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qualicabyss

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. They stop stealing and give you ore after progressing the story a fair bit, but still very annoying.
  2. I think it would be a funny easter egg if occasionally you could find a copy of one of Ea-nasir's complaint letters along with several low quality copper nuggets as loot in ruins/cracked pots. https://upload.wikimedia.org/wikipedia/commons/thumb/a/a3/Complaint_tablet_to_Ea-Nasir_2023.JPG/250px-Complaint_tablet_to_Ea-Nasir_2023.JPG
  3. The thing is, thats already what players do. Pit traps are a common practice in part due to how bad ranged options are. Even a hunter with a recurve bow and steel arrows only does 7.8 damage per hit, which is pretty low, additionally ranged accuracy is pathetically low, and you lose the ability to hit something 5 blocks away if you're moving at all. The only reason I use a bow is because goats are idiots and run towards you after getting shot.
  4. I think they're suggesting something else (I had a similar idea). Currently helve hammer is just blooms, blister steel, and plates. They're suggesting you can pick a different recipe, like the arrowheads mentioned earlier, and put it under a forge hammer to gradually flatten the ingot, similar to using heavy hit but with the helve hammer.
  5. I kinda like rats just because of how funny they could be Build a steel door to keep the rats out of your food Catch rats in traps for rat meat build a rat pit and push drifters in so they get eaten alive by rats free cat and fox food give your friends the plague
  6. Giving randomized buffs to food just delays when you will end up stuck on a limited amount of meals, and makes it worse. Lets say you have 1 meat and 2 vegetable types, you can make 6 types of meat stew and far more vegetable stews, with randomized buffs sure you might try all of those out, but afterward you'll only be using a few of them. randomized buffs encourage variety via exploration at first then heavily punish it. Also Players eat a decent variety of foods as is. You have by default 5 because of bonus health from variety we already have. But thats only the start. You also have honey from bees, a second vegtable or grain for crop rotation, and maybe even eggs. You have 3 different types of cheese, fruit juice, fruit alcohol, mead, pickles, and cured meat. Then you have all the random meals you can make with this stuff, pies, stews, scrambled eggs, jams, and baked bread. All this is basically the minimum, as perhaps a player is growing more things just because. Players will naturally switch between foods as some get close to rotting, or run out, for the health bonus, for long journeys, or even just because. All randomized buffs will do is limit players to specific recipes with good buffs after trying out a bunch of them for awhile
  7. I massively agree, I had to install a mod for this. (https://mods.vintagestory.at/buzzwords) Also the sound of leaves can so easily be mistaken for bees.
  8. The water wheel is not a late game alternative to the windmill, its an easier to get upgrade to the windmill. At least for me 6 iron is much easier to get early on than 64 flax, more if you want it to be effective. On a more relevent note I think the main issue with the bronze age is the rarity of cassiterite. Cassiterite is so rare that you can't really stay in the bronze age with it, you have to use either bismuth bronze or black bronze. With bismuth bronze you have to use a prospecting pick to find both bismuth and zinc, at which point you might as well just get iron. Black bronze is the only real option, and you need to get one of the other bronze first to even get it. I've had 3 playthoughs of the game so far, the first 2 were short and I got to iron, and I didn't have much of a bronze age in either. In my current playthough I've just about gotten to steel and I actually had a bronze age because I realized how much easier black bronze is to get, something I doubt any new players will easily figure out. The bronze age just doesn't feel stable to be in and the jump to iron is so easy.
  9. tree seeds and fat are frankly too valuble. I think red meat would result in cannibalism being self sufficient...
  10. I don't think that's the best idea. It would just result in even dumber strategies like floating boxes, and if your house has windows you'd see that no one is surviving even a weak temporal storm early game by fighting.
  11. Definitely agree with some bee improvements, skeps kinda suck. While I play with a fair few mods theres one that I think needs added to base game the most: Cooler greens https://mods.vintagestory.at/coolergreens makes the grass not so incredibly yellow, things look so much better with it
  12. Currently you get 3 support beams per log, with a support beam having a volume of 1/16th of a log, resulting in more than 80% waste per log. This causes support beams to be pretty expensive for a primarily decorative block. The Image below shows a small 2 block tall window. Would you like to guess how many support beams it cost to create? 16, 8 beams per side. This is a total cost of 5 1/3 logs per window, more than some trees have in total. While I understand that the process of creating such a thing would cause waste (the wood is debarked first after all) the sheer amount of loss is a bit ridiculous. I think 8 per log would make them far less expensive to work with (and is also an even number) while still representing the loss in the process, as even with that price the aforementioned window would cost 2 logs.
  13. doesn't copper have leeching issues or something?
  14. I'm not saying its all unrealistic (though some of it is) I'm saying its unbalanced fruit tree temps are though -28c is the coldest any fruit tree can survive, or -18 f this is cold but not insanely so, and not enough to kill every fruit tree my location has reached that temp (very rarely) and is near the warmer side of the range for cherries which die at a warmer -20c
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