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River Oak

Vintarian
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Everything posted by River Oak

  1. I've found limiting the fps to 60 can help smooth out everything, giving a better playing experience even if there's technically less total frames. Same in other games too.
  2. If you don't have glass, you can use wattle fences as windows. They don't count towards enclosing the room though so you should still try get glass.
  3. I'm pretty sure you don't even need troughs, you can just throw the food on the ground and they'll eat it and get preggers.
  4. Historical bows accurate up-to and exceeding a hundred metres? Not a chance. Going off of the veritable ARROWS vs ARMOUR 3 video, Vintage Story is quite accurate.
  5. In Mahjong Blonksy's interview with Tyron and Saraty, Saraty mentioned wanting to add a complex/in-deapth weaving mechanic to the game, tying cloth dying and weaving into how clothing and carpets are made. Very exciting stuff. Personally, I'd like to see flax processing expanded on, as well as wool, cotton and silk added to the game.
  6. Thought about clay a bit more and realised the clay storage vessel is pretty much an amphora/pithos already, it just can't store liquid, and that made me think, "Why can't it store liquid?" and then, "Why can't the barrel store dry goods?". There'd have to be some system stop you mixing dry and wet goods, maybe similar to the residue covered pots but not permanent. Sure, letting barrels store dry goods wouldn't change much mechanically, but it would be nice to have more variety in how we decorate our homes and workshops, and considering the 119 different species of butterfly and huge variety of decorative plants, Vintage Story clearly isn't afraid of having useless things just for variety and looking nice.
  7. River Oak

    Bears.

    Going outside of leash range is really annoying when you're actually trying to fight a mob and accidentally go to far from the encounter location while dodging and kiting.
  8. Pithoi and amphorae would be nice to have, but if they were, I wonder how you'd encourage players to upgrade from them to wooden barrels
  9. Coopering is a highly skilled profession that doesn't get as much acknowledgement as it deserves these days, despite being critical for society until the 20th century. I hadn't thought about it until now, but you're right, coopering is a great candidate for being removed from the crafting grid, which Tyron has said he wants to do as much as possible. Let them whinge, lmao. With how much I see people complain about changes that make the game harder, it makes me think they'd complain about current game mechanics if they were new ideas instead of established gameplay.
  10. Field peas would be the perfect legume for colder climes. Broad beans would be good as well for small gardens.
  11. River Oak

    Animals

    I'd like to see someone try to halter and lead a wild animal
  12. Anyway, would be a good way to make hot climates more dangerous so they're not just the easy mode locations
  13. Randomly thought about the dangerous animals in the game. Some players struggle with bears and wolves, and they can be scary at times, but imagine how much worse it could be if things like big cats, elephants, hippos and crocodiles were in the game. Things could be so much scarier (and so much more fun).
  14. For anyone still following this thread; someone released a mod that does a lot of what I want (but not all!), it's called "Immersive Fibrecraft" - https://mods.vintagestory.at/show/mod/34327 And here's a video from the maker going over the mod -
  15. The cenotes of the Yucatan are another example. Basically lots of holes in the ground that lead to aquifers. https://en.wikipedia.org/wiki/Cenote
  16. I've an all AMD system and the only stuttering I've noticed are big lag spikes when temporal storms start or if I walk into a rift.
  17. Might have to make a support ticket and get help from the devs. Being on steamdeck certainly isn't the problem, it's likely just some funky shenanigans happening with your account or something.
  18. If paint ever gets added to VS, having it interact with plaster would be cool. Plaster as it is now though is a bit weird; excluding stucco, "blocks" of plaster aren't really a thing irl, it'd make a lot more sense to me if plaster was an item like daub that you can apply to earthen and stone blocks. And once an earth/stone block has been plastered or white washed, then you could paint over it. Wood and daub should be able to be painted without being plasterd. Speaking of wood and walnut oil, being able to oil woods to change their colour could be interesting too, but maybe that would add too many blocks, and there's already a lot choice in wood colours. Also there's no practical point to it since wood doesn't rot.
  19. There's a job add for someone to rebuild the websites, it'd be nice if this is something that gets touched up when the new hire gets to work.
  20. That'd be a nice way to make panning more engaging, and it's grounded in reality.
  21. At the moment, processing flax into linen is very simple, all you need to do is: Plant seeds and wait for them to grow. Harvest the flax plants, giving the player seeds and flax fibres. Combine four flax fibres in your crafting grid to create a flax twine. Combine four flax twines in your crafting grid to create one square metre of linen cloth. To me, the above is too simple, out of place with the rest of the game, and doesn't respect the real life work. In real life, the process is far more complicated, looking something like this: Plant seeds and wait for them to grow. Harvest the flax plants. Remove the berries with a heckle (comb) or flail. i. Crush the berries to release the seeds. ii. Separate the seeds from the husks via winnowing. You now have usable seeds. Rhett the flax stalks in a body of water for a little over a week. This makes it possible to separate the skin and inner fibres. Dry out the rhetted flax. Separate the skin from the fibres via beating or crimping. Remove course fibres via combing with progressively finer combs. You now have flax fibres. Spin the fibres using a distaff and spindle or spinning wheel. You now have flax twine/string/thread. Use a loom to weave the thread into cloth. You now have linen fabric. That's a long and complicated process, it makes you wonder how early humans ever figured it out! So-much-so that it'd be annoying and un-fun in game, but I believe a happy middle ground can be found to expand on the current in game process making it more realistic, giving it a similar level of complexity as other game mechanics, and be enjoyable for the player to engage with. I imagine something like the following would work: Plant seeds and wait for them to grow. Harvest the flax plants, giving the player stalks and seeds. (skipping the threshing process, like other crops) Seal the flax in a barrel of water to rhett for a of couple days. (similar to processing leather in game) Beat or crimp the flax to release the fibres. (either with a crimper or using a club and fibres in your crafting grid) Alternatively, just comb the rhetted flax to get the fibres. Spin the fibres with a distaff and spindle or wheel. Turn the twine into linen cloth with a loom. The loom and spinning equipment could also be used for processing wool. Wool production should also be added at some point, given it's incredible importance throughout human history for it's usefulness in creating garments and bedding. I haven't looked into wool production much, but I imagine in game it could look something like: Domesticate a wool bearing animal. (irl sheep, goats, rabbits, alpacas and dogs have all been raised for wool) Shear the animal when the wool is grown. Wash the wool. Spin the wool. Weave the wool. Turn the wool into felt as a possible extra step. The world has forgotten how much effort really goes into making fabric thanks to fast fashion, polyester and heavy machinery. It'd be nice to see cloth production respected in game. Heck, maybe even silk worms could be added one day, that'd be fun and a little bit gruesome.
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