Krakuntun
Vintarian-
Posts
12 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Krakuntun
-
Perhaps hearding animals should only be unlocked after a certain generation of domestication or as LadyWYT said by buying young livestock from a trader. That way existing mechanics would find use within this new framework. Even if you wouldn't choose a nomadic lifestyle, grazing animals outside of pens was and is done with sheeps and goats. Therefore i'd welcome such an this mechanic in the game. A shepherd dog would be nice as well
-
I like this idea. Hammocks in general should be a thing, as they would add a lot of flavour to the tropics. I think some kind of "ceiling storage" should be introduced where stuff is hung from the ceiling. Maybe this could be added together with the herbs update, as you'd irl let them dry by hanging them somewhere. I'm not agreeing with all the points tho. "Abseiling" seems like a complex mechanic, for example, and should remain difficult in my opinion.
-
If there is no water or other obstacle in it's way and no rain hailing from above it should theoretically spread indefinetly (probably within the bounds of chunk loading). Gaps in the burnable foilage however, stop the fire from spreading. I have a house in a big plains with and started a pit kiln... The fire spread to the horizon which was pretty epic at night and day... Some buildings of mine were endangerd by the fires, so I destroyed the grass two-block wide around dangerous avenues stopping it from spreading. A on-block gap might also work, tho i didn't wanna risk it. The fire somehow felt really real
-
Love the idea of poisonous berries. Some could have other uses like dying and such. Some non-edible, not in anyway usable berries and mushrooms would be nice too. In real life many plants don't serve any major purposes and are just part of the environment. Representing this in-game (to a lesser degree) would make the world feel less like it merely caters the player's needs (+ more decorating options).
-
Well, carrying in your offhand greatly enhances the utility of the items, it is not so much about the inventory space. Holding a torch in the one hand and a spear in the other for example greatly enhances your night-fighting prowess, compared to holding only either a torch (light but no way to defend yourself) or a spear (no light... at dark...). Therefeore the hunger penalty absolutely makes sense from a game balancing perspective as utility is enhanced.
-
The feature of poisoinous mushrooms is also great for distribitung "gifted meals" to friends. Haven't done that yet, but looking forward to it
-
I see your point, i'm not that far into the game yet to meet this balancing aspect. However, regarding rusty gears a pouch/string version would make them feel more "haptic"/real in a sense, since they require some form of organisation. I think a 64 Stack + one (simple) ore two (expensive/cheap respectively) carrying options would enhance the feel of the game and make you value the currency more.
-
Hey everyone, This post relates to stacking temporal gears and rusty gears. 1) Temporal Gears are not stackable, which can be bothersome sometimes and a late-game storage issue. If this non-stackability has lore reasons, I apologize, as i'm just starting. If this decision was made due to balancing reasons, please enlighten me Taking inspiration from historic shell money, I suggest the possibility of stringing up the gears. Stringing shells was historically very widely spread and was also done with holed coins. It is very low-tech and practical, fitting to the vintage story vibe. Admittedly, I am a bit unsure about the actual size of the temporal gears. Stringing the gears could also enable you to "loosen the string", take out some gears and then knot it back up. That way the gears would still be accessible. 2) Rusty Gears are stackable up to a thousand, which comes in quite handy. However, this feels not very immersive as it is quite a large number. Therefore I suggest to set the basic stack size to 64 gears (an early-game amount and for unexpected finds), while some equip would be needed to hold larger quantities in one slot. In my opinion purses do not fit into VS, as they are way too "civilizational", so using strings or a pouch would be my preferred solution in this case. Edit: It'd be really awesome if you could hang the strings on the walls/the ceiling, but that's just extra flavour. This "ceiling" mechanic could possibly fit in with the planned herbs update if the devs decided to implement this form of drying and storing stuff. Eager towwards your thoughts on the issue, Krakuntun
-
Haha, thank you. All thanks to academic writing I also thought about the scythe cutting just the greenery off of these root vegetables as a possible explanation for the why of the current mechanic, but that also doesn't make sense. The knife already gives a small boost i think. So might be a good alternative as well.
-
Hey everyone, just a minor thing i noticed being incongruent. Root vegetables (Carots, Onions, Cassava, Licorice...) are underground and therefore need to be dug out. It is not logical, this is possible with a scythe made for harvesting grains and other surface plants with small stems. Therefore I suggest to remove these vegetables from the "cuttable" shrubs. Perhaps a shovel could be used to harvest root vegetables faster? Introducing a special spade specifically for this task seems excessive. Greetings and good survival Krakuntun