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  1. I have a suggestion for advanced beekeeping. I posted this in Discord in condensed form but thought it would be good to put it here as well and elaborate on some ideas. If I could mod I'd make this myself but, alas, I possess no such skill. Besides, I think this would fit great into the base game. Currently, the only way to get honeycombs requires the player to entirely destroy a bee colony. And with the addition of seasons in the future, it would keep with the realistic theme of the game if bees in skeps died in the winter and would have to be re-collected from newly spawned hives in the spring. Therefore, I suggest a later-game multi-block apiary that functions more similarly to modern RL apiaries, with wooden frames in which the bees build their honeycombs. The player would have to take out the frames, scrape off the honeycombs (possibly even manually, like with smithing and knapping), and then process them as we do now. With such an apiary we could ensure the survival of our colonies during the winter. Gameplay balance ideas (and suggestions for seasons): The frames would be destroyed in the honeycomb-harvesting process so new ones would have to be made to replace them after each harvest. If they're not replaced in time (within an in-game day?), the colony will despawn and the apiary will be empty again. Because the swarm can grow larger in the multi-block apiary, the player would first have to smoke the hive with a smoker (crafted with metal plates, fuelled with dry grass and has to be ignited before use) in order to safely remove the frames from the apiary. There would still be a chance (though much lower than for skeps) for an angry bee swarm to spawn, in which case the player would have to wait to harvest the frames until the swarm has despawned, or face the wrath of the bees while he works to take out the frames. A colony in a big apiary would take a bit longer to grow and mature after swarming, and take longer to replenish the honeycombs after harvesting, but they'd yield significantly more honeycombs than skep colonies. Realistically, bees mainly swarm in late spring and early summer, with occasional smaller swarms at other times (except winter). For the game I suggest that colonies in big apiaries swarm more rarely than those in skep colonies (maybe even only once a year?), but both only in late spring - fall. This way, skep colonies can be used to grow the number of bee colonies and wooden apiaries can be used to have a bigger, more regular yield of honeycombs. To survive the winter, colonies in big apiaries have to be manually supplied with a small amount of honey, or one frame of honeycombs has to be left behind during the last harvest. Now on to the building of apiaries. I suggest that an apiary requires two unique blocks, one main one which holds the frames and another one in front of it that acts both as the opening for the bees and as a door for taking out the frames for harvesting. To make this a somewhat later-game structure, on top of using boards to make it, it might require crafting metal hinges or something. The frames could require string to craft. It could look something like this (with more colour variation ) When the frames are ready to be harvested, the player can open up the front part like a door and take the individual frames out by aiming and right clicking, and put new ones in the same way. The remaining five block faces of the main block would have to be covered by any wooden or brick blocks the player wants to use. They could be chiselled as long as the block face connecting to the main apiary one is completely covered. This way players can design their own apiaries. For example: Really simple designs. Put multiple apiaries together. Or build some creative ones! Thoughts?
  2. (Kinda spoiler warning for lore.) What lore I've come across imply that the drifters are corrupted humans who have been warped by the temporal shifts. So, what if there were cave colonies that the drifters spawned around? Colonies might have other, less hostile mobs inside the low tunnels, with possibly loot or story fragments.
  3. It came as a little bit of a surprise to me that you couldn't place hides and make them into a sort of roof to keep the rain off or make bone arrows. These options would allow for more early game variety.
  4. Title. I was wondering if the night sky and stars are the same after every night? Could we have Vintage Story Astronomy, or the in game equivalent of a North Star to help us find our way?(Even if a bit unnecessary given the mini map). Or maybe constellations to see, although those people create themselves. Is the sky randomized every night, or determined with the seed of the world? It would be fantastic to have a unique sky to look up at every night as I stand on a few block high pillar while on my journey to find a desert. Are any of the things I described currently in the game, and if not, what are your opinions on implementing them?
  5. When bringing up the map with the M key, it happens often that I can't find the white dot that identify my character. This is made worse when around snow since the character dot is also white. Monster Hunter Rise has a really elegant solution to finding yourself on the map, you push a button, and a "ping" appears around your location. The ping appears as an animated glowing red ring around the player(like the ripple effect of dropping a pebble in water). This makes it quite obvious where the player is on the map. I think that this would be a great way to solve that particular issue. Alternatively, having a way to center the map around the player would help, but white dot on white snow might still be an issue.
  6. I would like the ability to pull up a list on my map of all of my waypoints, and to sort them by name, symbol or color. A search bar to look up names, and filter for color and symbol would be lovely. I would also like the ability to select one from a list, to modify it, and jump to it on the map. One could either double click a waypoint in the list for the map to center on it, or click a specified button. I would like the ability to modify waypoints on the list so that I could pin them. For example search "Iron" for all waypoints with iron in the name, and filter symbols so I can decide if I want ones marked with pickaxe as untouched deposits, or filter by ladder for deposits that've been turned into mines. To filter by colour would allow for people to color code deposit quality like poor, rich, or bountiful. Then I could pin the ones I want to travel towards/ I explore far and wide and make many waypoints to mark things in much detail. To find and set a destination without scrolling clumsily through the map would be nice. With days of exploration, scrolling around on the map can sometimes take a bit to load area and make it painful if I am zoomed in trying to click on each dot to find out what exactly it is.
  7. Having a windowed door or trapdoor doesn't make much sense or look good in an interior or as a cellar door. I think a recipe to cut a window hole in a door or trapdoor after you craft it wouldn't be too much hassle. Thanks for reading! : )
  8. I'm a lefty and would just like to see this. Thanks for reading! : )
  9. Sleeping through temporal storms skips them with no ill effects to the player/s. There should be a major drawback of sleeping through temporal storms. Ideas for drawbacks: Temporary lowering of max temporal stability Health drain while sleeping in a temporal storm Drifters do extra damage for a while after sleeping though a storm The player has to use temporal gears to sleep through a storm, more gears depending on storm strength Thanks for reading! : )
  10. We all know that nobody likes to make blue or fire clay tiles. Sitting in once spot churning grid after grid of clay for an hour or more. I ask that a new roofing variant be introduced, with a form of mass production. The first tile I would ask for is the Monk & Nun tile, and the second is the Pantiles, you can google search more images of these! Now we don't want new people to start mass-producing roofing, that would take all of the fun out of the progression. We're in luck because in real life, these would require some late game methods! The machine I would like to propose is a Tile Press, similar to a Gutenberg book press. You place a mold in it, click on it with some clay to fill it, then hold down your button to run the press, creates the tiles in one easy push. This machine could require a player to use a metal chisel to craft. The tiles themselves in real life the clay would be fired at above 1,400 F to remove molecular water. This would need be done in the iron age kiln or even a brand new construct. This high temperature mass manufacturing being both realistic and keeping it into the later stage of game progression. Perhaps one similar to real life would need to use an artificially crafted clay, and the benefit for the extra steps would be a greater amount of finished clay tile blocks per batch. It would be a major bonus if the tiles could have a 3d model rather than just a block, though I could see issues with people being unable to form pre-modeled roofing to their homes. Currently regular blocks are easy to chisel into any desired roofing shape.
  11. Dry grass as (large) trough feed feels like a cheaper yet more labor-intensive alternative to grain, which feels like a less-effort yet more expensive feed. Time is always the most limiting factor of increasing generation nevertheless, but berries might provide a more laborious option for feeding/breeding chickens for those willing to put in the effort, just like dry grass. Plus, it would give purpose to collecting berries beyond just eating. Portion size (and potentially berry type) could be used to fine-tune balance. Thoughts?
  12. Iron is not the only ore purified by hammering. It would also be nice if the cuttings you make when forging could be salvaged and remelted.
  13. Having been obsessed with the game for a few weeks now, I've discovered a major issue with advancing into better armor and backpacks is getting lime for leatherworking. Traveling around for ages trying to find any sources of it are starting to really hamper the fun, and seashells are fairly rare where I've looked. So, I'd love to see a rare chance of getting them through panning sand. I know it would be very simple to do, but I have no modding skills, so I'm hoping this will reach the devs or a bored modder.
  14. Been playing with my BF and we've started trapping animals. While doing so, we end up with a decent mix of certain animals in the "wrong" pens. I'd really like to be able to net the chickens, piglets, rabbits and raccoons when I'm close enough to interact with them. (Also used on fish when those are implemented.) To further note: the nets would NOT kill any animals (except fish, technically) and you can only transport one animal at a time. Maybe even set up so that you can't interact with other things when holding a full net. It could even have low/one-use durability, depending on crafting materials.
  15. A nice addon that just makes sense to me is for the scythe to break flowers too. It's a bit weird that it doesn't do that, so would be nice to see this added.
  16. I think the option for instant item pickups would be good, Personally. I just think its too slow and it's like there's a constant lag, I don't like needing to walk back over something once or twice to initiate the collection. If I break something I'd like it to go directly to my inv. This way is very jarring IMO
  17. Thank you Vintage Story team for an awesome game. Assuming that down the road there will be more added for food preservation such as an ice box, which would then need knives to cut the ice right? .... it would be a cool idea to be able to then take those knives used for cutting ice and strapping them to shoes or boots (once we are able to make other clothing items besides armor) for ice skates. It would also be cool to have skiis or snow shoes for areas of heavy snow fall.
  18. I just accidentally poured out over 6 litres of honey while trying to place a bucket down. I am not pleased. This should not be an option. It makes zero sense.
  19. Hey together, following my Suggestion for the design of a mining cart. I hope you will like it! I created it because rails already exist and now it is time for a small mining cart. Mining Cart 01.json
  20. It would be nice to be able to mine a big ore vein in peace, but drifters should still be a problem underground; I propose a candle made with temporal gears (1 gear makes 4 candles?) they can only be activated when placed on a block, and will go out if broken or enough time passes (maybe 24 hours?). The candle will repel monsters, and restore some temporal stability (or just mitigate the penalty for being underground, or in an otherwise unstable area). The candle's effect will be weakened during temporal storms, it wont stop drifters from attacking you, but it will stop them from spawning next to the candle. What do you guys think?
  21. The current armor system needs improving. First problem: There's way too many systems fighting each other. This adds a lot of unnecessary complexity and makes the damage calculations completely unapproachable. Most of the armors are completely unbalanced, either being completely worthless or being overpowered to the point that even the hardest enemies are a joke. The system isn't really working. So how do we fix this? Simple. Keep everything else but remove Teirs, %reduc and flat-reduc. Instead, each point of Defence will lower each attack by 1 hit point. If this brings an attack down to 0, the damage is completely negated, puts you on damage mercy, removes the jelly-screen and replaces the 'ouch!' with a satisfying armor clanging noise. Lets take a look at a few common enemies we will be fighting: Regular Drifter - 2.5 damage Deep Drifter - 4 damage Boar - 5 damage Ram - 7.5 damage Wolf - 8 damage Corrupt Drifter - 12 damage Nightmare Drifter - 20 damage Now with that in mind, and taking the already-existing stats as a base, lets make some values that are fair. Early game Armors: Leather Jerkin - 1 defence points (enough to halve a drifter's attack) Wood Lamellar - 2 defence points (halves a deep drifter's attack) Copper Lamellar - 3 defence points (over-halves a boar's attack) Bronze Lamellar - 4 defence points (halves a wolf's attack) Woven Cloth (gambeson) - 5 defence points (completely negates a boar's attack) Late game Armors: Brigandine - 8 defence points (completely negates a wolf's attack) Chain - 9 defence points Scale - 11 defence points (nearly negates a corrupt drifter's attack) Plate - 15 defence points (makes fighting nightmare drifters far less dangerous) These assume copper as a base, but for Bronze, add 1 point and for Iron, add 2 points. Every point of damage the armor reduces will be subtracted from its durability instead. The values provided are assuming ideal circumstances. For example, almost-broken armor may act less ideally, providing a % of its nominal protection. Certain weapons (such as broadswords or hammers) may also bypass armor protection to an extent to help level the playing field for PvP interactions, or potentially open up the option for bosses/tough enemies which can ignore your armor somewhat.
  22. The shepard's crook and lasso are both ways to move animals around without hurting them. The shepard's crook is made with two sticks and a knife, and will drag animals around towards the cursor at a certain range, if the animals are wild, it might get them irritated; if they attack, the effect is lost. They also might attack if they were running away at the time. The lasso works similarly, the lasso is made with flax twine. Right click an animal, and they will be pulled along, animals cant escape until you right click and release them, but the lasso has a durability, the more an animal resists, the more damage the lasso takes, until eventually it snaps, otherwise their behavior is similar to the crook. it would be nice to be able to tie this to a fence post.
  23. Even in the Iron age, you still have to mould clay by hand, well not any more, once you get access to metal, and a saw, you can create a potter's wheel. the windmill probably is not neccessary, since I am pretty sure it is manually operated. The pottery wheel will easily make any radial shape (well square, but that's just the game), these are things like bowls, pots, crucibles, pots and crocks. The wheel uses the same crafting interface as by hand, but there is another option to place clay in a ring (square) shape extending out from the axis. and of course, the moulds are equivalent to the ones found in the immersion / neolithic mod; negatives of other common clay patterns, like ingot moulds, bricks, and shingles, and maybe other things the dev adds; and can be filled up using the "copy layer" function of clay forming. The moulds could be made of (fired) clay themselves, or out of metal
  24. I would love to see proper slope-shaped roof blocks. The stair-shaped ones always look so blocky. I like that you already added shingles, I always missed them in minecraft. An additional thatched roof or Wooden Roof block would also be great. Not every building needs a shingled roof. Recipe suggestions: Thatched Roof Shingled Roof Wooden Roof Reed Shingle Firewood Stick Reed Board Shingle Stick Firewood Stick Stick Reed Board Board Shingle Stick Stick Firewood
  25. Would be interesting if there was an item you could get that would stablise stability in an unstable chunk or set of chunks (3x3). It could be a creative item or even an extremely expensive recipe (for vanilla) like an end game goal if you find a really nice zone for building. Just a suggestion.
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