Suggestions

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Revision as of 01:46, 21 March 2021 by Hope (talk | contribs)
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The purpose of this page

This is a compilation of all suggestions made on the Discord and Forum, gathered to the best of Hope's ability, and using Balduranne's Original Thread as a template and starting point. Many of these ideas were compiled by Berry Picker Here and Casual Here.

Last edited by Hope on 3/20/21 (creation date)

Note that the list does not include things that are already planned in the Roadmap.

Unless otherwise noted, this is not a list of things that will be added. Just things that are suggested.

This list is compiled for the benefit of the dev team, and is not required to include all details of your suggestion, and does not attempt to be complete, just to contain most of the suggestions made. At any time the dev team may remove items or discard this list entirely.

Also, in line with This suggestion, I (Hope) may look into moving this into a more interactive format in time.

Things suggested very commonly or already in place:

  • Steel - In place
  • Cheese - In place
  • The game being available on Steam - Suggested often
  • Magic or Potions - Some aspects of this, such as herbalism, are in the road map.
  • Having the in-game handbook favor your era's items or only allow you to see items in your current era or before, so that stone age players aren't browsing through iron tools to find a reed basket in the listing. - Suggested often
  • Having Horses / Falcons / Pet dogs - Suggested often and already on the road map.
    • Sub suggestion - Allow horses or other pack animals to pull carts or plows.
  • PIES - We've seen this suggestion in many forms, hand-formed pies, pie molds for fancy pies, big pies, small pies, sweet pies, meat pies. - Suggested often.
  • General aesthetic/aging suggestions for blocks and wood, lots of ideas for Quartz in this post. - A lot of these ideas individually show up multiple times, this post just has them all in it.


Worldgen & Mechanics:

  • Thirst
  • Make Farmland drop Soil
  • Taming animals and mounts - On the roadmap, partly in place.
  • Custom character skins
  • Stack-able/place-able everything
  • Removing the crafting grid completely - On the roadmap
  • Debuffs such as illness, poison
  • Villages and Commoners - Some version of villages is on the roadmap.
  • The ability to "auto-run" while stopping if you approach a hole or cliff, in part for people with arthritis or otherwise unable to hold down keys for long periods of time.
  • Character difficulty, Breath, Stamina, etc - Part of the roadmap as "different play-styles"
  • Changes to storage or removing chests
  • Rainbows
  • Redesign of block interaction system, for acquiring/skinning/gathering to share mechanics.
  • Make animals able to be picked up, non-tamed ones do a little damage over time while being held?
  • Redo offhand function
  • Create chisel template/automated chiseling with mechanical power
  • More movement options.
  • More realistic but difficult mining functionality
  • Make a chair that when you sit, auto-opens all interfaces directly adjacent to the chair/work-station as if you had opened them each individually in mouse-immersive mode.

Plants:

  • Old growth trees
  • Plant-able ferns and bamboo (flowerpots).
  • Trellis for berries, grapes, pees, pepper, etc
  • Plant-able/Harvest-able Saguaro cacti
  • More tree types and wood types. I:e, weeping willows with greenish wood, Ebony for darker wood.
  • Climbable vines
  • Water lilies bloom and produce flowers
  • Plant-able green bamboo
  • Harvest-able/plant-able Papyrus
  • Make Resin obtainable from Pines grown by hand or other ways to obtain.
    • Sub-suggestion, make a bronze or higher item be a tap you can put on the tree, to obtain resin over time in a bucket.
  • Make grains and some other plants use the grain as the seed instead of producing separate seeds.
  • Make mushrooms plant-able somehow. (Grind up and mix with a substrate before spreading on a specially prepared planter?)
  • Tree stumps/roots remaining after the tree is cut down.
  • Stripping bark from trees for aesthetics and using the bark for various purposes (one-step strong tannin, or using birch bark for containers)
  • Get hay/grass from growing grains as a side product (the stalks of the plant)


Geography:


Objects & Vehicles:

  • Boats and other vehicles, including carts. Also multi-block ships. - On the roadmap
  • Watermills
  • Instruments possibly connected to warding off some enemies or changing background music.
  • New roofing materials
  • Multi-block storage and fluid storage.
  • Similar to that, water manipulation with Clay.
  • Underfloor heating for use in greenhouse and home.
  • Prom the same post, large wooden doors and metal portcullis.
  • Wall cases for Jewelry
  • Chests and doors with different color variations.
  • Lead Glass (Crystal)
  • Mats and rugs
  • Craft-able Candelabras and candlesticks (Currently can only be found)
  • Actual shutters for windows
  • Curtains
  • Functional chimney blocks so we can have fireplaces that produce smoke outside the house
  • Japanese Stone Lanterns &/or Chinese paper lanterns
  • A travel tent that provides minimal shelter from wild animals (keeps them from alerting to your presence but doesn't ward them off if they know you're there, keeps Drifters away) and protects from rain/snow. Potential recipe could be ten leather and a hay bed, maybe with some twine and sticks to hold it up.
  • Slabs stacking on top of eachother, or unique texture when doing so?
  • Primitive stick walls (basic fence, but denser) and Wattle & Daub that you can slap onto it to form a better wall (but still as thin as a fence)
  • Paper, books, and other special writing surfaces
  • Automated panning/chute or panning table
  • Add simple concrete using slaked lime and gravel

Combat & Armor:

  • Gear Repair: Comes up very, very often. Whetstones and sharpening for tools, repair for armor.
  • Shields / Combat Revamp
  • Display stands for armor and clothing, preferably actual model stands, possibly hangers for dense clothes storage.
  • Drifters being able to break weaker blocks, or place blocks.
  • Ability to apply healing items to others
  • Traps, wooden or bamboo spikes, snares, etc.
  • Improved or different kinds of bows.
  • Ways to repel hostiles or animals (Candles, incense, special Runes)
  • Unique named creatures


Smelting & Tools:

  • Blacksmithing leftovers and broken tool scraps.
  • Cave flare as cave exploration tool
  • Making sticks out of planks
    • Possibly make firewood not the first result of log & axe, but rather a log and axe produce Chunks of wood first, then you can either put those chunks in a pile/into a fire and they become firewood, (aged firewood mechanic?) or axe them again to make sticks.
  • Make forged items more durable than cast items.
  • Option to make oil and quench forged metals in oil to make them more durable.
  • Finding/making whetstones or repair kits. - Repair is on the roadmap.
  • Use cooking pots as small buckets (each cooking pot could take, one at a time, up to 4 liters of liquid)
  • Making small metal items, such as watches (we have a clockmaker class) and keys for locks, etc)
  • Dramatically reduce the amount of metal used for lamp liners
  • Climbing Rope


Crafting & Cooking:

  • Tofu and more ways to use soy beans
  • Freeform cooking - mixing meat with rice and such. Included in this post are seasonings and unique cooking tools.
  • Dyes/Freeform painting
  • Kilns and proper ovens.
  • Pottery wheel and Molds
  • Cold food storage
  • Bush meat as a non primary recipe additive
  • Edible cactus flesh
  • Make eggs an addition to some things to dramatically increase their value, such as bread with egg in it being much richer.
  • Smoking of foods in a smoking house/smoker, or drying on a drying rack.
  • Unique recipes from merchants/ruins that give more bonuses, or access to a special "cooking pot"-like item, that makes other recipes possible.
  • Make Mortar and Plaster craft-able with bonemeal
  • Filled crocks having different labels for the type of food inside
  • Crafting handles/components of tools with higher quality versions for use/durability buff.
  • The ability to use Pelts as Hide, and scrape them/turn them into leather.


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