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Found 10 results

  1. As long it occurs to make an anvil and then a saw to make wood planks and stairs, you can only make a single layer of block for roof in the "stone age". While it's known that ancient hpuses had hay roof since the paleolithic age. Can you implement the hay stairs in the game? thank you Ps: there will be shields also?
  2. Hello everyone. This is my 1st post on this forum hence I would like to thank Tyrone and all the ones who are involved in the development of the game. Keep up with the excellent work! I'd like to give my little contribution by telling you about my experience with building materials. Let's start with clay: in my opinion clay is a fine material to make roofs. During a run I decided that I wanted to top my base's buildings with blue clay stairs and slabs in order to simulate a tiled roof. I cooked some clay and I realized that the process yelds one block of clay instead a single brick. Who wants to make a block of brick has to use 4 units of clay for a single brick. To me this is a nonsense: why a single brick should be 4 times more expensive than a block made of the same material? It would be more logic if 1 or 2 pieces of clay made a brick and 9 made a raw block. Another 2 ideas about bricks: 1. Bricks forming. Instead putting the clay on the crafting table it would be nice to craft a wooden frame then put the frame(s) on the ground and fill it with softened clay (clay + water, in a similar fashion of bread dough). After a certain amount of time the sunlight would dry the bricks and make them ready for being cooked. 2. Bricks cooking. It would be nice if it was possible to build a multi block structure (like the charcoal making one) where raw bricks can be cooked in large batches. In order to make stones collection more efficient my suggestion is to use both hands: the left hand would hold the chisel and the right one the hammer. Hitting a rock block a certain amount of times would drop the whole block. I suppose that this thing could pave the way for other 2 hands mechanics like: quiver and bow or tongs and hammer for metal forging. Right now clay is used as binding agent to make brick blocks. I think that it could be interesting to use lime instead. Burning animal bones or certain types of stone on a campfire would yeld dye which mixed with water would make lime. The mixing could be made in an empty bucket placed on the ground instead using the crafting table.
  3. Here i'd like to suggest an idea of cooking. A lot of food i've come across in game only restores stamina and not health. That's where i bring in cooking. To start off you'd make a cooking pit. That would require metal ingots or stone in a square of 8 with a fire pit in the center. After that you would require a fired pot made with any kind of clay. That would just be made with clay in a circle lol. In this, you're basically making soups and stews for the most part...but also boiling meats and veggies. You can use any kind of fuel in the fire except coal bc that would be nasty, and the layout is similar to a fire pit with a crucible. However, you'd need to fill the pot with water to work. Other than that, cooking is the same as melting metal in the crucible. Recipes: Broiled bushmeat Veggie soup: boil any veggie berry juice: boil an berry Game Stew: raw bushmeat + carrots + wheat and more to add onto
  4. So basically, this idea would be to incorporate a tanning rack system into the game. First off, you should be tanning hide through a rack to create leather. That also leads to other creations from my other suggestions. You could use it to create handbags (cheaper alternative to backpacks), leather armor, custom grips for tools and weapons, art, and so on. The leather rack would be crafted by placing three logs on the bottom of the crafting inventory in a line. Next you would put cobweb or string in the middle block. And finally surround it by sticks. Once crafted you would hang hide on it and wait for it to cure in maybe half an in game day. After that you would use your knife to tan it. The mechanics would be in a way similar to crafting a flint knife. Instead of knocking out pieces you would drag over the entire piece two or three times, each time making each individual block of the hide lose some color. In the end it would finally result into a leather piece. You could then dye it if wanted thru other systems to be discussed later on. That's all. Let me know if you like this idea or not, comment why you did or didn't, and let me know if i should continue with ideas as i have a LOT for this game lol.
  5. I think there should be chopping blocks in the game for firewood, something like that would really fit the game for me and it would also be more realistic, though i think there should be 2 ways of making firewood; through grid crafting (wich yields 4 firewood) and through the chopping block (wich yields 6 firewood because its an appropriate workstation). Also i think worms and other small, decorative animals(like butterflies) should be a good addition aswell, there will be worms you can collect and place into low/medium fertility dirt to make it go a tier up in fertility, worms are really important for plants since they make the soil softer and better in general. Another thing, there should be traps for capturing/killing animals and i think that there should be cows for milk, and that would add another nutritional factor, wich is dairy. Probably those things i just talked about won't ever get added into the game, but i wanted to voice my opinion
  6. MammaJamma

    Fishing

    I didn't find a previous post on this so: Fishing as a mini-game is a great way to extend the play life of a survival/sim game (for me at least) I love seeing what I can catch in different ponds and biomes fish are a great early game, non-scary way to get protein fish traps, weirs, poles and nets would all add to the immersive feel of the game, primitive skills can create fish farms and managing a fishery is interesting and challenging It would add some use for the lovely ponds scattered everywhere (other than farming and water) (what about turtles and frogs too?) streams! could add special awesome fish (trout) and maybe a flyfishing mechanic? maybe just a few flies rather than a fully stocked inventory of flies adding mayflies (or other inverts) as an indicator of where fish are would be super cool Entities? the programming in this language is less resource hungry for sure but I wouldn't want to cause entity induced lag so I understand if these ideas are unreasonable.
  7. While streaming and discussing the topic of the tutorial and other various system in the game I came up with an idea for a potential non-intrusive tutorial. A hot-keyed Survival Guide which will explain the various parts of survival in the world of Vintage Story. This book would contain explanations about most of the systems in the game and would assist new players in understanding some of the more obscure mechanics. I also suggest that there be possibly images or videos/gifs that demonstrate some of the systems leaving no ambiguity for the player. The controls displayed in the guide would have to be dynamic and reflect the players current control scheme as to not cause confusion. Given that it could be a book-styled interface it would be lore friendly and fit the games theme too.
  8. I noticed I can't evenly distribute items in crafting grid with moving mouse with left mouse pressed, to evenly distribute a stack of items between grid cells, to craft many items at once. I can use only right button, placing per one item. So e.g. to make lot of cobblestone, I have to do lot of circles with right mouse button, placing rocks around the clay stacks. Or use right-click to divide the stack of rocks. Please consider supporting the even distribution of items in crafting grid using mouse movement with left button pressed. Some other comfortable shortcuts and features, allowing easier and quicker crafting, could be nice. But I can't think of anything atm.
  9. So I was watching an abridged anime the other day when I stumbled upon this scene: And it got the gears in my head spinning a bit... asking if there was a way to take RedRam’s smithing idea which has garnished VS so much interest and make both the game and the mechanic more interesting. As it stands now, there is a single tool which can be used to swap between all the smithing "moves." In reality, a smith would use a different tool for each action he wanted to perform. With this suggestion, I'm not suggesting removing the current multi-tool. That tool is a great way for people to learn how to use the smithing system without having to deal with a lot of extra parts. With that said, the current system will begin to fall flat in the late game, there is no real reason to continue smithing once you have all the tools you need, no real reason to dedicate time into mastering the skill, and once all(most) of the "move" patterns have been memorized: no real challenge to the system anymore. To fix these problems I would propose adding a new set of tools, one for each "move." Then adding a rhythm system where you have to make your moves according to a certain rhythm to get an improved chance at improved stats (bunny hopping off of Eric's suggestions). However, this type of rhythm system would be difficult to balance, since players have to keep track of performing all of the moves in the right order in the right place at the right time. Which is why I would suggest that there not be a penalty for playing out of rhythm instead rewarding them for playing the game the hard way. This could take the form of a system where every successfully timed move adds to a combo meter, which resets whenever the player misses a beat. At the end the more beats a player hits successfully the less of a random multiplier will be applied to the tools stats. Missing all of the beats would lead to a completely random result while hitting all of the beats would give a flat value considered to be the "best". Additionally, the player's highest combo would determine how much of a slight added bonus will be added to the tools quality. This creates a system where if you take your time or are learning you have a fair chance at making a good tool, at the same time skilled smiths could increase (possibly a linear interpolate) the quality of their tool; while also ensuring that a skilled smith will always be able to make a slightly better tool than a lucky player.
  10. I know that the "E" key accesses the "Backpack Contents" but once my hotbar was full, none of the items I picked up were in there. Is there another inventory menu that I'm missing? I'm also not sure how to place items in my backpack or whether I'm supposed to be able to. Also, what are the slots out to the right of the hotbar? I can't seem to place any items in there. Thanks.
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