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  1. I have no idea what the limitations are for skyboxes, so if it's a ridiculous request to implement feel free to ignore. This also might not be possible because of the way the game handles poles, IDK. The axis that the stars rotate on should align with the north/south poles like on a typical planet with seasons. Right now they rotate on a flat plane around the player, and it does point north/south, but if it could tilt up as you approach the poles that would be more accurate and realistic. This could make for fun map-free navigation (you can use it to calculate latitude without using the command/coordinate HUD) and more accurate player-made sundials. A wiki article on celestial poles for a better (visual) explanation and usage: https://en.wikipedia.org/wiki/Celestial_pole Opposing argument: 'It's not a round planet, it doesn't need this.' Ok but the sun and seasons already behave as if it is a round planet; including long nights and days at the poles, equinoxes and solstices, and there is even a shifting solar equator. May as well finish out the set.
  2. I love to see mannequins in the game to display all the beautiful sets of clothing, like we can with armors on armor stands.
  3. Hello all I just started playing with my boyfriend and we're amazed by the game. I hope I'm at the right place and I couldn't find the topic already in here. I would like an option or the feature for items I dropped to be delayed before I pick them up again. It is a bit strenious to give items to another player if I constantly pick them up again. What do you think about that? Have a nice day!
  4. I am currently not a huge fan of the monsters in VS. Not only is there a low variety (excluding animals like wolves and bears), the drifters are just so unintimidating, they're puny little manlets that don't even reach up to waist height because of their horrible gamer necks. In this ruined world I think there should be creatures that are worthy of having ruined it in the first place, and so I propose new monsters + a potential replacement for the drifters. (disregard that I tried to make all the names start with D) Let's start with the new idea for drifters-- These new drifters would be huge, lumbering beasts that emerge from rifts when the sun goes down. They avoid light sources, so as long as a character is holding something like a torch or is huddled around a campfire or some other light source, they'll be safe, with the drifter just studying the player, with the faint sounds of cloth blowing in the wind and the occasional indescribable utterance. If a player ever wander into the darkness of the night, the drifter will immediately begin pursuing them and hit like a truck, knocking them around and doing huge damage and destroying any blocks in its path. These creatures should be killable with mid-late game gear, which should be around the time you acquire your first temporal gear anyways, so I'd give them at least an 80% of dropping one, if not a guaranteed drop. You could also make these enemies their own monster, but I think one big terrifying creature that stalks the player would be more fitting of the isolated feeling of vintage story than a bunch of little goobers waddling at you and throwing rocks. I have since rethought this idea, and renamed this new creature to the stalker. Dreamsuckers-- These massive manta-ray looking beasts signal the arrival of a temporal storm. They ride the chaos and suck the dreams out of anyone sleeping in the storm. Before the world was ruined they only appeared in the dreams of intellectuals with forbidden knowledge, until the end times arrived and even the most indebted serfs could draw them perfectly from their dreams. Instead of "an X temporal storm is approaching" signaling in chat that a temporal storm is approaching, while a player is sleeping you would see and hear the roars of these flying beasts in your dream, with the visions increasing in intensity as the storm gets closer. When one arrives, depending on the storm's intensity, one or multiple dream suckers could be flying high in sky, and if you get caught outside they'll swoop down and try to suck your brain out! If you try to strafe to their side to avoid the whip-like sucker tongue they'll beat their wings to the ground to damage players and knock them back. I'm not sure how they'd be defeated, maybe make their weakness being able to jump on them and deal damage that way? Although I'm not sure what'd they drop besides just more gears. Depraved-- "On the border between human and beast, these people have been trapped in the Rust World for an eternity, and wander the overworld. If there was some way to pull them out of their madness, they might be of use to you." These guys/gals would appear incredibly rarely and not respawn if they get killed, maybe wandering around ruins. They'd have different behaviors reflecting on who they were before they went mad, either being aggressive for a warrior, afraid for a merchant, or apathetic for a commoner or laborer. Using temporal gears, you could get their sanity back, and turn them into a helpful villager who could trade goods with you or maybe do chores for you. They could also be killed, and their corpse plundered. They are very vulnerable to any enemies nearby as they are unable to/ very bad at defending themselves. Dregs(retconned, this idea is stupid)-- "This incredibly dense fungus-like being has sank to the deepest depths of the world, and grows towards the light. It will consume everything in its path to get to what it seeks-- the blinding, pure light of a miner's lantern." These organisms would be not actively hostile to the player, however would be capable of injuring and crippling the player if they are holding a light source. Being within line of sight of a patch of dregs while holding a light source, or if a light source is in the line of sight of a patch of dregs, the dregs will grow towards that light source, slowly making a passageway impassable. In order to destroy them, you could use a sort of toxin (maybe something like salt? as in 'salting the earth') to reduce their numbers, but never destroy them, as they would still seep out from small cracks in the walls of a cave. I'd say limit the depth at which they can grow at, because without a limit a griefer could easily draw out dregs to the surface and just have them grow infinitely when the sun is out. This is probably my least favorite idea because it just doesn't feel like it would actually have an interesting effect on gameplay, rather it would just be a minor annoyance while mining, but I couldn't think of any cool cave creatures.
  5. Shingles are really neat when you wanna build up a pretty looking house. We all use them, for various different build ideas. But I found that over time, actually getting where you want to be with it can take hours, actual real life hours, to get the materials. And I am not talking about going around exploring and farming for ore or clay in this part. Nonono, thats the fun part afterall. I am talking about sitting in your home, making mold after mold after mold to create bloody Shingles. The one item that needs to be redone over and over and over and over again in order to pretty much build any type of modernized roofing that isnt straw. If you wanted to create a 5 x 5 house for instance, youd need at least 45 shingle pieces to create the various block types we need. On its own that doesnt sound too bad. You create 48 pieces and then fire them up at the same time. Easy. However, once you get to the point where the houses you want to build reach 20x20 or even larger, some of them being Complexes and whatnot, requiring multiple types of roofs, you also get to point where creating shingles goes from "Just a few more" to "Crap this is boring, I need a break". So what is my suggestion exactly? Well, first and foremost it is very simple. A Clay Mold thats fired in a Kiln that can be used to form Shingles, just like we can use other forms to pour metal into. However, here is where the suggestion goes in two different ways. - The first variant - Simplicity at its finest The first variant of the Mold could be used just like any other mold on the ground. Place it, put all Clay in it and you are done. Maybe wait a few minutes at least to take it out again but overall, this is what is required. After that you have your 12 shingles as per usual and into the oven they go. - The second variant - More complex but more relaxed The second variant functions similar to the first. However now instead of simply using the mold as written above, you would place clay into them individually similar to how you would normally mold clay on its own. Now I already hear you say: "But how would that make it better?" Well that is because the second variant would actually let you place more than just one type of clay into the mold at the same time. Youd still need to finish the whole piece to actually take out the end product and with that all types of different shingles, but it would still make it so youd have exactly what you want and so that you may not even have to create more than you need. - Balance Since this is very easy tho and I am sure this will sound far too easy for some this could easily come at a cost. - Making Shingles is now pretty much easy after finally getting a proper kiln and mold setup. But forming shingles on your own means you know exactly how much clay you need for each piece. No materials get wasted in the process that way. But automation has made you lazy. Who cares if there is a little more clay in it? Its not like the roof will fall ontop of your head because one shingle is slightly thicker, right? So here is my proposition towards balancing. We can either go the 1to1 route in which each shingle in this new recipe takes 1 clay each to make it so that proper wastage has been achieved to counter the ease of access or - We can go the lightweight route in which we literally just half the price for each shingle. That means one half a clay per shingle. Or of course we go the way it goes right now and it only uses up what shingles have cost before so players dont have to waste anything at all. However, at the end of the day, it is all up to the devs if they should take this suggestion serious in any way shape or form, which I hope they will. But even if not and any of the devs should still have read this: Thanks for your time and I hope you have a lovely day. The same goes to everyone else of course as well Have a lovely day yall
  6. As the post title says, I'd like to suggest alternatives to the current glass windows in game, as a way to add more window variety, give another use to some existing materials that have relatively limited uses at present (wax, parchment, and cloth). Parchment or cloth windows also seem like a good match to the rough door in terms of windows that have a chance to break/degrade easily. First, some historical background on these glass alternatives: Usable animal horns currently don't exist in-game, but seem like a logical addition to the other harvestables from bighorn sheep. While I haven't found any evidence for windows made from sheep horn, cow horn historically was used for both windows (see a restored cow horn window in Barley Hall here) as well as book covers (see 'hornbooks'). Greased paper/parchment and oiled cloth windows have a long history, although unfortunately not one captured in photographs. They were commonly used in conjunction with wooden shutters to cover window apertures - cultural historian Jacob von Falke describes windows common in wealthier pre-16th century medieval homes that had wooden shutters combined with "fine waxed linen, or oiled paper" as well as windows with horn and transparent mica set in lattices (Art in the House pg 61). The man who made the horn windows for Barley Hall made oiled linen windows as well - he briefly compares the process of making each in the comments of this post. Oiled and treated parchment and cloth created semi-translucent but also waterproof windows that let in much-needed light. In the more recent historical record you can find mention of 'greasepaper' windows used by American settlers as they moved west - a far cheaper and more practical alternative to transporting glass across the continent, especially in the many temporary homes built along the way. As for how to implement these alternatives in game, the parchment and cloth ones could be as simple as combining fat and the window material (or, to go along with the Barley Hall method, fat and resin. Window frames could also be a placeable block constructed out of sticks or boards that could then be filled with 'panes' of parchment or cloth which would need to be refilled as the panes break. Dyed cloth or tinted parchment (historical evidence for the latter is discussed here) could be used as well, adding color to builds. I have other thoughts on adding a parchment construction process to the game, but that's somewhat beside the point for this post. Hope this sparks some interesting possibilities for the devs and/or modders!
  7. I consider rifts to be a mild form of noise pollution more than anything else. The game's ambient sound is very immersive and attractive to me when there are no rifts around. Perhaps if you improved their sound spam somewhat then they would be less annoying. Honestly, I find rifts to be annoying just in general, same as drifters. It's more of an 'oh great, here we go again' than a credible threat in the game world.
  8. I think the global rift activity should mostly remain at calm and only start ramping up days before a temporal storm begins and ends.
  9. REQUEST: I'd like to be able to plant flowers onto farmland. Specifically in my greenhouse, as there are periods when you're not cropping, but some decorative flowers would be nice. I wouldn't mind if planting flowers on farmland converted it back to the underlying dirt block. That seems a fair trade. It only requires hoeing again. (This would also tie into the other feature request that people have of being able to break farmland blocks.) Thanks!
  10. REQUEST: I'd like to be able to "open a vent" in my "greenhouse" and be able to switch it from the greenhouse effect, to not. For example, to have a vertical trapdoor in a wall, if opened, turn the effect off. And closed, on. (I don't mind about the four hour checking delay. That's fine.) Similar to how in a real greenhouse there are vents that you open in hot weather, and close at night. I see that a lot of people have trouble in activating a greenhouse. My issue is the opposite! I can't "break" my greenhouse. I have tried: Changing a full block roof glass block to a closed trapdoor. (I don't want it open, to avoid drifters falling through.) Replacing some of the full block glass wall windows with half block glass windows. However even after many in-game hours/days, these have not removed the "greenhouse" flag from the farmland. Which is a bit of an issue in a warm climate. Although the primary purpose of a greenhouse is useful to extend the season, I have also very much appreciated been able to work on crops without worrying about drifters. And no, I don't want to manually remove walls or ceilings, although I could if that would be reliable. Hmmm. I haven't tried some fences instead of glass yet . . . If anyone has any existing solutions to this conundrum, let me know. Thank you!
  11. One of the major features of Vintage Story is its climate system, where different sorts of biomes are arranged according to latitude, which both improves verisimilitude and allows players seeking to obtain new biological resources to be able to predict where to travel to find them. Unfortunately, the same verisimilitude does not appear to exist for geological resources, at least not to the same degree, and likewise a major roadblock for many players is being able to locate new ores or types of stone. Additionally, many roadmap features are blocked by the lack of a realistic hydrological model, such as waterwheels, which depend on flowing rivers, and sailing ships, which depend on oceans; moreover the simplistic hydrology again detracts from verisimilitude and limits the ability of players to locate resources dependent on rainfall. I propose that an elegant solution to all of these issues would be thus. In the same manner as players travelling north or south will move from polar to boreal to temperate to equatorial climates, I propose that players travelling east or east will move from oceanic to coastal to inland to mountainous landforms, with players typically starting inland. I will not attempt to exhaustively map out the design, as I'm sure the VS team is more than capable of doing that themselves, but as a rough sketch, I would posit a design where a prevailing wind is determined by an area's latitude, and terrain height as determined by longitude produces dry or wet areas according to the rain shadow for that latitude. Stone types, and thus the possible ores, would be generated according to the geological type of the area, combined with erosion patterns derived from the patterns of wind and rain. The existence of this sort of slope from mountain to coast allows for the implementation of flowing rivers, though I am not prepared to offer a technical solution in that regard. The new system, then, of realistic geology and hydrology, could be crossed into biome generation for additional verisimilitude, and the existence of oceans would allow for both age-of-sail gameplay and game elements specifically tied to exploring or even crossing the ocean e.g. ores or loot needed for the final progression to the Steam Age that are found only undersea.
  12. Hello there! Welcome to my suggestions megathread, I would like to have a place where my suggestions can be made and not pushed away from chatter in Discord so I will be starting this thread to help that happen. If I find a similar suggestion to my own I will also be linking it here as a reference to multiple people wanting something similar. Well no more chatting and here are the suggestions. Server Browser Key Feature Requests for the server browser screen: Timescale: Allows players to know how fast things will progress while they are offline Current Time and Date: Allows players to pick an appropriate time to play on a new server, no more winter starts or joining a server just to leave! Latency/Location: Allow players to ping a server from the browser page or server owners to set a location, let us know the ping even! Current Modlist: A way to check the current modlist a server is running, and maybe a link to the mod database so we can find that mod (see below). Link to Server Forum Thread or Discord: Let server owners set a URL to their discord/forum thread we can find from the browser. vintagestory.at or discord.gg domains only! Player notes, per server let us set some notes from the server browser so we know what the server is about/notes we might need. Client side playtime stats: time played like single player worlds, deaths, what ever else. Mod Database/Mods Clicking a mod takes you to that mods Database Page: When a mod creator publishes a mod they can place the mod database url into the settings or info file and vintagestory picks it up and lets you easily browse there from in the game. Removing Rusty Gears from Circulation + Class Respec Currently, rusty gears only are removed from circulation via buying items, taxing trades or dying(both kinds!). They come into the game via ruins loot (sort of finite), panning loot (sort of finite), and trading things with traders(infinite based on finite items and infinite items). I propose there should be more gear sinks if possible to keep long term servers health in the medium to longer run lengths. A way to tie revamped class respec system into this system would be to have a trader of a particular skillset offer to respec you for a fee. This respec would have a long cooldown and it would be customisable for server owners (disabled if wanted). This would allow players to explore classes and find one they would like to fit at a large cost to their saved up gears. Long term players could slowly respec and play to their new class strength while shorter term players could at least swap off a class they aren't enjoying as much as they'd initially would have thought. The cost for the respecs could start reasonably cheap (50-100 for first time) then jump up into the hundreds/thousands if used in succession too much. This price could slowly drop as you stay one class for an extended period of time to something of a flat rate after x-respecs. Arrow Crafting New Item: Arrow Shaft Arrow Shafts would be crafted by using a stick, firewood or logs in the crafting menu with a knife. Logs would only be processable this way with higher tiered knives as crude knives aren't sturdy enough. This would yield more arrows per stick as 1 stick to 1 arrow ratio is a bit off. Arrows could still be crafted with a stick at a 1:1 ratio but if you processed the stick into an Arrow Shaft you'd get 2 arrows for 1 stick. The ratio for logs would be (1:4) and firewood (1:1) as this means overprocessing would net you a loss of 1 shaft. Uses for Poison Mushrooms New Item: Poison Paste (with different tiers based on the mushroom types used, weak poison, poison, strong poison) Poisonous Mushrooms could be utilised in making a poison paste that could be applied to the tips of weapons. Weapons that can be poisoned would be spear-type and piercing weapons (spears, arrows, knife). Poisoning knives would give them a boost in combat situations. The paste could either be applied once and it has a chance of being removed during every durability loss and/or a system where it only works for a set amount based on the tier/type of poison. The effect could have a chance to not apply based on the tier of the item applied and/or the poison tier. Poison tipped weapons could deal simple damage over time effects to enemies and alternatively/additionally prevent natural health regeneration effects for a period of time for fleeing enemies. Poison could optionally effect the meat quality from hunted harvestable enemies, giving tainted or less meat dropped. Tainted meat could still turn to rot for compost but would damage you if eaten similar to current mushrooms. This meat could lead into my next idea. New Item: Poisonous Baits (would have different tiers based on the mushrooms/tainted meat used) Poisonous baits would have a chance to attract monsters that would eat the type of meat or food used to create the bait. This would lead to a passive way to slowly fight back against wolves, sneaky raccoons, and rabbits among other things. To balance this there would also be a chance that the baits would attract good wildlife and be eaten by them causing loss of livestock. Passive Trapping/Killing/Hunting Animals New Mechanic: Pitfall Traps (optional spikes) New Items: Branch Spikes, Metal Spikes, Leaf Cover/False Floor Pitfall traps would be created by placing a Leaf Cover or False Floor above a hole 2 blocks deep. A Maximum size of 1x2 per Leaf Cover or it automatically falls in on itself. A Maximum size of 2x2 per False Floor or it automatically falls in on itself. With a knife and a few sticks you could create Branch Spikes that could be placed inside the trap to cause damage to the entity that falls inside the hole. With an anvil you could create spikes that would be much sturdier and deal more damage based on tier. New Mechanic: Deadfall Traps New Item: Deadfall Trap (deconstructed) WIP New Mechanic: Box Traps (class locked?) New Item: Box Trap (deconstructed) WIP
  13. I would love to see achievements in game sorta how Minecraft does it personally I enjoy it as it gives you things to work towards and can make for some silly challenges as well.I want to know what achievements would be cool to have and and ones that would be more for fun rather then just reaching the next tier in metal
  14. 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?
  15. (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.
  16. 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.
  17. 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?
  18. 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.
  19. 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.
  20. 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! : )
  21. I'm a lefty and would just like to see this. Thanks for reading! : )
  22. 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! : )
  23. 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.
  24. 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?
  25. 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.
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