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Demoncyborg

Vintarian
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Everything posted by Demoncyborg

  1. it's pretty easy to settle in an area with a very slight negative or neutral without realizing, because any time you venture out you tend to recharge it before anything bad happens from sticking around. so, when you're drained after a storm or mining trip, you might notice it a lot more than before.
  2. its probably not that unpopular, but eggs should take longer to spoil. farm fresh eggs can survive longer than two weeks on the countertop, and months in cooler storage.
  3. food also doesn't spoil when everyone logs off of a server (provided it doesn't have that one setting turned on.) you're asking for a resource as valuable as food to last forever as long as you personally don't log on, when a season or years could advance in game from someone playing. to me, that's a pretty obvious break in the balancing of food spoilage in general. I think it's just too easy to abuse to be a balanced vanilla mechanic. what's the point of preserving your food anymore if you don't log on for long periods of time? why not just log off right after a harvest so you can peddle some stupidly fresh fruit and veg during winter? and obviously, not every player is gonna feel like this, but I personally would feel like a ticking clock is going the whole time i'm logged in, rather than being content knowing that my food is spoiling at the same rates no matter how long I decide to play for.
  4. no prob! and like i said you can switch the grinder to the front- it also transfers power just like a toggle, so you woudn't have to hear the hammer hehe.
  5. OOH i think I've got a much more simple solution for you if your system can handle it. If you line your tools up on the side like this, a toggle still transfers power. maybe switch the two around rather than the helve in front for this one, but you get the idea. but understandable if you don't like it- here's the suggestions forum. I think a few people have made requests for more mechanical power blocks, but I think most people tend to split their systems in the first place from their large gears to get more power, so I can see why it hasn't been suggested.
  6. hmmmm yeah, you're not wrong. If you really don't need to gear up or down at all, and you only need two outputs, this is a somewhat smaller profile. if you can afford to change a little more of your setup, something like this would work too the requirement for an axle to connect is really the limiting factor with the size of these things huh. it is good to know that you can split power like this without the drain on the system that a large gear has though. I was hoping that you'd be able to attach an angled gear right to these suckers but I can understand why not
  7. are you in the latest version? I haven't had a chance to play with them yet but I think the new spur gears should work for what you want?
  8. If they add one type of gall, ANY type of gall, im gonna be the annoying guy who starts asking for all of them. Like what kind of gall is this? is it oak apple, pineapple, ramshead, marble.. are they going to be seasonal? Will they add the various wasps and gnats and aphids needed to make them?? big doubt but it'd make a freak like me happy for sure LOL
  9. it has to be a fully-solid block, like cobblestone or dirt, with no chiseling. If it's waterlogged a chiseled block, you'll need to break it, put a solid block in, and then replace it when the water's gone.
  10. a bowl can have 4 pieces of steak in one serving, so i think the steaks in VS are just a bit smaller than your regular massive brisket or ribeye.
  11. as someone who has used this specific feature a few times now, it's fucking hilarious and a wonderful part of the game you used to be able to completely hide the mushroom name from the tooltip (but not the -HP) with a clever arrangement of ingredients.
  12. I think that's just a normal part of the physical aspects of the game though, you need your knife out to scrape hides, fuel types for your ovens kilns bloomeries and more, clay to form, wax for the crocks, a hoe to till, shears to trim. You can't possibly have them all on your hotbar at all times, you're gonna have to rummage around that inventory, and use your tool racks in the meantime. A mod for a torch hotkey sounds great I won't lie, but your problem sounds solved a little more by personal inventory management to me. I like the extra hotbar suggestion with a toolbelt. there's a mod out there with tons of belts and pockets that let you add things like a knife, your sling, your ammo, ect, all to a hotkey press. But, all the hotkey press does is open another inventory for you to grab that item with (and if your hotbar is full, I think you toss the held item on the ground, in favor of the one you just grabbed.) I think it's Quivers and Sheaths. Something like that could help with your hotbar and tool management if you're okay with it just opening another inventory, really. Is the firestarter not a good solution that fits within your hotbar problems? You'd just be trading off an always-instant light for a firestarter that works practically anywhere no matter what.
  13. my personal solution during play is to have a torch holder by my firepit for my fire-lighter. Grab, Light, replace, easy.
  14. the main solution in a totally vanilla server is using salt to make a supply of foods that can last for years at a time, like cheese and cured meat. a nice cold cellar and your clay storage vessels offer the best reduction in spoilage time you can get right now the solution i'd suggest here for you, and your friends playstyles, is finding a mod or playing with the server config for spoilage times. a few cool mods that i can think of are things like GlooMeClasses, which have a chef class that can make a powerful sealing item on special crocks that can make food last for years, or similarly, a canned goods mod that lets you use traditional canning techniques to preserve foods! the big popular cooking mod offers a lot of extra ways to preserve food specifically as well. ladyWYT suggested some great spoil time mods just now also, if all you'd like is for it to stay fresh while you're gone. i feel like your suggestion would still have to require some kind of upkeep to be balanced within the main play of the game. what's the point of making a cellar if you can just log off and none of the meat in your personal storage vessel will rot? you don't get a whole lot for free in this game without working for it, so perhaps a late-game device powered by rare or hard to get items might be more balanced.
  15. I think the only reason I'm against sticks specifically for fire is because there's no vanilla crafting for them. They aren't finite but they're much, much better spent on tools and recipes rather than fuel at any point. its not a huge reasoning but teaching the player at the start to use sticks might make a waste of sticks. Peat/charcoal to start your pit sounds great
  16. I did not, and it doesn't change any of my points. Like I said, dirt would be a good counterpoint, but it's not vital to learning basic gameplay like making your first tool is. The entire game is based around this kind of progression, forcing the player to learn how to knap to keep warm and use light is practically a tutorial mechanic. Just because some new players coming from minecraft fumble doesn't mean the game needs to change for them. They just need to learn how to play! You get a player-glow upon respawning to help you, so it's not that hard to find flint to make a knife and torch after you die, you'll probably wanna get some more to make a spear anyways. If you're in the middle of nowhere without a light source and your knife just broke? Welcome to the uncompromising survival of Vintage Story. You could just as easily spawn into a multiplayer server at night, in the middle of winter, during a temporal storm. You could break your cellar without realizing and make all your food rot before winter. Poor planning on a players part doesn't mean the game mechanics need to change, just go find some flint. Having to make a tool to do anything is a core mechanic of the game, making grass collectible with fists is simply a confusing thing to add when that's already established. Yes, it'd be convenient to have, yes it'd make the game a touch easier in some departments, but none of your points are a solid, nor compelling reason to add it to the game.
  17. I kinda have always shared a similar sentiment about firepits. it's always felt like it should be drygrass + other stackable fuel. trying to set up a quick crucible and ugh, gotta get firewood just to take it back out again so I can put charcoal in. but dry grass with fists? Dry grass is like a ton of other items in the game gathered with a tool, it's used for an insane amount of recipes vanilla or modded, so you need to collect a lot of it. There's scythes to make this easier, but a knife starts you off. without the knife or scythe being needed, you'd be pretty tempted to just forgo making any of those wasteful tools with things like durability and instead, take ages ripping out grass with your hands. I think it fosters better gameplay to just not let you do that, lol. You could make the argument that dirt already does this, but I don't think that's really relevant considering it's not as valuable of a crafting component at all.
  18. i've played on 24/7 servers like this and it's an absolute blast if you have a lot of free time. Most servers mess with the timescale somewhat, so i've always run longer months. what ends up happening is you get an uncanny timing for how in game time passes IRL. it'd be around ~20 days every time I went to bed IRL, perfect time for a goat to gestate and give birth right around the week i log back in on. Having a good cellar and cooking and preserving routine became completely necessary to keep things going smoothly. it's a skill you learn as you go, for sure. the amount of nights i stayed up extra late just because the trees were ripening in a few in game days and i didn't wanna miss it.. you can miss out on a lot of things, and log in with your food all rotted yeah. But it's multiplayer, so someone else you play with has been actively farming, or keeping food stores going, ect. or like me, take on that excitingly stressful job. you really will learn more quirks of the game like that- like how mature crops can stay there for a long, looong time if you're not ready to preserve or store them yet.
  19. I feel like since it's the same circumference as the large gear , it'd have 4 outputs and one input, and do them at a drastically faster pace. That would need some serious power to run though, I like it!! i'm not sure how to make it more efficient than just running more querns and chutes, querns already have some of the biggest power draw on a system, a huge one would be a BEAST on those poor rotors.
  20. i like it! it incorporates all the features of the old, with new stuff we're like to see, like the temporal gears, cavey bits and mushrooms. i think it'd make a really nice consistent logo art style, especially if it includes a little bit of color redesign to match things like the IG menu and whatnot <: edit: i understand peoples concerns, but the original logo still has all those 'too small too busy cant scale down' problems too, haha. edited into the main menu of the game just makes it look like the UI colors need a bit of brightening to match. it's a coat of fresh paint i'm looking forwards to
  21. i usually play on a server with a friend who likes making legendary amounts of plaster for very big builds, so lots of quicklime is always needed. for cooking, seldom in vanilla, yeah, but cooking mods usually require a lot of ingredient processing through the firepit.
  22. I agree with the pot resetting and the shift-click problem when trying to get items out 100%, i don't see those messing with functionality that most people are used to. for fuel though? i've totally shift-clicked stacks of fuel into my firepits, i think it's pretty common when doing any large scale quicklime, for example.
  23. the intended mechanic is for you to use crocks to store food long term, not bowls. Bowls are open air, and spoil fast, crocks can hold 4 servings and be sealed with fat or wax. Filled crocks, even with the exact same meal, won't stack on each other, and neither will empty ones. Liquids already work in bowls like you want, but yes, not with meals. the only way to be rid of it, is to eat it, or toss it in the water and waste it. Bowls are the end of your cooking prep, the final state- a tool for eating! You can transfer many meals between crocks and cooking pots intuitively before then. I won't lie that it's a good suggestion to be able to empty the bowls back into the crock or cooking pot, but I personally see why it hasn't been added so far, since it's just the tool for eating the food, not storing or making it like crocks and cookpots are. i'd really recommend checking the handbook before doing big crafts or pushes that feel intuitive and getting frustrated when you waste the materials or time, it should illuminate the intended mechanics currently in place for most things in the game.
  24. i'm not sure where you're getting the 50L of water part. try just putting 64 rot in with NO liquid, it should work! for the leather, i'm not sure, have you done every step of the process? the amount of liquid shouldn't matter for each step, as long as it's the correct one. (barrel of lime/borax, scrape, barrel of weak tannin, barrel of strong tannin.)
  25. i absolutely need a chicken of the woods planter!!! it could be as simple as adding a little stick or branch to the pot model for those mushies to cling to
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