Search the Community
Showing results for tags 'animals'.
Found 3 results
Some might recognise the contents of this feedback from somewhere else, rest assure it is not plagiarism and the original author have given permission to post it here in an edited form. This is also not an accusation that anyone with similar ideas are plagiarising. We highly welcome everyone who have similar ideas! This thread will split into 3 parts: Item suggestions, Gameplay suggestions and Feedback. Item Suggestions Let's start with food/nature: Animals Frogs and Toads. Frogs will be near water and Toad will be found inland. Ducks Snails Crayfish (Aka Crawfish) + Crayfish Trap. Crayfish trap can only catch Crayfish but it could be a slow and not so rewarding method to balance things out. Fish roe Dropped randomly when fishing. Can be eaten raw. Plants Herbs and Spices Bishop's Lace (Vildmorot) Wood Sorrel (Hasyra) Evening Primrose (Nattljus) Oregano Thyme - As far as I know these are all native to Sweden. Can be used in dishes to add minor bonuses as well as provide variety. Wild edible plants Lingonberries Blueberries/Bilberries Raspberries Wild Strawberries - All of these plants are found in the wild and are native to Sweden. In-game they are basically the same as Blackberries, this is just to give variety. Fruit Trees European Plum Sweet Cherry European Pear - Once again, native to Sweden and the blossoms of these would match the art style well. Greenhouse plants Potatoes Carrots Onions Cabbage Peas Leeks Squash - I choose these because they are naturalised in Sweden too, thus available in the wild. Medicinal Plants Arnica/Slåttergubbe/Hästfibbla (Arnica montana) - Pain relief Everlasting/Hedblomster (Helichrysum arenarium) - Anti-allergy, anti-microbial and anti-oxidant St. John’s wort/Äkta johannesört (Hypericum perforatum) - Anti-rheumatic, anti-inflammatory, antibacterial and antiviral Roseroot/Rosenrot (Rhodiola rosea) - Stimulant, energy booster. Basically Nordic Ginseng. - Again, native to Sweden. Minerals Rock salt. Mineable from rocks, edible. Crystals, gems, gold and silver nuggets. Small little trinkets mineable all across the map from caves to cliffsides. Mostly for use in decorations. Others A bench. To sit and enjoy the view and ambience. Equipment slot upgrade on backpack. Allows player to hang 2 equipment on the sides, one on the front of the backpack and maybe one more slot on the top and bottom of the pack. Currently would be for the axe, pickaxe and fishing rod + tent & campfire. Toolbelt upgrade to outfits. Allows players to hold compass and lockpicks without taking up inventory space. Gameplay Suggestions Extension suggestions Beer brewery/Winery/Distillery - Why not? Rabbit cage/farm - Analogous to Apiary suggestion. In order to breed, rabbits will have to be fed with something you grow that isn't found in the wild to balance it as a food source. Existing rabbits may not need to be fed (Could be solved with a food pile drawn into the farm for aesthetic purposes), this could satisfy those who just want to keep the rabbits as pets. Massive Proposals Mini-Extensions Proposal This to add mini-extensions (ME) to help fill up main extensions and gives the player more things to do, hence creating a better attachment to their cabin once everything is fully upgraded. It also adds a small amount of complexity to the crafting system to make it more engaging and realistic but not too much so it becomes unnecessarily difficult on the higher levels. There should be around 1 to 3 MEs per extensions and should range between 1/3 and below the cost of main extensions, depending on the size of the upgrade. Some should require blueprints to balance things. Examples would be: Crafting room – Tool rack for holding hammer, saw, manual antique hand drill, etc. Each of these tools are the MEs, they should not be added to the inventory but remain in place as a ME. Greenhouse – Compost bin (Use unwanted food items to hasten growth), Small heater made of clay (retains water through moisture control – works best with charcoal suggestion.) Cooking room – Coolgardie safe/zeer pot (Low tech fridge that you just need water to keep it cool) Sewing room – Sewing kit (To save resources, but expensive to craft), simple hand loom (to sew higher level stuffs) Forge/Smith Room Some of the items we can craft doesn’t make sense without this room, e.g. metal plates, bolts from pipes and nails from wires, this room is suggested to be attached to the crafting room, parallel to the greenhouse. This room will process clay items and salvaged steel items into pottery stuff and metal items like plates, nails and bolts. It should have 3 MEs: Kiln-Furnace- I’ve read that kilns can be used for smelting ores, so it should be able to soften steel enough to be worked. Stone wheel- Potter’s wheel and grinding wheel combo. Theoretically possible. Anvil + Smiting set- Anvil and an aesthetic for slack tub (water tub for quenching) + Tool set on rack (like the crafting room ME): For hanging tongs, hammer, chisel, fuller and hardy. This is one entire set to balance out the cost. Tiered Crafting Proposal for crafted items to have tiers; the higher the tier, the more you need one of the aforementioned mini-extensions to create. Suggest to have only 3 tiers max; tier 1 will only require base expansions, tier 2 will require 1 or 2 MEs, tier 3 will require all MEs and maybe even inter-expansion involvement. Example 1: 3 levels of axes: Crude axe (made of salvage steel but lacks in quality) Flint axe (Thanks to numerous flint suggestions. Sharper but still much to desire) Crafted axe (made of processed steel [forge extension], best quality) Example 2: Coolgardie safe suggestion is a tier 3 ME. It could need a burlap weaved in the sewing room with the Loom ME and then its metal & wooden frame assemble in the workshop before finally combining them in the kitchen. Plank fuel + Charcoal production Upgraded stoves can use planks. Stoves also produce charcoal if using planks. To prevent charcoal hoarding (which will affect the forging suggestion), I suggest the stove to implement the ME suggestion too, so that only upgraded stoves can produce charcoal. Planks will produce 1-2 dollop of charcoal under this scheme. Furnace will only use charcoal and could produce ashes by chance for the compost bin suggestion. Item degradation + Repair System Items like equipped tools, maybe clothes and backpack, degrade but are never broken, they are just rendered unusable and needs to be repair; like water can refilling. Matched with Tiered items, the higher the tier the longer they last but more expensive to repair. Repair shouldn’t be overly expensive, definitely below 1/2 the original crafting cost. Neither should decay rate be too high (could be regulated by difficulty). Hunting If hunting is ever implemented and requires the usage of projectiles, there could be a hitbox trigger that automatically homes the projectile right into the heart of the animal so that it can be depicted as being dispatched off as humanely as possible in a hunting scenario. The hitbox should be around the chest area and if you aim anywhere else your shot will miss by flying over the animal or landing short and scaring them away. This to prevent depiction of excess cruelty by having animals run off injured. Depositing of materials into pre-constructed extensions. Allow pre-constructed extensions to hold the needed crafting items. The needed items can be added to the construction tab first and save storage space. The only item that can really be abused through this are planks, but then again, the benefits of building the rooms should outweigh the hoarding of planks during early game, where charcoal production (if implemented) is still unavailable. Feedback Let us arrange items in our inventory and storage by dragging. Auto re-equip held item after picking up items - Perhaps they just picked up something with one hand. Or they just placed whatever they were holding back into the pocket or on the ground. Whatever the case, they re-equip whatever they were holding right away after picking something up. Auto-walk function - Would help some players with the tedious aspect while also creating an option where players can just stroll through the game relaxingly. And that is all after a massive post. Feel free to add on or suggest improvements!
New animals and structure idea When you progress in your world the hut gets bigger and bigger. I think it would be cool to add some balance to it by making new separate structures close nearby. One idea could be a new animal, like a horse, that you could tame and bring it back home to a separate structure, a stable. It could be expanded by adding pens for other useful animals, for example, pigs or something like that. It would be really cool, if it's possible and fits the game.
I think that there should be a hunting mechanic included into the game to get food that provides more saturation than the plants around the forest. There would be different methods of obtaining this food such as (but not limited to) A bow and a quiver of arrows Traps (for rabbits and smaller animals) Spears (For spear fishing or fighting wolves) Bear trap? (to immobilize bears temporarily) Different animals would also give different amounts of food and saturation: Birds: One piece of meat and light amount of saturation when cooked (Killed with bow) Rabbits: One piece of meat that gives better amounts of saturation when cooked (Killed with traps) Deer: 2-3 pieces of meat that give full saturation when cooked (killed with bow) I also believe that there should be more predators in the game Wolves: live in packs near caves and aggressive to the player Fox: Hunts rabbits, is adorable, and is passive to the player, but runs when the player gets near. And squirrels.