I've already reported you for spam and advertisment. I'd suggest you leave
I've already reported you for spam and advertisment. I'd suggest you leave
Thank you for reporting!
Consider me the Forum Police and everything will be aight. Haha
Lol! Sounds good. Except don't hurt anyone.
Na I'm not like that. I enjoy helping people.
By the way you're gonna have one hell of a mind f*** when you log onto trello next time haha. We are disscussing the number cap in the comments of the 0.0.8 Update card.
I won't give away its location but you have to find it, not craft it
It's a part to make a shield for the upcoming update, check out the Trello page!
You know of all 4?
SPOILERS! DO NOT GO BEYOND
IF YOU WANT TO FIND THEM ON YOUR OWN!
*One is in a river out of your front door and right a little
*One is under the shield by the log out the back of your house, around the Golem.
*One is in the torch directly to the right of your door when going to the anvil.
*One is in the house almost directly out your front door and slightly to the right.
-Bringing all 4 back into that house and holding the Fear crystal has an easter egg :P
No worries Tripster,
I didnt make the feature obvious so most people might not have even noticed it. Good on you and anyone else for finding it.
I'm assuming you meant "Lid" and not "Lit"?
It's a good idea but the items don't really fly out anymore like they used to before this new shop was made. The items used to all spawn inside of each other so when one of them moved they shot out like a 360 shotgun, good times.
That is a really cool idea and one that I am working towards. Once all the basic system is fully implemented and working near flawless then i'll add special items and weapons with special fx when certain combinations are made etc..
Thanx for your suggestions. Armor is on my todo list and I already have some made but not ready for mass production. Once I finish fixing all the bugs with making and selling weapons, i'll transition the system with shields and armor which will use the same system.
Yes! Something like a lid is on my todo list. Thank you! :)
nice :) i got a bit bored of running back and forth with my ore to the horse and cart so i took a box from the store and figured it would either work or go horribly wrong and stuff would fly everywhere.. it turns out i was somewhere in between :p
Thanx for the suggestion. I believe i've received the request to melt down weapons to their basic form. I'll look into it.
You can turn off rain in the settings which will remove the fog as well, that's what I did
I'll second this one. Like making the fourth tool slot for a dagger to whittle with or something
I do plan on bringing it to Steam one day. The game still needs alot og work before I put it up on Steam
You can use a crate or the horse if you don't want to carry things one by one, but I understand that these are slithly broken.
Instead of closing the entire game, you can enter sandbox mode, then enter shop mode again.
In a future version, I'll implement being able to adjust the day length along with other features. Thanx for the suggestion.
I apologize, atm moment, translations are low on my priorities list until i've implemented all the important features and squished game breaking bugs.
I can certainly look into how to implement the feature.
Thanks for the reply Dasius.
Because I'm stubborn I tried to figure it out myself and it turns out you can bind the cursor keys, but they are somehow also pre-bound to menu navigation so attempting to input them as bindings is difficult as the often the key presses navigate away from selection field before it registers the Key change. I noticed this as while attempting to bind the cursors I noticed a faint highlight box would appear around the sandbox mode button.
I guess this should be in bug reports then...
Interesting ideas. I'll think about it.
I agree with customers saying please goes a long way but you do get the occasional rude customer. If you don't like them, you can always just cancel the order and shoo them out the door :)
Shields are not fully implemented so craft them at your risk. Since its in Alpha, I'm still adding features and changing old ones so a tutorial is out of the question for the moment.
I just make some cheap copper weapons with them and put them on the counter. That way you can sell them fast and get rid of extra stock with the speed bonus.
I should have implemented that idea and I will work on it.
YES PLEASE!! I haven't gotten far enough but I was hoping this would be in the game. The Tin metals tier needs to be replaced with Bronze (copper+tin). Tin is not actually suitable for weapons or armor. You could also add in zinc for Brass (Copper+zinc) which is actually a very useful metal.
I second this
That's a really cool suggestion. It is on my todo list. The grips were all originaly made in seperate parts with the intent of allowing players to combine them. I'm hoping to have that feature in a future release.
Seconding this motion as well, in my higher now gone save, I was only ever buying rare grips at the point I was at, but they really weren't at all "worth fretting about" I could've just as easily attached a 1$ handle instead of a 12$ one, and still gotten 99.99% of what I got with the 12$ one.
the way I could see it panning out a bit more, not sure if that's necessarily what you meant.
Plain common untextured - purchasable and craftable - 1-3wood (1h 2h pole)
+ 1 copper ingot -> Looks similar to uncommon uncommon wood grip
1-3 rare wood (1h 2h pole) +1 tin/bronze ingot -> Rare/fancy wood grip
hand guards -> purchaseable/craftable
Selection (non head/tool parts/whatver (since it highly defines "Heads" when in it currently))
1 Iron ingot -> common Iron grip
1 iron ingot -> common 1h guard - until this point you have to purchase guards (like you have to anyway, They're cruder (iron?) metal than what you'll make (heck, maybe v1 = crude iron and v2/3 = iron and pricing will reflect in future)
That said I want to say common 1h guard + some other non iron metal = v2 guard (since it looks like a mix, where as v3 looks just one type)
Common Iron grip + bronze - uncommon Iron grip
CIG + Iron (maybe?) -> Socketable? Uncommon iron grip - Maybe the Crystals can be used as reusable gems (not actually being used up) or those glowing crystals in the cave can be gem deposits (low chance)
Either uncommon iron grip + brass -> Fancy/rare Iron grip
Basically this would mean that A copper head could be affixed to any handle you can get your hands on, tin/bronze, iron/steel etc pre-steel - would allow for all of them, too.
But then at Mithril - You'd /have/ to stop using wood-based grips - and by this point, You'd have Iron, Steel, and maybe Mithril, grips to work with - And Iron should be easily attainable for you. - MAYBE you could still use Crude-iron grips - But I'd probably say not so much and say you'd have to upgrade to basic iron at minimum. (Perhaps Brass could serve also as a Guard upgrade from crude/basic guards Maybe Brass would be required guard at mithril stage - brass guards and iron grips (or better)
Adamantine Guard v2 + Mithril (red?) grip, mixed with a mithril ignot (socket) (uncommon) mixed with Steel (instead of brass)= Legendary Grip + guard (Socket with light crystal/light based gem) (Yellow or red, mixed results, most common seems to be yellow/golden yellow)
So Red Handle, Steel accents, Yellow/light socket, purple guard (adamantine is purple, I think?) and a Iron, steel, or Titanium (undecided) Blade - (there's one that kinda looks like it has grooves in it (not hole) that I feel fits the bill of "master sword"
Legendary Master sword recipe ^ - Obviously I feel titanium would be wisest, but that's pretty dark - additionally, the master sword can actually somehow rust, apparently, Thx BotW - so realistically, It seems like its "Iron" - Suppose that maybe since it can be "reforged" in various versions to lv 2 and lv 3- that it kinda makes sense the blade itself is not the best it can be...(maybe we'll skip all that drama and just make it Mithril too - Since one of the upgrades is red. (plot twist best Master sword is actually Brass/Copper/Gold LOGIC BE DAMNED)
Blade must be quality upgraded at least once.
Then You can stick it in the Pedestal and the Pedestal will act like the anvil does with ingots, snapping it into position.
Audio cue - Music near pedestal will forever be different at this point - more Tranquil/holy sounding.
You'll need a really high level Blacksmith to pull it back out (stats in Str, namely, but agility too, etc) so don't put it in unless you ready to part with it. - you should be happy knowing it's going to be used by good, hylian/hyrulean hands, and that you're the badasterisk that crafted it (According to ALTTP, The master sword was forged to fight Ganondorf's apparent triforce related power - Mere mortals, not the goddess, crafted that version of the master sword -) (also explains why Blacksmiths can oh so casually upgrade it. You know, Like a blacksmith do, to a supposed "goddess" crafted blade, then forged in golden goddess fires into the master sword. (cause remember, logic be damned))
Where was I again...? tldr?
Not sure why spacing got out of control, editted it out.
I would like to add grindstones for weapon refining. I started already on weapon refinements and hope to continue doing so for future updates.
Thats not a bad suggestion. I'll take it into consideration.
xd I don't think the player will be able to fight :]
Hey Soviet Stew,
This is meant to be a simple a game about blacksmithing.. Maybe another game I can have those features next to making weapons. We'll see.
I am hoping to add Alloys in the very near future.
Glad you are enjoying the game :)
I am looking into implementing flails in the game next to your other suggestions. Some of which are on my todo list.
Glad to know im on the right track.
Oh Oh. Rereading some of the suggestion posts reminded me about something.
Namely this one about its bows - Reminded me that the 3rd Small-blade/dagger model - The tiny "tip" blade
Totally looks like it could be an Arrowhead.
That + wood/rare wood = arrows (simple) (And maybe it'll be a few arrows? would probably be a pain making and selling arrows 1 at a time... althought BotW does it.... urgh... arrows.. Always need more.
blade tip + wood + leaves = Arrows (little more complex and more... proper recipe?) (Smack a tree with Mallet, get leaves, smack a tree/log with hatchet, get wood) (or just add feathers in some way
I took yoiur suggestions into consideration and will lower the default graphic settings.
you can remove handles, just take the item with the handle that you want to remove to the anvil and hit it
jars got the part about anvil
And you get a blueprint on top shelf or you can dip out to sandbox and see what works for you and then apply to shop mode
there's a blueprint for a good number of items up on the top shelf.
Try sandbox mode to get a feel of how things work. Then apply to shop mode.
Could also try gut instinct. If you put something together and it doesnt say you made something... Then do it over differently...
If smithing was the roadblock.. You need hot ingots on the anvil to make selection
Theres a problem I have, maybe I'm using the wrong version or something, but I cant switch from making heads for shields when I press the Z key... Do I need some form of blueprint to change it? Or is there something I'm missing?
You'll need to also have ingots hot and ready on the anvil for that. (Which is what I was talking about for "smithing")
Thank you! This explains alot, now time to get smithing!
Ok- two questions, and this may seem stupid but I genuinely don't know.
1. How do I sell my weapons?
2. Can you make grips/guards?
2) It is planned, but currently, no. - You buy grips from either shipping (window/chart near anvil and forge) or from partsmith Geofrey
when you buy from geofrey, there's a really uber cheap 1h/2h grip (1$/2$ respectively) however - Bear in mind you need to be verrrrrryy delicate shopping at his place currently
Use his shopping basket, and carefully set the grips inside, crouch, and pick it up gently, and then uncrouch and carry it out when you're ready
If you mess up, or decide one of the grips isn't affordable for you - Give up, and put the rest back too - If you have a pricing error - it'll ding you and call you a thief and mark all the grips as stolen (not entirely true, it might only mark a couple, but still), once the items are stolen, they're stolen forever.
1) you'll need to hand your weapons to NPCs who request them - you can set up some of them behind the tapestry on your counter, handle side in, and the NPCs will usually see them from the first and second shelf
If you haven't seen how to open shop yet, there's fine print on the door - you have to click the actual "Shop closed" plaque ontop of the door to change to open, just opening the door won't do it for npcs to come in.
when You're selling just copper, it can be hard to make each day seem profitable and progressive - but I assure you, it won't always feel that way, copper is just the slowest tier (that said, I've been having trouble myself in 0.0.82 getting NPCs to desire my most expensive metal...)
The Main reason copper's so hard to progress through is because its so "cheap" and grips and guards are still required, almost as expensive.
Where a great sword gets you maybe 50 or so $, and costs about as much to make in copper
A great sword in tin is 1500 for the tin, and only 20ish for the rest - 10% of 1500 (mark up) is 150 -> easily paying for 4 more grips/guards, ontop of a replacement 3 tin
Do not close the lid of the shopping basket, btw.
Well. You can, just don't have it lidded when you leave - it will trap the items forever - when the shopping basket crosses the threshhold of the store, It swaps the basket for a regular crate, The items inside must be free if they're to remain usable -
IF they're locked in the "Shopping basket" - That's what they'll remain because the "Shopping basket" erases itself from existence as it swaps out for a crate, leaving "Locked" until you "Unlock" the shopping basket, which doesn't exist to unlock.
Sorry for the inconvenience. I did lower the settings for players with lower specs. However, I can't guarantee that it will run better on your computer.
I mentioned this to a youtuber worried on the same problem, with tin being "so expensive"
once you get your first tin ingot - Progression becomes loads easier.
for one - Grips and guards - These are the primary grind in copper
If you didn't have to spend a fair bit on pole grips, or on both grips and guards - copper wouldn't likely be quite as slow - at copper, you're basically paying for both parts out of pocket, and relying on both to get you results.
but at tin, You're relying solely on Tin, as you will be in every other tier
Additionally, you won't struggle with stock as much after tin either, as you'll always be able to ring out a stack of copper to fill an order in a pinch, and grips and guards are a fraction of a higher-tier's ingot price - meaning more sales, meaning more spare change for misc, and more exp for more (I'd go with charisma honestly, it'll eventually mean a whole stack of a tier down in bonus funds, and that, gets you good stock/reserves.) stats
But yeah - Coppers main detractors are that its all you can use in terms of ingots, grips and guards rival its price, and you need both with every sale, and mark up is only 10%, and some change.
10% of tin is 5 copper ingots, just off the bat (500-> 550)
Or its a replacement rare grip and guard, along side the tin spent
the one tin, pays for the entire weapon - rather than the one copper, and its grip, and its guard, barely paying for itself.
And when you get to 1 ingot of the next tier, take a moment to look at your options.
if there's no ore for that tier, focus on fulfilling customer demands for those ingots, and reap the immediate replacement of them and slowly but much more steadily, climb to two ingots, then 3, then awhole stock full
Then 1 ingot of the next tier, rapidly builds to two, eventually it'll start rapidly building to three -and once again, check for ore There's no point in upgrading your hammer or pick if there's no use to be garnered from it, but on the flip side, you'll get an immediate, drastic boost if you can get to the pick, and there's 2+ veins waiting for you to plunder.
Guess what has been changed in 0.0.82 :D
chiming in behind Slipcor for a differing point - rotation can help some things fit better into small places, like shoving an entire log into the smelter before hacking it to pieces so you don't have to chuck each piece in individually (once it's wedged in a small bit, use another log or crate to tap it in, like a mallet hammering in a peg)
Additionally, I like to stuff my smelter fully of ore, and then turn the box 45* so that it catches the ingots while I do other things
then I carry the box full of ingots to the forge, lit er up, and heat the entire box of goodies all at once, tilting it over towards me while I'm waiting so they're easier to grab out of it. (90* side rotate, open to anvil)
I also like setting delivery boxes ontop of crates so that most of the items fall into them, and then use the crate to dump them on a smaller area that the delivery box couldn't fit.
in 0.0.82, the crates have lids so instead of a backpack you can now actually safely use crates - close them - carry and throw them around and keep your stuff :)
Ah, figured it out. That works just fine, thank you.
Well then, with that settled, the only thing I don't know if you're working on already is a lantern to carry around. That cave is really dark.
stick your lantern from Shop shelf into ore/mining crate, close lid, stuff ore ontop of lantern, close lid, return to door with lantern, in crate, and ore, in crate, and crate, in hand.
That doesn't sound convoluted and tedious at all.
eh no worries, its a lot less convoluted than I made it sound, ....I think?
I have tried equip on the lantern, it is not tool number 4 - but anyway. You start with a lantern above the crafting bench
its pretty easy to just chuck it into your mining crate and close the lid - I don't think carrying the crate really slows you down, but if you feel it does, you can just lob the crate towards the cave (bonus: the lantern inside helps (potentially hurts) your throw, just have to throw it right)
Then just load up with whatever you can mine.
don't worry about "losing" space for ore
you can actually stack the ore higher now thanks to the lid, which will close through objects, locking them inside - so now the stack can be higher and you won't have to worry about it toppling over. (though maybe, some of "you" are daredevils and stacked it absurdly high anyway...)
Having the Lantern as tool 4 would be the only thing easier and better. (since you have your pick/hammer still out while carrying the crate, the light would still be out, and work far better than when its in the crate)
But, for now, having it in the crate is 100x better than just having a lantern. (which we do have "just a lantern".. its above the crafting bench) because you can only carry one thing at a time... and the way I speak of gives you both light enough to see what you're doing and where you're going, and carrying both things
if you couldn't put it in the crate, you'd have to choose between carrying the lamp, or carrying your ore out of the cave, and that would be the real tedious thing.
Thanks Dasius! I just started working on the wiki about three or four days ago, trying to make major improvements to the layout and content. Your shout-outs will help the wiki's community grow, and when more and more people know about the wiki, it will sustain itself!
I wanted to credit NerdToob for the original creation of the site - and if you're out there NerdToob, I'm interested in helping you run it as an Admin.
Thanks again for the awesome indie game, Dasius! Keep up the fantastic work.
"Battle" is something that has been shot down befoore - albeit, not multiplayer wise.
If Multiplayer were added (which usually isn't something a small team for a singleplayer-esque game does)
I'd imagine it'd be more so, co-op, 1-4 (pushing it) and the essential reasoning would be specialization and multitasking.
Making it so in Co-op/multiplayer, and further down the developement road
Where friends/players/teammates/etc - would have to choose "Armorsmith" or "Weaponsmith" or "Miner" kinda things.
One would be off mining or tending the counter.
The others would be toiling away at the hammer, and there'd likely be a 2nd anvil - or potentially Both buildings we currently see would have to be owned, and the 3rd or 4th person (the miner) would have to help both locations, running back and forth (So instead of Str ever being a stat the Miner would use, he'd primarily be all charisma and agility - while the other two were mostly str and int, with a hint of agility)
The only way battle would fit into that, if it was strictly a "Who can get and fill the requests of the most customers in a day/week/month"
But Bosses, Monsters in the cave, "battle" with us wielding some form of weapon - Has been mentioned, and "shot down" (Paraphrase: "Simple casual blacksmith game, maybe if I make another game I'll put that in there")
Graphics: Turn Foliage down, or off
Foliage is the least pure in terms of "Graphics" - and the "Less pure" something is graphically, the more it has additional stress associated with it - and Foliage, is the main antagonist for performance issues.
Low is off - anything above is still partially on. - Personally I never have things like Foliage on. - And in almost any game, additional separate foliage is usually laggy, but as a result, it's also once of the easiest to look for and go "Well that's useless bs, so Off woo huge performance gain!"
as for the rest of the comment.
Most of those have been mentioned.
Alloys, for example
was at the top of this page before (and after) you added this post.
armor is acknowledged - but not currently being worked on - Shields are being worked on however, and "repairing" (I assume repair orders to fix an npcs weapon/armor/shield) has also been acknowledged
Shelving recognition/more space/storage has been acknowledged too - maybe worked on, in some ways. - The NPCs see about a 15* or so cone in front of them, starting from behind their head and ended just at the edge of the back of your counter -
items in that cone can be grabbed for if they match tier and type - Foreign Tiers however can cause an NPC to freeze though - They'll try and grab for the type - but its the wrong tier, and they'll remain staring at that specific item - until it is removed from their reach
Example - You have a customer asking for "tin" "Greatsword"
and have a copper greatsword on the counter - He'll look at "Greatsword" and lock on, only to see "copper" =/= "tin"
No matter how close to the npc you place the Tin Greatsword, he'll still be locked onto the copper one, and refuse to take the tin one, -so like I said, until copper one is removed from their sight/reach - at which point they'll immediately take the correct one.... provided more wrong ones are not closer and also in sight - They'll see the one closest first.
There used to be more area the npcs could see - but the code wasn't behaving well and was eventually disabled/removed but I saw a reply on that topic where Dasius said that he mighta actually seen what was going wrong and might know how to fix it - but the feature isn't really being worked on atm.
You can look over at Trello for what's being worked on or accepted/acknowledged features
Okay I didnt see that thanks for the dope reply man, Could not have been politer. But i still think that a game like this should run smoother, I can run games like rainbow at medium low settings with solid 50 frames, h1z1 medium settings solid 60,. on this game im hitting 20 - 50 depending where im looking. I am not sure if its me or the game, but im more confident in saying its the game.
Maybe there soemthing else i can do to increase fps, im already pre much lowest settings with low resolution windowed mode.
is the save new, old version, or aged?
If you've been playing for a while you may try clearing the orders filled board every once in a while (right when you load up and after 10 or so orders)
You /could/ try deleting the orders completed code from save file but.... I don't really know how or if that'd cause any damage. - so unless you figure out how, don't recommend.
Additionally if you've been woodcutting for a while - You might have several dozens of trees with several dozens of stacked trees spawned on them.
You can completely, including fuel which may not be desirable remove the duplication by opening Save file with notepad++ and searching for and replacing all instances of "Nature" with any other 6 letter word (For example Naturd, or Dragon)
Nature is the sub-asset category for all things Touched by you involving wood. - Tree-base (0-100%) (Tree's do not become "Tree base" until you strike them with your axe for the first time, and they start at 100% after the first hit, and then start chopping down.) (Deleting tree bases will not remove trees, they remove the duplicated trees. Trees are spawned by engine, not save game.) Log (1-100%) and "chopped wood" (firewood) (1-100%)
Whatever keeps the "0%" tree-base from properly removing itself from save file
and later restores it to "100%" is also the same bug that restores 1-100% coal and Firewood to "100%" on reload.
Additionally as I was just informing someone else - If you've been saving and reloading alot - Also Delete the Blueprint near Greatsword display.
It duplicates, and I don't exactly know whether its just, anytime you reload, or when its touched by something - and if its not moved "much" it spawns a new one into the old one almost perfectly. - you could have 13+ of them occupying the same physical area - causing a mess of engine stress - You can incinerate these once you know how to build stuff and do so every reload.
It could be Unreal Engine. Some people have complained UE4/UE just doesn't work well on their computers, no matter the game.
Hey o PazzuzU o,
I will one day, Steam is beautiful place but it's also a cold and harsh environment and my game will get ripped to shreds by the creatures living there. Would like to do things right and not take gamers hard earned cash and give them a broken game, imho. :)
Armor is planned, but not currently being worked on, I think they mentioned repairing too.
I think you can register on the Trello service and add points to the topic there, not entirely sure.
I've seen other discussions on planned/progress/etc - but haven't registered myself.
Hey Yuki To Ame,
I appreciate your suggestion.
As Kurzidan mentioned, it is in the plan and some work has been done on it but I would like to fix all the issues currently with crafting weapons before working on Shields and Armor, which unfortunately require new code. I am really looking forward to working on shields and armor and finally getting it into your hands to enjoy, so it will come. :)
I added lanterns you can equip and hold in your left hand. However I like the idea of crafting a torch so I'll look into that as well.
I tried to press E while looking at the lantern but nothing happened. I tried the one in the shop, so is there another one I don't know of or am I pressing the wrong button?
By the way, I found an easter egg.
Well. the current version is "Hold in your hand"
It's been suggested/planned/discussed for the "equip" one and I assume that just means the next version (content version) will have it
along side flails and the beginnings of some other things... ( think tax... Alloys and handles might also been in that too.. maybe.. I dunno. we'll see what all can fit nicely when we finally see a stable update/release for the next content version (Content version like "0.0.9" like how this is "0.0.8" with the additional version/hotfix/etc being "x.x.x2"))
I actually really like this idea. I'll put it in my list of suggestions on Trello.
I'm sure you could find this on your own but just it case it slips by I'll just cheekily slide this link in here.
I too didn't know the Trello was quite so much the "Hub" of .... Progress?... Roadmap? - Just thought at the time (a while back) that it was something akin to Discord/Teamspeak/Ventrillo (Mostly though it was some new Vent- I mean 'Trillo" "Trello")
Please don't keep saying that...
Apart from that.
Afaik there only a few... or perhaps. Simply only Dasius. Working on this game.
If you want it in Portuguese, The only way its likely going to happen is if you or someone else who Speaks English and Portuguese semi-fluently - pitches in a fan-translation.
Pretty much the same story as it is with Mac, and any other language. - They don't have it, and likely won't have it for quite some unknown amount of time. Unless Someone else contributes "it"...
If you want, you could use Google Translate to translate the in-game text yourself and then make some changes so that it would be gramatically correct in Portuguese. When you think you have it done you can send the individual dialogs to Dasius and tell him that you made a Portuguese translation. Make sure you associate the original with the translation so that he knows where to put what.
Or, I could use Google Translate to translate it and then I could send it to you to touch it up and make it grammatically correct according to Portuguese grammar laws.
I could definitely get behind second idea, if it hasn't already been changed, which it very well might have been, since that was...rather largely... mentioned... "mechanic" (*cough bug ("feature")(I dunno really) cough cough*)
I dislike dealing with copper at titanium, and yes, while it becomes less and less requested because there's more choice in customer request, Copper is still requested up to just before Titanium, at least... I didn't see Titanium much before I.... decided... That a fresh save was required...Haven't played hard enough since to be back at titanium again yet.
As for Conveyor. - I know there's ideas suggested/taken into consideration for speed and efficiency of the two units, among other things.. Maybe to "logic" and "theme" something "better" (Conveyor-ish) It can just be an upgrade which "Magically" stores and draws the ingots from one to the other.
One's stats could maybe determine the availability of the upgrade (it'd still cost money but perhaps wouldn't unlock till level 10 and/or whatever stats) and/or the number of times per day one could use the mechanic before being forced to have to do it by hand - Perhaps 1 absolute last time could be drawn after the fact but it'd force the player into fatigue and prevent further usage of the mechanic - as well, if its the end of the day normally and you're fatigued, it'd result in the same - the inability to use it.
Perhaps additional to that; Since Storage options have been 'discussed' as well - Perhaps a special crate could be sold or come with the upgrade as well. It'd consume one of those uses every time ore was placed into it (consume the ore like the "turned on" smelter would (when it's already hot/progress (instantly consumes new ore, instead of "melting' them into nothingness)))
Of course the purpose of the 'special' crate would be to act as a trigger for using "the skill" to transport ore from the mine quickly into the smelter, So that one could remain in the mine for a longer period of time actively mining - since no matter how good a haul or not you get, you're simply incapable of carrying more than one jammed full and over crate at a time, even if you have additional crates to swap off with, it still requires carrying each back out before it's "too late" (fatigue16h/24h)
Alternatively. the Shining crystal nodes that reside in the mine - could be changed so they could "fuel magic" and be mined/procured and required for the function to work (or perhaps both methods could be used, "free" uses based on stats/level and "fuel" uses based on stock of (fuel item for magic) )
Apart from that: "conveyor" sounds .. or at least brings to mind, things that would be outside of the "theme" shown so far...
But that hasn't stop other games from utilizing "technological wonders" far exceeding the theme/era/etc (Dwemer machinations in elder scrolls, for example.)
So who knows.
However back to the point of Copper. While i dislike it too, and feel there should be a hard player-controlled way to negate it...
Part of me does appreciate it's existence... The part that goes "This is a customer either getting what they can afford, or what they can equip"
When I'm level 12 and can use the "4th" weapon of my class or some such thing in pretty much any other rpg game, I desire, at best, buying the "4th" weapon.
I wouldn't want a shop offering me the 1st weapon, just like the shop wouldn't want me to demand the 1st weapon if they didn't sell it.
but at the same time, I wouldn't want a shop offering me weapons 8-12, either, nor one offering 40-50, even if they have a ridiculously good sale that for whatever reason makes a "9th" weapon cost less than a 4th weapon - I can't use it, and I don't have a billion trillion of the currency to go willy nilly spending spree at every deal I see, and then beyond that is ability to equip/use it, which usually by the time I could I'll have found something either rarer and lower tier that is stronger, or better than it in general, perhaps even same tier and rare - or perhaps found literally it, but better stats.
But I'd still like to be the one in control of that. - Unless.
Unless there was a feature added which would drastically change smith/store operation.
a sort've "stock" vs "showcase" - If you've seen Recettear - there's a... sort've... similar thing there.
What most customers see is what is showcase, but if they're looking for "something" in particular, they can come and ask "you" to see if you have "something" or similar in "stock" (inventory) Even though its not on showcase in the limit space you have to "display" items.
There way I could something of that scale easily working for MLB - is eventually getting the option to "Upgrade" the store to contain a "specific" stock storage. - like Copper "stock"
I wouldn't say "require" it to be "fully assembled items" though maybe it should, you /can/ still build them in off-hours, but for the purpose of this post, I'm going to say "not required"
Basically. It'd be an.. additionally and crate/chest (similar appearance as the customer scroll and coin chest)
And you'd be able to drop ingots (not ore), and finished tool parts - and fully assembled items matching the metal type (to "discount" the price to "assemble for stock")
That'd be the function of the crate/chest.
The function of the scroll would be to
That way displayed items can be the Epic magical +45015 enhance murdersword of galactic doom and "Authentic" +9001 "Over 9000 backstab knife" (Collector's edition, rainbow BlackSmith-New skin)
And the customer can still get their fill of low tier requests, and the player doesn't have to get frustrated over either having to have copper/make it, basically wasting their time or reputation (suggested feature, turning a customer away can happen, but would result in bad publicity/loss of rep)
I'm unsure whether I'd say "allow grip parts/guard parts" to be stored separately in it because its been talked about as well for grips to see massive changes too - making grips (wood) yourself as well as the possibility of future grips being "upgrades" (metal)
a lot of things would be "worse" with the "stock" scroll
Tool heads would "have" to lose their enhances, or rather, They wouldn't lose them, but simply wouldn't benefit from them - The scroll would just treat them as the part they are and nothing more.
Fully Assembled items would likely only sell for the basic grip/guard+ toolhead price, even if it had a better grip going in - again, for simplicity/code-ease/optimization.
But you could at least have -124591-580815089 on hand - I mean. once you get to iron/steel prices, you could probably get 100 of every item in copper - not that currently you'd want to cause it'd suck making them for like a month in game... but you could. - That'd be what I'd think is a good way of going about it...
However, another "worse" would probably be I'd say that "Church/King" requests wouldn't be fillable with it.
You'd have to fulfill those orders by hand, IMO. Neither of them would want your dime a billion crapstick, even if they still requested for crapsticks, and even if you still make literally the exact same thing stored in stock,
And Customers would "Query" "Stocks" for their requested item - So If you don't have the stock or don't have it in stock in the stock, and don't have it on display, They'll still stand there at your counter preventing other customers from coming in for the full duration of their "order time" (Unless you manually send them off) (fail or manual send off would still result in whatever future decided drawbacks (loss of rep))
And of course since there's also suggested talk for hired help or sorts and/or theft...
I would assume one can hire a "counter" clerk who'd ensure full sale prices while the blacksmith is out of the shop map-cell
The stock would still sell an item regardless of clerk or smith presence, but might have a chance of like 1-5% at being reduced price by 1-5% (reverse of chance (-5% = 1% chance) ) (and maybe a 0.1 to 0.01% chance of notifying you of "item stolen from stock/display" (100% loss)
I'm pretty much just rambling off onto different ideas at this point....
So I'll end it here.
Also, you could add a check box that toggles whether or not the customer comes back to pick it up if they run out of time.
Glad you are enjoying the game.
I am aware of the issues and are working toward the suggestions you mentioned.
Thank you :)
Appreciate the suggestions. I will take it into consideration.
until a change is made though - You can save and reload - when you reload the nodes are all repopulated from scratch, if I recall correctly.
Just keep in mind that reloading should be kept to a day to day basis - If you randomly save mid-day and reload - your exhaustion time also resets., meaning you won't get tired at the same point of time as normal - which could impact operating hours of the shop - forcing you to be awake when no customer come, and be asleep at customer prime-time
at day 12 and its that short???!
Man I've never had that happen. I'd recommend restarting though if that's the case.
No. The difficulty spike wasn't intended but that is the way it is currently. I imagine the difference in times is both intended for earlier days and difficulty modes, but the sensitivity isn't set right, or something like that.
like I said, I've never seen such short times nor before at least a couple weeks in and it does seem like two weeks or so is usually when it starts decreasing more rapidly, but I've been outwards of like.. 80days and more and not seen 30... or maybe I just didn't pay attention.... hmm...
Anyway. I recommend setting up shop before opening if you're planning to continue in that state - make Tool heads and set them near the counter, and keep handles near the workbench - Keep them on the shelf below, floor below, the three cubbies on the backboard of the bench, or the shelf above. This keeps em close but not combinable so you can make sure the right grip is used.
Plus if the grip goes on last, you can continue holding the item, so you don't need to regrab the handle when its combined.
Then you can turn and hand it to them (carefully as to not blast apart your shop in the process)
Additionally. - I'm recommending tool heads and not completed tools because there's a bug (two) which breaks completed tools after reload, and sometimes even just during session. - and if they're built wrong its more of a hassle to clean them up (example: Customer orders a polearm - but you only have a greatsword on hand, completed) -> ( if you had a large blade instead of a greatsword - you could attach the large blade to a polegrip (with or without guard) and make a polearm - and complete the order in a short timeframe) -> (But If you have a greatsword, (and cannot afford to make the polearm any other way) you would have to take the greatsword and disassemble it at the anvil, then reassemble it at the bench which would take a lot more time (or you could just give up, you have a great sword, go away non-greatsword purchase))
and the other bug that having completed items does is if you have multiple Metals of the same type of weapon (Copper Greatsword and Steel Greatsword, for example) and the Customer wants a Iron Greatsword - You have to assemble or forge one, but when you hand it to the customer they won't accept it - because They're locked attempting to accept the Greatsword you had near them to begin - its because of something in the code that does it - and to fix it, you either A) can't have any item completely assembled or b) have to remove the other items from the vicinity that the customer an "detect"
thanks for the input sad to say I'm gonna have to restart and darn I was 50g from tin tools but yeah I'll try again before restart and record it then possibly set aside my save file for you guys if you want to examine why it happened further
At the moment, our target audience is for PC. When things are more stable we will be turning our attention to Mac/Linux and in the future, console if the need is there.
Appreciate your suggestions. We're hoping to get an update too everyone VERY soon. No ETA as i dont want to build hype and if something goes wrong, have to push the date.
I am hoping to add more functionality like the ones you suggested but it does take time.
Multiplayer is another beast on its own and unfortunately, I found out that if you don't build the game from the base up with multiplayer set up, it becomes very difficult to implement it later on. So what will happen is, I have to make a second game from scratch, rewriten from ground up with multiplayer code implemented.
Appreciate your suggestions though. Thank you!!
I am hoping to implement grip and guard crafting.
Ya, I'd like to add the ability to customise your sleep length. I loved and appreciated how Bethesda games allowed you to choose your sleep length so i'll eventually add it as well.
Thank you, glad you are enjoying the game!
It is repetitive. I initially didnt design the game to be more but since everyone is enjoying it so much, i've dedicated myself to making it better for everyone. So i'm doing my best, with the help of the volunteers, to add more things to the game but it does take time unfortunately.
no. 9 sounds beautiful! Yes please :)
Hey thanx for your suggestions Salvatol.
YES! 9, 2, 3, and 7 Srsly tho. Tiredness bar would mean no more "surprise, your out in the middle of nowhere doing something, and NOW you have to WALK all the way back. Great."
I don't get enough request for VR but i do want to implement it anyways one day but not anytime soon. Plus, I dont have a VR headset with touch controls.
Maybe one day but I dont see that happening next year. Keep an eye out though, you never know. Anything is possible.
In the future, I will look into adding an option to change the color of the crosshair.
We also did make the adjustments to how fast metal cools down in 0.0.9 builds.
Thanx for your suggestions. I'll take them into consideration.
lol developer is soo busy that he couldn't even reply to my post and my post is here for like a 5 days or so.
Multiplayer is something I hope to do one day. Let's just say, it's one of my end goals.
No worries. Your belly is more important but thank you for the well wishes.
All the best and thank you for your suggestion.
If I and the team manage to get a multiplayer version out in the near distant future, that is something that we will consider. I think it would be pretty cool to have some small ecosystem where players can help each other or compete against each others shops. We'll see.
In any case, thank you for your suggestions.
At the moment cyrstal are not in their final state. They will serve a greater purpose in the future.
Really appreciate your sugestion.
i like the idea of the theft/burglary.
But i would build it out. I would say when the player forgets to close the door the chances are higher that a thief is going for your money.
Also there could be a way to craft a lock, which decreases the chance of getting robbed.
I personaly don't like the idea of a personal guard, because in the timeline blacksmiths didn't had there personal guards.
The Blacksmiths had to pay taxes, like everyone else and the city guards should protect them.
But the idea of taxes already exists and will be implemented in the game i guess.
Try it again Gokana in the new update and something else happens. Ill let you figure it out.
armor has been said - Both In making and in repairing (all repairing including armor)
Quite likely the system that lets you smelt objects back down to their ingoty form will likely be utilized at the start whenever (if) it gets introduced unless a more specialized method is made. - as for the other two...
Well. There's uhh alt? and Alt-ctrl? or maybe that's ctrl and ctrl-alt which allow various rotations.. though they're not always perfect because the directional compass of an item isn't always upright and forward...
Also I hate games that take the use key away from use to incorporate some silly leaning/rotation key that I would just remove if possible or at least rebind. It's so absurd to have the longest string of games use E for use, but then the stray game with spin/rotate/lean goes "what's that? WASD and E and Shift and Ctrl are the same in 99% of games? F that lets make ours reversed and upside down and make you have to turn the keyboard over because unique!" It's dumb. so Dumb, so easily hate-able and dumb.
But that's just my Opinion.
And I assume you know about the rotation buttons - and are suggesting a "auto" version, Essentially speaking - Where Alt/Ctrl "hold" and Q/F "pulse"... or rather "Hold without additional action" - while alt/ctrl would be Hold "with additional action"
Also afaik most of those are currently rebindable - I at least know I rebind action wheel from Z to one of my mouse buttons as well as character sheet, and there's still several others in controls...
As with most PC games rebindablity is nearly essential. E to use or F, whatever someone's preference is. My suggestion with rotation is based on flight controls commonly used in games. Essentially a system for a rotation axis that can be rebindable. Alt and ctrl-alt is not currently rebindable. Also E in this game isn't use its equip. Not used very often so I don't see the issue with having it moved if necessary; but that is just something that gets worked out with rebinds and personal preference.
i would say that E is good e for equip now F? thats bad that would not make sense (but if you make that a lamp hot key that would be cool) ctrl is a good button for rotating use, theres just something about use E that makes me want it for equipping stuff or as a use button if it dos something like rotation it just would bother me to no end mabby R would be some use if you dont like ctrl?
I hate dogs.
Nah jk but no other than the Dog most of those have been suggested and thought about. - well, maybe not the like "Stronger beginning" - unless Easy mode does something along that line - but the customers or whatever kinda thing, that's been played with from multiple angles, the mines being expanded - multiple layers of mines or what not. Making your own grips is planned, I believe, and Geoff (the other shop) has better prices. ._. Every grip you can buy in delivery, is cheaper at Geoff's - plus he has the cheaper wooden grips (1 and 2 coin respectively) - Although, Wooden grips are literally that value, while the cheaper grips at Geoffs are legitimately cheaper, and will get you a few coins more profit.
Geoff also has unique Guards that you cannot buy through delivery. - Not many, yet, but that's likely to increase over time, Likely you'll be able to make these all eventually, but delivery will probably remain limited
I would also like a tad bit of optimization. My toaster PC isn't as bad as your potato but I do get considerable lag inside mines.
1. You can you just need to be out of stamina.
2. You may want to increase your brightness. Though this would be a nice idea. Purchasable lanterns that you can light and leave at places. Better yet smithable lanterns!.
3. What could work would having a sign that blacklists things that you as a business don't make. Ex: We do not sell: items made with copper or tin, weapons with normal grips, or pickaxes. Gotta keep the place classy you know?
it's still not whenever you want and I always need to wait past 1:00 no matter what I do.
It's not the matter of brightness but textures and reflections.
That would be great indeed. Especially now when the customers want even more stuff such as brass, bronze and steel.
O.o I've never gotten game freezing from going to the edges of the map on a Magic Shield Carpet (TM of Blacksmith of Little Blacksmith Shop)
I've been past the castle gate, under the castle, ontop of almost every mountain range I wanted and rode across the skybox (as in with my head generally pressed into the roof of the map until the shield was forced through my feet causing me to plummet back to the ground)
Perhaps the freezing part is more in line with a possible corruption in the data, (redownloading sometimes changes that) or more specifically with how you computer reacts to the information, and just doesn't like that information
that happened twice, both where i went veeery far veeery fast (with the crate), probably the game didn't had time to load the empty area and froze
the other times that i did it i was teleported back to the church, probably didn't gained enought speed =p
If I recall, There was speculations among the team about the possibility of personalizing parts if you're a patron/donor of a high enough tier
yur'a blacksmith not a swordfighter, Jim.
But no seriously. Not in MLBS, if Dasius makes another game after or during MLBS's project, maybe, but fighting is one of the least likely things to appear in MLBS, unless its in the vein of somehow giving an unforeseen quest (as in it just happens eventually and never visually seen) given to a customer for materials in which you'd be paying them for, But even that is pretty low on the totem pole, at least, I think, Hard to say since I've seen suggestions of hiring NPCs so many times, and so many varied responses to different kinds of them..
This game is nowadays popular enough to live a standard game development life. Yes, indeed, we could push it further... but I suggest you to wait... it's STILL not the right time
There is, in fact, already a use for the crystals. But it's a super secret hidden use, and all the different crystals have the same end use so don't bother looking for them separately. I would say search for the use and not find spoilers so you don't know what's going to happen.
Hey, the crystal will have a use in the game's story in later updated. Right now they're useless.
How many do you currently believe there to be? though, I'm pretty sure more areas are planned.
there's like, 800 ways, to get to the king, Including one where you can almost walk right up to him from the front (its like a small staircase of rock faces)
so that one is probably intended.
The castle isn't intended, but its not important to actually keep people out of it, and I imagine as the Castle is fleshed out more in the future, that there won't even be a quarantine, unless the Quarantine relates to a certain something(s) else, in which case, You, the blacksmith, will have control over/a heavy... say, in when it can be accessed again. (as in quarantine lifted/fixed/etc)
the mine or mines already has plans of being changed
There is no PVE, and its extremely unlikely that there will ever be blacksmith addressed pve - if there is anything, its likely to be something you hire customers to deal with, not yourself.
The horse is buggy. in 9e it was removed to stop the ultra common issues that occurred because people didn't always see the warnings
Consoles - Extremely not priority, but like steam and VR I imagine it is being considered already. (Priority for just those three would be steam, VR and Console are a bit of a different horse ride)
Combat + Blacksmith = Not happening, It's one of the suggestions that is usually shot down pretty.... definitively?.. by Dasius, though I imagine he's not going to shoot em down every time. - Wildlife is likely pretty low on priority as well, but hiring NPCs/customers to fight for materials is something that hasn't been dismissed, so SEEING wildlife might happen. - something like watching the occasional (insert flyer) go over head or something
Seasons I believe are being heavily considered, Though it may just end up being "Seasonal update so the map gets a weather change"
Hiring suggestion - several times suggested, hasn't been dismissed, seems like it might be under consideration.
Making armor - Planned
Repairing armor/items for customers instead of making and selling them - Planned as well, If I recall.... Or maybe I read too much into responses to these suggestions, I dunno.
Quickly back on the Hiring - Assistants are actually on the Roadmap - So. Very Planned.
Shop raids/Theives/etc - Dasius stated that he was considering and working on something "similar" to that effect, so - semi-planned - Not Combat, but a "while you were away, you left your door open and" kinda thing, I would assume, and assistants would probably play into that, one of which likely being security, while having them, in general, in the shop while you're not, would reduce the likelihood and such
Reasons for Traveling (Mining was spread further apart I assume mostly for that purpose) there's also stuff hidden around the map (apart from the crystals) and there will likely be more and in different places in different updates (probably) - Something about Blueprints/unique though I think is likely, though not sure to what kinda extent, I feel like there was a tease of something like that this christmas seasonal stuff, but I never personally saw/found it.
Multiplayer is heavily in consideration, though not priority, just planned to possibly be had.
Unique is kinda a branch of what we already have in specifications, as well as coming from sources like the Church or King - So I imagine, Planned, but don't quote me on that one, I could very easily be misreading statements.
Deeper mine - very planned, and we already have one segment of deeper mine with one area of "pre-built" and its "dangerous" (hard, technically deadly but not combat wise) to reach and you do get "goodies" for doing so, though not special goodies that would be worth a fortune. (yet)
Optimization is always something devs have planned and work on and off on.
"more weaponry and things" - Pretty planned.
factions/fame (Reputation) - Has been... juggled? around here and there as being a possibility, though I don't think I've seen it definitely considered.
I am looking at reworking some things and having a better mining experience.
I'm not sure if late night customer requests would make sense but I appreciate the suggestion anyways.
Thank you fro your ideas.
I do plan on adding armor, pets and mounts. Same for unique handles and guards. Currently, in the Patron version of the game, there is some customization options for placements of workstations, next I am working on players being able to craft shelves, tables, counters, etc.. Then finally I hope to allow players to build a new shop from scratch.
I really like your idea of lantern fuel. I'll look into that one.
Thank you for your contribution. We are planning on adding an assistant eventually. I actually want to do it now but that would just push the update to the public even further, so it will be in another update.
The game, as you are aware, isn't aiming for realism.
My philosophy is, why escape reality to video games when only to live in the same reality.. again. Where do you escape to next? So, I do want to have some elements of "realism" but not too much. Very little as possible. This is more about having fun in the end.
Thank you again.
You can use crates to transport items. There should be 4 of them near the back patio of the shop. Just put the items in and click the crate. Now the crate is closed, and the items inside won't bounce around when you carry it!
that will probably happen but very later whenever it gets released on steam, if that does happen that would be actually amazing
If you are talking about not knowing how to save the game, you can press Escape and click 'Save Game'. I believe it is the topmost button. If you are saying that you click 'Save Game' but it never actually saves, that might be a good question for Dasius or Kurzidan. You should post this in the Bug Reports page (https://itch.io/t/57232/bug-reports), since this is more of a bug than a suggestion.
I mean i click "save game", but it dont sawes.
I posted it on bug report site too, but no one answered.
Thanks for reply MasonatorRoblox!
I suggest that you message Daisus or Kurzidan on Discord through a direct message, or post it in the MLBSS Discord channel.
MLBSS Discord: https://discord.gg/sya97hJ
You can message them directly by going into the Home tab of Discord, then going to the top of the column just left of the servers, then clicking the search box at the top and typing either one's name. I believe that Kurzidan may have more knowledge on this, so you should probably ask them first.
If you are talking about not knowing how to save the game, you can press Escape and click 'Save Game'. I believe it is the topmost button. If you are saying that you click 'Save Game' but it never actually saves, that might be a good question for Dasius or Kurzidan. You should post this in the Bugs page (https://itch.io/t/57232/bug-reports), since this is more of a bug than a suggestion.
I have never heard of that glitch. Though if you mess up on an order, you might deserve to have 300 guards sprayed at your face.
With the forge, I suggest that you put your ingots into sections, putting on only the metals that are requested the most, and leaving a space for any other ingots in case a customer requests an ingot that's not already on the forge. I would suggest that you put a maximum of 5 ingots in each group, since that is the highest amount of ingots that you can use on one item (this is the shield, with 2 ingots for the frame, one for the boss, and 1 ingot for each of the 2 handles, which makes 5 ingots total).
If by 'crates', you mean the ones that you can open and close, just hold alt and spin it upside down. Then set it down upside down, and click to open it. Then you can just lift the crate and everything should be in a nice little pile.
1. I highly oppose the idea of making the crates like workstations. Like that, you can't really carry them around. It's nice to carry a box over to the mine, fill it with ore, then carry it back. If Dasius did this, he would have to code in the movement of everything inside the crate. Also, that way you can't make flying machines, or fling boxes into the air.
2. I haven't had any problems with getting a shield through the door, though I've only made one shield. I suggest that if it's too big to fit through the door, slide it through the gap at the bottom of the window to the right.
3. I think that is a good idea, though unless you are building 3 things at once, it wouldn't really matter for you to have multiple work tables. I do really like the idea of multiple forges, but until then I suggest putting different ingots in different sections of the forge (by 'forge', I assume you mean the platform where you heat the ingots, not the thing where you smelt ore and create alloys).
4. I have also had the same sign problem. I have also noted that editing the text on the sign next to the big shop does not affect the sign by the starting shop.
5. I have not had this problem, unless you mean that when you grab a part off the table, it phases into the table. This, for me, is super easy to fix since it only requires you to hold right click, and to move it out of the table.
Yes my parts phase into the table and yes I can fix it easily and it wouldn't be a problem if it was just an occasional piece here and there but it gets annoying when it is every piece I try to set down. Also I have had times where the part phases through the table and falls to the shelf below. I have also notices it is harder to put things on the shelves because of the phasing. I tried to place a pickaxe on the shelves between you and the customers, it phased into the shelves without me noticing til I let go. Then it sat there shaking for a couple minutes before flinging itself across my shop, knocking things around as it flew.
As for the crates I too take them to the mines. I simply meant for there to be another crate option that doesn't have a lid and is simply for storage.
As for the multiple tables/forges yes I mean the platform for heating ingots and currently I do separate my ingots but I think it would be a cool option to have.
For the shields I do slide them in through the window because the tower shield is so large it has to be just right to fit through the door (try it a few times).
I for 1 am the type of person that makes lots of items ahead of time and I like to be organized so I like the idea of multiple storage and workstation options.
I am a bit surprised that the grips are all uncommon now unless you walk to the shop down the road where you can get common wood and rare grips. Wish we could order the common ones from the shop since they are "common" anyway.
Also, it would be great if you could toggle grabbed items phasing through objects. It's really annoying when you are trying to put a guard into the cubby hole above the work table, but it won't collide with the walls of the cubby hole, and you're not sure if it will be stuck in the wall when you let go.
Another idea I had is that you could press a button to highlight all items nearby. It would help a lot when you drop an item into the oil to cool it down and you forget where in the bucket the item is, or if you accidentally drop something in the water and you don't know where it is (seriously, it took me half an hour to find both of the flying machines I had made after they fell in the water), or if you accidentally grab something and the thing in front of it goes flying, and you don't know where it landed. In my eyes this would work a lot like in Minecraft, where if you hit a mob or player with a spectral arrow, then they are highlighted, and you can see them through walls and stuff.
Yet another idea of mine is that the smelter could have a mechanism where the ingot mold tilts forward when the ingot has finished casting, causing it to fall forward into a crate that the player leaves sitting there. This would help prevent the ingots from stacking on top of each other and possibly getting flung.
Yep, I've got another suggestion. It would be very useful if you could press a button while looking at a workstation to reset it to its original position.
Also, it would be nice if when moving the smelter, whatever items were in the smelter at that time would be put into a special 'delivery crate' sort of thing that would appear where delivery crates normally do (one crate for each section of the smelter, with the items put into their respective crate, and each crate labeled with the compartment it came from). The crate should be small enough to fit into the fuel compartment or the ore smelting compartment, depending on which compartment's items the crate contains. It should also spawn any firewood horizontally when the crate is opened, since spawning it vertically would cause it to get stuck. It would be even better if a message were to come up telling the player that the items have been put into a crate and moved to the delivery crate location. This would be super helpful for when you move your smelter to an entirely different place and you don't want the materials inside to stay where they were before. This would also be useful if you somehow manage to get the smelter stuck somewhere, and you don't want the items inside getting stuck too.
They are already working on it. ALL of us think that it is a good idea👍
Duuude, that's a neat idea. I think that it would spice up the game's plot!
Don't worry, Dasius has stated that he will be adding this to the game in the near future!
Neither of those section are correct... the most correct section would be the FAQ...
If you haven't gotten this problem fixed, try messaging Dasius or Kurzidan on Discord. They might know more about this. Maybe there is a value in the actual save file that can be edited to fix this.
1. I agree very much.
2. I believe that things going flying is mostly due to buggy collision physics, but I'm sure that Dasius is working on this!
3. There are some 'secret' easter egg/story things randomly dotted around. Try exploring! See if you can get into the castle!
4. I agree, the removal of the horse and cart made moving items around a bit more tedious.
5. I believe that Charisma increases the selling price of your products. I do not know if it has changed since then, but last time I checked it just increased the price by 1 Copper every few levels or something. I believe that Dasius will change it to a percent increase eventually.
6. I agree with this. Sometimes I sit there trying to put the parts together for a minute or two, and then they finally piece together right as the customer is about to leave.
I believe that Dasius said he will be ading this soon. This is the fourth time I've seen this request in a page or two, so please at least go through a page or two to see if your suggestion has already been made by someone else. It helps Dasius sift through the suggestions quicker!
It actually has... different type of woods... you don't know that...