you (they do this occasionally when they are above you, and I find it super neat: let's make this a combat tactics for the corrupted ones!). - Drifters could tend to come in packs rather than one behind the other, and try to surround you to attack you from all sides (it would also lower the change of them hitting each other). - Having some (not too many) locusts that would just run to you and explode would be pretty scary, too, I think.
  5. Well, I've been educated and rid of what thought I known!
  6. If we're going realistic: - Picking a mushroom with bare hands is faster. - However, cutting the mushroom (rather than just removing it from the ground) ensures that mushrooms will regrow there. EDIT: Well, I stand corrected!
  7. Hi, Currently, all the slanted rooves have 2 variants: the bottom variant and the top variant, that you can both make by placing the slanted roof in your crafting grid. It would be visually satisfying to have those 2 variants for the corners, too (the inner and outer corners). Attached, a screen capture showing how roofing looks when you have to put a corner that, inevitably, won't have a matching look with the bottom rooves. Thank you!
  8. I'll reply to each point, for clarification. So, I was indeed mostly thinking mostly of berries, even if drying could be applied to apples and such, that can already be kept fresh for much longer in cellars. You are right about porridge and pies, but I like to be able to stock ingredients in order to prepare food depending on my needs. Juicing is not bad, but a bit too short on conservation, and the various wines/ciders give a very low amount of fruit nutrition, unless you're ready to drink multiple litters of it a day. Concerning jam, my suggestion was specifically for those unlucky games were you won't find a single beehive for a long time. In fact, I had the idea of this drying fruit mechanic in a game where, I admit, I put myself in such a position: I set up a world with mostly sea, and some islands, in order to have a fresh challenge, and I was able to develop up to steel without finding bees on any island. I think that even in less extreme cases, drying fruits could still be an interesting alternative. I thank you for your long and detailed response that have some very valid points.
  9. Well, if I may suggest: https://www.vintagestory.at/forums/topic/21664-mixing-iron-sources-in-bloomery/
  10. I was indeed just throwing ideas based on what already exist in the game. The dripping effect I described exist, but as far as I know it does not water the blocks beneath it. Your question about how it would work in a farm is not a bad one: I didn't really think this through, honestly.
  11. Hi, In real life, there's a lot of fruits that we can dry to preserve them longer. For instance, grapes can be dried into raisins and apples can be sliced and dried too. It would be useful too add a drying mechanism for fruits in the game, allowing a long term conservation of fruits when the player don't have access to honey (on some unlucky games it can take quite a while to find wild beehives). I think that, for balance purposes, this process should take away some nutrition value from the fresh fruit, but less than wine/cider, making it an interesting option for long term preservation but not over-powered (and not replacing the usefulness of jam). Thank you!
  12. Some ideas related to what you're asking for, that could use already in-game mechanics: - We have Archimedes screws, they should be able to move water, as in real life. (I think there's a mod for that, but I didn't try it) - When water circulate on top of a 1 block thick layer of rock or wood (as in a aqueduct, for instance) there is a visual effect making water dripping beneath those blocks. It should be able to water the tiles bellow and keep them at 100% humidity.
  13. I agree with you. While waiting for it to be implemented in the base-game, there's a mod called "Quench Salvage" that gets the job done. Hope that helps. https://mods.vintagestory.at/quenchsalvage
  14. As far as it makes sense on a purely logical perspective, gameplay-wise I don't think we should be able to get resources from bronze or corrupted locust, as they would be way too easy to farm.
  15. Sorry for the reactivation of that 1 year old suggestion, but I totally agree on this. Whatever the solution, disappearance or destructible: those locust corpses really need to be getting rid of. The other enemies can disappear completely by looting them, the locusts should have a way to be removed too. Currently, they really can get in the way of players and monsters alike.
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