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Found 4 results

  1. - Make rain increase the crops water level % automatically - Rain can be used to cooldown your molds - Enhanced celestials, lunar events such as Blood moon,harvest moon,blue moon which can give positive/negative effects - Hot air balloon, which can be crafted with fiber,cloth. Used charcoal to fire up. used for faster journeys in long distances - Ether Energy , generated in a selfbuild chamber with inside copper blocks/wires & crystals/minerals we still see today for example: amethyst,emerald.jade,serphenite which act as a force field you can't see or touch. Used to give the player certain bonuses or effects like healing,speed,resistance,vision,lootdrop - Add fruit trees - Small wooden boat - Refined Obsidian (Strong and used for tools,weapons) , created by by finding the rare ore osmium. Obsidian & Osmium dust needs to be crushed & liquified together in order to make things with it - Damascus Steel (Optional:create your own patterns on blade) , created by combining Iron & Bronze dust. It has higher durability in comparison to bronze or iron. making it an effiecient tool to create
  2. It is a relatively shared issue/opinion that berries are too strong. They are one of the easiest to obtain and lowest-maintenance food sources in-game, and are very easy to collect in mass quantities until the player effectively needs no other food sources outside of winter (given you're not surviving in extreme climates). Though, there are a matter of "false" solutions to the problem: - Nerfing saturation threatens more problems than it solves. Berries are already one of the lowest time:saturation ratio growables, and lowering them further would make them tedious to eat and require more berry gathering (which is tedious on its own) for the same satiety. - Increasing natural bush rarity, making bushes harder to translocate, decreasing berry harvest size, or increasing length between harvests doesn't solve the issue, it just increases the labor it takes players to reach the aforementioned tipping point where they need no other foods. Players can still collect berries in mass to reach this status, and the problem persists--you just have to eat more of them for the same satiety, which adds tedium. Both of these changes add tedium to the berry-usage process (and makes them generally less useful), which can threaten the abandonment of berry usage as a whole. Though, making all of these changes but in small amounts may avoid more glaring consequences while still maintaining a nerf to overall usefulness, but it is a patch over the wound at most--not a full fix. The problem lies with how berries are obtained and cultivated--they are far too easy to collect and plant in obscene quantities. The solution relies on changing how berry planting functions with minor tweaks elsewhere to complement such changes, but nothing severe enough to discourage berry use altogether. A few example solutions: - Berry bushes must be planted in tilled soil like crops, and consume nutrients. A rather unelegant solution, this poses problems: they may have to be removed to regenerate soil nutrients, they don't naturally grow/function like soil crops (no growth stages, seeds, etc.), they'd now need water for the soil, etc. On the other hand, berries would now be limited (like other crops) by soil quality and quantity, access to water, nutrient regeneration/crop-cycling, etc. which begins to solve the prolific-propagation problem. - Give berries alternative, useful uses. Encouraging players to use berries for uses other than eating will simply reduce the amount of berries used for satiation. Things like brewing alcohol (which can be drunk or traded for non-satiety benefits) or baiting wild animals (have them eat stray berries on the ground) provide alternative use that creates more content or solves other existing problems, respectively. One could also make berries significantly more useful for generating rot/compost than other options (which helps solve the problem that compost takes so much rot it is not worth actively pursuing... it takes 1 stack of rot for 1 compost and 8 stacks of rot for one high-fertility soil block). The main issue with this is that it is a pseudo-solution: players do not have to actually pursue/utilize these alternative uses. The reason I mention "minor tweaks elsewhere to complement such changes" is that, with proper tweaking, one can create the most solutions while preventing the most problems. I personally think that a combination of a slight all-around nerf to raw berries as food plus enough alternative uses would slightly discourage their usefulness (and commensurately use) as food while greatly encouraging using berries for other purposes. This would not only create more content and depth to berries in the process (a positive change), it would largely avoid the negative repercussions that may come with major numbers nerfs. There are definitely more potential solutions I have not thought of, but I think it is safe to say that berries need some form of tweaking in order to balance them.
  3. I hope version 1.15 comes with fruit trees, I chose some trees that I found interesting, and also a new chocolate mechanic. Chocolate preparation: 1- Harvest the cocoa beans. 2- Dry them in the "Wooden Pan" in the sun. 3- Grind the beans in the mill. 4- Cook the cocoa powder in the "Cooking Pot" with honey and milk. 5- Pour the chocolate into a mold to make a chocolate bar. (Which can be used to make cakes, cookies and other sweets).
  4. Marlin

    New woods

    I think it would be very interesting to add new trees with darker woods, it would be a great alternative to aged wood. Some examples of darker woods:
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