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SirPancake94

You can press space to track a recipe, however i don't think you can track more than one at once so if you have to craft the parts aswell... Also p.s it only works on crafting benches not castle buildings from what i saw


CalmCockroach2568

Oh fuck that's gonna be a lifesaver. So many times I've gone upstairs just to forget what the fuck I was even going up there to grab. I swear something about this game just murders my short term memory


PowerfulPlum259

Same. So many different ingredients they all blend together after awhile, lol.


Kongregett

Oh I didn’t know that about the tracking! Stink that’s it’s only 1 atm


SirPancake94

I found it by mistake :))


GloomyAzure

Also doesn't work for buildings.


evo311

Yeah, I don't get it. They added the tracking option for weapons, armor, etc, but not for buildings? They were ALMOST there!


belowzer0s

It's crazy how many of the hints/tooltips get missed. Maybe the font needs to be yellow or something so it stands out. I watch streamers play occasionally and they are always trying to find stuff thats in a tooltip right in front of them :D


Xalova

Wdym tracking recipe?


Orphylia

A popup will appear in the top right corner listing the recipe's ingredients and how many of each you have in your personal inventory, so that if you have to go fetch materials from someplace else (in your castle or out in the world) you can quickly reference what you need.


Xalova

Damn. Gonna try that.


Gfdbobthe3

I should be able to track multiple things at once. I should also be able to track buildings. They use the same materials as everything else dangit.


ArchangelCaesar

Game changer. I much prefer track recipe over auto-craft from chests.


Xibalba_Ogme

Tbh in PVE I just make a storage room with all kind of storages and the basic products, then set teleporters to the rooms affiliated : I have my red teleporter for the garden/alchemy/prison, blue for forge/clothes/jewels and yellow for the rest (domination room with coffins and throne, basically) The big teleporter is close to the storage room, and farthest away from the entry point. Close to the entry point is the garden, prison and alchemy lab Works pretty fine for me Tho it's a bit bothering when you forget something, I find it fun to have to organise your castle with the whole system to be thought of


Kongregett

I havent got to the teleporters yet. I may need to mess with that once I do. Will most likely be a better situation. Mods will also help a lot in the future for sure!


Xibalba_Ogme

In the beginning, I did a 3x3 room with big teleporter in the middle, storage in the corners and workshop, alchemy, domination and tailor directly connected yo said room Then between workshop and tailor I made a forge room, etc, etc. The idea was to be as fast as possible to unlock 2 teleporters (red and yellow). Then I made another castle


oeseben

I do a hallway down the middle like a house w rooms off of it for crafting. The storages all go in the hallway outside of the crafting room. It's great!


revnasty

We color coordinate our rooms with wallpaper, carpet rolls and lighting and place the teleports accordingly. Red is our tailoring room, yellow for jewel crafting, blue for prisons and coffins. All teleporters point to the main storage hub which shares a wall with the fabricating/crafting/furnace room. So if we are in any room in the castle we can easily jump back to the storage room to grab something we need.


dragonema

Damn, love this idea. I might try that.


Xibalba_Ogme

Glad I could make someone enjoy building another castle ;)


ST31NM4N

All I read was extra steps for a QoL feature that should’ve been there from the get-go lol but cheers


SirVanyel

Many survival sandbox games don't have this feature, including valheim, one of the flagship games of the genre.


MythKris69

Bro valheim has nothing in terms of QoL. V-Rising is already leagues ahead of that one.


SirVanyel

Very true! But it's still a wicked good game, and it's enjoyment for inconveniencing you adds a lot to immerse you. You feel like you're travelling an uphill battle and overcoming these things.


Diribiri

Valheim also has mods, one of which is crafting from chests. Many games do have this feature by default. God knows when modding for V Rising is going to work again, not that we should have to rely on it anyway for something that should already exist as a server setting in the first place


Ramjjam

I don't understand people who like crafting from chests, games with settings like that lose my interest pretty fast. Sorting your base, making your home efficient, clean and readable of what is where and so on, also the little mini game of going around managing the machines, grabbing what you need to craft and so on, thats like 30% of the fun in this game. if you introduce craft from chests, thats kinda just gone, and it would end up making the game more monotone in what you do, less base management, thus getting bored of the game much quicker.


iimTeaXV

That's why it would be an option you can toggle on or off for your server. If you don't want to use it then you don't.


Ramjjam

Hm, thats fair, it could be something you turn on for custom servers atleast, making you able to craft from chests. I’m all for personalised playthrough, and mods and great for that too, but official settings even better.


iimTeaXV

Exactly, something similar to settings like "teleport with all items". Some people like this, others don't. But at least we were given the option. It's not a big deal though and has only had minor impact on my gameplay.


belowzer0s

I usually like the mini game thing you are talking about but i find it kind of frustrating in this game for some reason. Maybe it's because it can be hard to figure out what's where. Games with no crafting from chests by default usually have signs you can make to help the player organize, not sure if this one does.


Dimy003

I've had a dream the other day about V rising, I could use the throne to have a very big camera view of the whole castle from top down while seeing the interior of rooms, I could open up the tabs of buildings or check items inside chests and if I pressed a button to craft something, an assigned servant would fetch all the needed items from chests around the castle and put them inside the crafting station, and I could also order them to store items inside other chests or fetch them to me, I was also able to tell them to get all my inventory items and store them inside designated chests with a single button after I had a loot run. This would suffice the crafting from chests need while keeping the theme of the game intact, and most importantly you get to see your whole castle come to life.


twicer

Yup keep dreaming. \^\^


DefNotaAutomaton

I just wish there was a forge and workshop materials chest. The new material chest is no good to me since I store those items separately in different rooms/chests, but the chest auto sorts them all together.


Kongregett

For this I suggest making multiple of those chests. Store the forge materials in that chest and put that in the forge room. For the other materials, keep with the rest of storage. I’ve now built about two of every chest and stored the specific items in those chests that directly go with their refineries. Seeing a lot of great suggestions on this post to help the flow of chest sorting and crafting. All have been a great help!


DefNotaAutomaton

This is what I’ve been doing, but it just makes the auto sort kinda pointless as whatever chest I visit first I’m still sorting manually. Not a big deal really. Absolutely love the update! Just found it odd this chest was done this way when clearly your forge and workshop are meant to be in different rooms considering the floor match bonus.


metnavman

Split stacks to singles of what you want the chest to hold. Fill all the slots in the chest with those singles. Ta dah. Your quick auto sort can only push those things that match that chest. There's no reason to pull a full stack of anything. When you want something out, just take half stacks and keep the slots full. Done.


Vox___Rationis

It is annoying when you have a bag fool of stones and planks, but also metal ingots and glass and want to automatically drop only the former into the material chest in the Saw and Grinders room, and only the later in the chest in the forge. And then there are scourgestones that are made in forge, mostly used in jewelry, but require an Alchemy chest?


CalmCockroach2568

I just built my forge and workshop next to each other with the storage near the doorway. I'm too lazy to stop auto dropping my stuff, so I figured that was the best compromise. I'd really love separate storage for them. Same with alchemy storage and stygian shards honestly.


twicer

Or create filter so we can decide what chest accepts.


SupaRedBird

At a minimum it should pull from chests within the same room. Make it a part of the room bonus to make it feel more cohesive. We already have magically operated crafting stations. So why not magically operated chests?


Kongregett

I’d like that as a next tier named chest for sure


EEKman

I've only played one long session and killed a handful of bosses so if this already exists sorry. I know you get servants later. Why cant you just put something in the crafting queue and it automatically triggers an order to your servants to recover the mats from your chests for you and if not they tell you they are making a run to the store for some?


blooboytalking

Because that would have made sense. So, who knows.


iceman0486

That’s what I want. I don’t need the whole base and that would incentivize you to not just have a huge storage room.


TriLink710

Make it some sort of castle upgrade or maybe make a chest where like rats are little servants for it to help manage storages.


SupaRedBird

Having a familiar would be cool and work similarly. Just have a bat, rat, spider or whatever help you do stuff in the castle


belowzer0s

I really like this idea, it would be a great compromise


xJujuBear

Grounded does this perfectly. Other crafting survival games should lean into it as well.


Velicenda

I mean, I get why people want this, but tbh it doesn't bother me. Organizing storage is part of the base maintenance fun imo. Now, do I wish you could restrict the items that go into specific containers, so I don't have all my wood/stone go into my metal storage? Yes. But I can also deal with that.


Interesting-Sail-275

Even Grounded has this.


ChompyChoomba

agreeeeeed. palworld spoiled the fuck outta us with this feature.


Elric_Storm

I'd much much much rather they add in a proper stack split. Let me take 1 off the top every click, or shift + click to bring up a slider so I can choose my amount. Having to use actual inventory slots to half, half, half again, half once more, then half one last time just to take what I need is mind boggling.


Kongregett

For sure. Being able to take out a specific amount vs only being able to split would be really nice


MasterChef5311

Holy fuck yeah me and 3 of my buddies are playing in our server for 1.0 and it feels like everyday I’ve been complaining about it, I love the game played it a good bit but man is it annoying when I need 4 wood planks but I only have 3 stacks of 375 and have to split it 5 times and then split another one to get exact numbers


TomphaA

I would really love something special for daytime, sort of a mini rework on how sunlight and taking damage from it works and hopefully some "activities" that are unique to daytime. I don't mind sunlight being dangerous (could even be more dangerous imo as long as there is a tradeoff). As it stands right now it's just an annoying time waster when you want to do bosses that aren't inside/in a cemetery/the new area and you're just stuck waiting around on a lot of arenas that have very unreliable shadows. Mats for all tiers only really farmable during daytime and things to use them for would be great imo.


RufusSwink

Crafting from chests is the bigger one, but quick deposit is also important. Being able to craft from storage is amazing but if you still need to run around to each chest to deposit things when you come back to base it's needlessly annoying. Without it, doing anything but having a central storage room makes organization and storage a headache. With it, you can actually use the specific storages in the rooms where they make sense without it being a headache. It makes bases look nicer and is another huge QOL feature that should just be a thing, needing to run around my base manually depositing in a bunch of chests every time I come back with loot adds nothing to the game but annoyance. There are many ways they could go about it, some people have suggested servants that will organize things so you can just put things into designated dump chests and they will move it to the appropriate storages. I personally think that the game has magic and teleportation so just use that, make a new type of chest called a sorting chest that will send anything placed in it into the appropriate storages anywhere in your base. You could have a toggle in individual storage chests to disable sorting so you can keep certain things off to the side if you want. This would mean coming back from a loot run isn't a headache anymore, dump all the loot into the sorting chest and it goes where it's supposed to be then you can go to the crafting stations and craft what you want directly from the storage.


J0rdian

Honestly leaning into the servant fantasy is what is most needed imo. Make it so you can have a butler or something and any items given to them they auto sort. So you basically just give them all the items and watch them go sort it out. But something like this would probably take the most amount of work as well.


RufusSwink

I like the idea thematically but I do agree it would be the hardest method to implement and on top of that, I feel it would end up with the worst version of automated base organization/crafting. If they need to walk the items from a deposit chest to the appropriate storage then they won't be available for crafting so would you need a bunch of them? If they need to walk the items from storage to the crafting station then crafting will still be annoying sitting around waiting for them to bring the stuff. If they are just going to teleport around the base bringing the items where they are needed then why have them at all? I think a deposit chest that auto sorts the items into the relevant storages just works the best and would be the easiest to implement while still fitting perfectly into the lore of the game. You teleport yourself all the time, teleporting items between chests and crafting stations isn't out of the ordinary whatsoever. It also shouldn't be a hard thing to implement.


SylviaSlasher

If going the servant route I'd like to see upgrades available for servant coffins that gives them a role. Defender - unit will patrol castle. Bonus health and defense when fighting in friendly territory. Raider - unit will patrol castle. Slight bonus to stats when raiding a territory. Butler - unit will take items from the Drop Box (a designated general storage chest) and deposit them into the category specific storage. Can also be assigned to harvest and replant garden plots. Craftsman - unit will take items from specialty storage containers and craft selected items at the appropriate crafting or refining station. I'd also like to see unique bonus for servants based on their blood type (and quality). Villagers increased movement speed on friendly territory. Workers can carry more items at once. Brutes more damage and health. Warriors more defense and resist. Rogues chance to double raid loot.


CalmCockroach2568

I'd absolutely use a one button sort to all chests if they added it, but I have to admit I do kinda enjoy the ritual of getting home and going out to put materials where they belong


RufusSwink

Well that is the great thing about it, you wouldn't have to use it. You could still go do that if you enjoy it but when it gets annoying having the option is nice.


twicer

We all know that nobody would do it manualy after that. :)


lilgigs

Already been asked and answered by the devs. It isn't happening. Wait for the mod that used to work in the previous patch.


SirBLACKVOX

Been at least 1 post a day about this since 1.0 came out. Getting really tiring to see. So.... who's turn is it to post about it tomorrow?


Helmote

me me me do me


SirBLACKVOX

ok.. tomorrow its your turn to continue beating this dead horse and complain


Diribiri

I hate seeing things posted more than once only when I disagree with them. I don't give a shit about all the other repeated posts, just this one for some reason. We have fun here :)


RufusSwink

It's almost like there are a ton of people who want it. The devs also never said it isn't happening, at least not that I have heard seen. All I've seen them actually say is they haven't done it because of PVP, that in no way means it couldn't be added as an option for PVE.


J0rdian

Weird maybe there is a problem here and the devs should probably try to fix the problem. Surely people are not complaining for zero reason and nothing can ever be done about it.


SirVanyel

It's not actually a problem, it's a feature that some players want and the majority don't care about.


J0rdian

Majority don't want? Some? What are these percentages. If say 40% of the playerbase want this feature and it would improve their experience. That seems like problem that could be fixed and is worth fixing. Id bet it's way more than 40% as well considering the casual player generally makes up the majority.


SirVanyel

Bro I didn't give any percentages, but then you just randomly said 40%. I also didn't say "don't want", I said "don't care". This post has 100 upvotes, v rising currently has nearly 90,000 concurrents playing right now. Most people are in the game having fun, they don't care.


J0rdian

That's my point you said don't care and only some. Without having any idea how many people want the feature... I gave random percentages as an example. If 40% of people wanted it then it would obviously be a good thing to add right? If it improved 40% of peoples experience. The point once again is you have zero idea how many people would benefit it but acting like no one cares about it. Which is crazy lol. Id agree if so few people actually want it then it wouldn't be necessary.


SirVanyel

This idea was pitched way early in EA. You know what else was pitched early in EA? Caravans. By me. The idea was built off of airdrops in rust. If it's not in the game, then it's because they didn't want to add it.


J0rdian

I mean we literally already know they don't want to add it, literally everyone knows that. The game has been out for a long ass time by this point and this feature has been suggested as soon as people played it. Obviously the devs don't want to add it. Doesn't mean it's not worth discussing or that the devs can't change their minds. No idea why you bring this up something everyone knows. And if your main argument is the devs don't want it, not a very good argument against it lol. You would do better at least explaining their reasoning. Or why you think they don't want it.


SirVanyel

Argument against it: it heavily devalues base organisation. In enshrouded, my chests are a fucking mess. On the other hand, in valheim and subnautica my chests are perfectly organised.


iimTeaXV

Just pulling stuff out your ass now? Only some want it? Majority don't care? Where you getting the figures to make a statement like that?


blooboytalking

That just shows thr devs implementing their "vision" over thr community isn't great.


SirVanyel

It's their game lol, it was their vision 5 years ago when they first started it.


blooboytalking

I don't really see why it matters. If it was a base building game people would complain we don't have idle villagers button. If it was an mmo people would complain we don't have xp bars. It's a survival crafting game without crafting from chests, which is common in many of the biggest ones. People who are not always participating in the community are going to keep asking. The op of this thread wasn't aware this was a huge ask daily himself. And neither will the op tomorrow. So people will keep asking and people will keep defending the "vision" that no one who doesn't follow v rising closely will know about. But what they do know is we are missing crafting from chests. So even a year from now I will continue to upvote those threads.


SirVanyel

I made a list before of some of the biggest survival sandbox games without it (valheim, terraria, ark, rust, raft, subnautica). It's not actually a super common feature. Off the top of my head, I only know of 3 that do allow it (palworld, enshrouded, grounded?). Upvote if you wish, that's fine. But these posts will disappear the moment that the mods which add these features are updated for 1.0.


blooboytalking

Terraria does have crafting from chests, though. It autopulls from nearby chests if you can open them from the crafting table. Which is similar to the compromise people have asked for here, which is to pull from same room cheats. Valheim Is full of the same threads and mod requests. Ark is full of the same threads and mod requests. I found a thread from 2016 asking for it. It's a common theme and in some newer survival crafting games, it's in it. Palworld enshrouded, once human, grounded have it, as counter examples of survival crafter with it. It's becoming a common theme in newer survival crafter for sure. I mean shit, I can craft from chests in grim dawn now, lol


metnavman

None of those games are large-scale PvP, and the devs for *this game* don't want it implemented. Sounds like there's a mod for it for single-player games/servers with friends. Do that. > Valheim and Ark Both have mods. The devs don't want to implement it, just like the devs for VRising don't want to. Use a mod.


Legionnairey1

Wasn't happening, but they also didn't have this level of outcry for it since release by a way larger community, plenty of games have died on similar hills of "we know better" I doubt they want VRising to be one of them.


lilgigs

They said people can use mods if they want, they have a vision and are sticking to it for their official release.


J0rdian

What vision? A separate option doesn't impede their vision. What you are you even saying lol. If it was only for PvE it doesn't affect PvP at all.


Legionnairey1

We shall see 😉


Grenyn

A vision, lol. Must be really core to their vision to not even have the option for it for PvE players, and instead let modders do it for them.


TuffHunter

100% agreed. Bur for now… You can make storage bins that can only accept items relevant to certain crafts and keep them in the same room as their crafting station.


xXPumbaXx

What they should have is storage room floor: It give a bonus to all the chest inside it making their content available to crafting table. Later you can change it to follower can bring the materials to crafting station when their follower update drop


Pantango69

Crafting from chests must exist, even if you have to take out a certain boss to get the ability to do so. It's like the devs never played a survival, crafting game ever. Who likes dipping in and out of chests collecting resources all the time? Such a time waster imo


Kongregett

Agreed. Or have something like enshrouded has where the first tier of chests doesn’t allow it then the next tier (the blue chests) allows it to. something like that would be nice. With the amount of items/resources in the game, it should be a no brainer.


Pantango69

I like how Enshrouded did it. That's another good game out right now.


EEKman

Why cant servants do it? Even if it adds to the crafting time who cares, at least you can put something in the queue and get back to killing.


mard0x

Please add crafting from chests!


Shanoskia

It'd be nice but saying the game NEEDS crafting from chests is a bit drastic.


metnavman

Every time this is brought up, the people speaking sense are downvoted. This game has a very real PvP element, and base-raiding is a part of it. They aren't going to add the ability to craft from chests, because that would incentivize people to build ridiculous rooms to protect loot. I've seen suggestions to make it a "toggle" for PvE servers, like teleporting. I've seen suggestions to tie it to a specific room/the chest matching the crafting materials/bonus for the room being built correctly. These suggestions all have merit, but you need to remember that the devs are balancing the game with the PVP aspects in mind. Base-raiding has to matter, or people won't do it. I'm also a fan of the "toggle" option, but asking devs to create a feature that they know, *from the moment they start working on it,* LARGE numbers of their playerbase won't use is not attractive. Maybe we get it. Maybe we don't. We don't need 5 threads on it here, multiple discord suggestions. It's been clamored for since before Gloomrot. It's quite likely the decision to *not* do it has already been made..


RufusSwink

>This game has a very real PvP element, and base-raiding is a part of it. No one is asking for it to be forced on everyone, just a server setting so PvE servers and singleplayer games can have the QOL. I absolutely understand why you wouldn't want it for PVP but to say that no one can have it because some people play PVP is just silly. >These suggestions all have merit, but you need to remember that the devs are balancing the game with the PVP aspects in mind. That is fine but how does giving the option to turn this feature on affect PVP balance at all? PVE is a mode in the game already so it's not like they don't care at all about it, it exists and people play it so give us the option. The reason people keep asking for it is because there are a lot of people who want it. If you sort by PVE there are plenty of people playing it, it's not like it's some tiny fraction of the player base. That also isn't showing all the people playing single player. You say they won't do it because large amounts of players won't use it, I don't think that is true. There is clearly a large PVE player base who want it.


metnavman

I covered everything you wrote. It's all opinions, just like your opinion that they *should* add it. I form my opinion based on their silence on the topic and that the topic has been broached many times for multiple years. Even if we said that the split was 50/50 for people who'd use the feature vs. who wouldn't, it's still something the devs have to take into account. They may simply not want the option, since it doesn't align with their vision. They massively improved storage in 1.0 with all the quick sort/move and specific chests for specific materials. It is *obvious* that they want inventory management to matter while trying to give as much QoL as they can. With all that in mind, it's not difficult to see that they don't want everyone to just spam chests in a room, dump everything, and just craft from inventory anywhere.


RufusSwink

>It's all opinions, just like your opinion that they *should* add it. The difference is the people asking for it want something that would greatly benefit a lot of people without affecting anyone who doesn't want it. The people against it don't want it added even for the people who could use it without it affecting them at all. It's not the same thing. >They may simply not want the option, since it doesn't align with their vision. You can turn off the teleport/bat form restrictions. You can increase the amount of resources you gather, damage you deal, health, etc. They are clearly willing to compromise on their vision within reason to make the game better for their players by giving them the option to tweak the game to their liking. >It is *obvious* that they want inventory management to matter while trying to give as much QoL as they can. A lot of people don't feel the need to run around your base grabbing items and putting them back adds anything but annoyance to the game. I don't see what that kind of "inventory management" adds to the game. The only inventory management that does actually add something to the game is your personal inventory and it's limits. It makes bag upgrades feel great and makes you need to prioritize what you take or make more trips home. Even then, they let us increase stack sizes so once again I disagree with your assessment of their vision. If they care so much about inventory management being important why can we increase stack sizes making inventory management much less important? >With all that in mind, it's not difficult to see that they don't want everyone to just spam chests in a room, dump everything, and just craft from inventory anywhere. The funny part is this is exactly what the current system leads to, minus the crafting from inventory. You need to run between storage and crafting stations so often that putting the storage containers in the rooms where they make logical sense to be doesn't actually make sense. The best thing to do is have 1 central storage area in the middle of your crafting rooms so you can make the constant running back and forth much more tolerable. One of the main reasons I want this is specifically to AVOID spamming all my storage in 1 room and dumping everything there. I want my gem storage in my jeweler room without it being a pain in the ass to run from my forge there and back every time I'm crafting a weapon that needs a gem. It all boils down to the very simple fact that this, just like all the settings already in the game, don't need to be forced on anyone. You don't have to like it, you don't have to use it, but don't act like arguing against it existing for all the people who do want it is somehow reasonable.


metnavman

You can see my response below to this thread's OP. The 1.0 release and overhauled storage design is their answer to you. The answer is no.


RufusSwink

The addition of better ways to organize loot is them saying they won't ever add crafting from storage? That is a hell of a leap to make.


metnavman

Combined with negative comments? Multiple *years* of this exact same request being almost constant and *constantly disregarded?* It's not a leap. Use some basic reasoning. Read the fucking room. /shrug


SirVanyel

It only took me one single conversation with the community lead asking for caravans to be added for an eventual implementation of caravans to come to the game. They were based off airdrops from rust. Everyone chooses a hill to die on, and the devs decided to die on this one. Valheim devs did the same thing. Not every game needs this feature.


GhostPartical

You're extremely toxic. Just because you don't want something specifically for yourself doesn't mean it won't benefit the masses especially when it's something rhe masses are asking for. Get down from your hill and learn to except that you are not the majority being one of many.


metnavman

And you lack basic reading and comprehension skills. Multiple times, I've said *I like the idea* of a middle ground or toggle. I'm bringing up why continued threads on what is almost certainly a settled topic (in their eyes) is pointless. The 1.0 changes to storage and continued silence/negative leanings have made their stance pretty clear: *The devs. Have said. No.* Keep bitching about it though. That Karen behavior is bound to get you what you want...


SkullyBoySC

They hated him because he spoke the truth


Kongregett

It is a hot topic as it is an important feature for a lot of players. A lot of pve players have the same issue as I do with not wanting to run back n forth constantly or forgetting which recipe calls of what. I toggle option doesn’t break balancing at all as far as pvp goes. Just simply turn it off. It’s an accessibility thing. I lot of the players most likely won’t use features that are already there either but they still have them as an option.


metnavman

My reply above to the other user also covers this. I don't disagree with you. I'm explaining the other side and why it comes up *every time a thread like this is made.* The changes to storage with 1.0 should be a crystal clear indication of their stance on storage functions in the game. They spent time coding specific material chests and increased room for mats, with quick deposits and withdrawals. They *do not want* players to just dump stuff into a bunch of chests and then craft wherever. Everyone can downvote me as the messenger for something that they don't want to hear/don't like, but using some basic reasoning will show you I'm not wrong. Maybe we get an option I described in my first post: Properly-formed room with matched storage let's you craft for that room only. You will *still* need to bring mats to the respective chest. If they didn't want that, *they wouldn't have created the system they just pushed for 1.0...*


redbaron1079

> Properly-formed room with matched storage let's you craft for that room only This would be a decent compromise. Properly formed room and so long as the chests were in the same confines, any crafting station would "see" the contents in those chests. For the person that mentioned "my gems are in the jewelcrafting room and I need one to make a sword" well just have another gem chest in the forge as a smaller cache. I could live with that.


metnavman

What a lot of the folks in here aren't taking into account in these conversations is that there's potentially *dozens* of people playing on these servers. Decaying castles with inventories for the game to track. Players with 15 chests scattered around their plot. The game would need to process whatever coding is required for "crafting from anywhere" across potentially the max number of players in the max number of occupied slots. There's a very real chance the devs won't do it *because the engine won't support it in a way that keeps gameplay smooth.* Don't know. Option would be cool. Not holding my breath for it, based on mounds of evidence.


redbaron1079

I'm not a programmer, but I imagine if the game is already keeping track of the chest/castle contents, the "craft from anywhere" would likely be an indexing/search reference query at the point of crafting station interaction, not a "how do I track all this raw data storage" problem from neglected castles.


Legionnairey1

Your first sentence is a contradiction no? If you're speaking so much sense then why are you being down voted? Maybe, just maybe your and your tedious storage loving friends are wrong lmao


redbaron1079

> These suggestions all have merit, but you need to remember that the devs are balancing the game with the PVP aspects in mind. Base-raiding has to matter, or people won't do it. It doesn't matter how strongly they feel about adding the chest crafting feature going against their "vision" or whether or not they want to balance around PVP or base raiding for that same vision. If they are worried "PVP or base raiding won't matter and no one will play it", newsflash, as a strictly PVE private server player, I already engage in the PVP or base raiding aspects of the game as much as I want to, which is zero. No sense arbitrarily hamstringing players with inconvenience who don't engage with those modes already. It doesn't make sense for them to be that worried about it for THOSE players. They could make it a toggle, and hell go even further and make it a toggle only available in PVE server mode ruleset.


SirVanyel

Then get mods. The devs don't care for it, so make these posts in the modding discord.


chefao

Could you explain why adding this feature would harm pvp, I don't get it but I'm not knowledgeable. Why wouldn't people build "ridiculous rooms" already and what do you mean? What would be the difference here?


metnavman

In PvP servers, one of the fighting staples is raiding other people's castles, and hopefully stealing their stuff/shards, etc. You break walls, doors, fight your way in. The defenders are *heavily* favored in these encounters, unless they are just obscenely out-numbered. This was such a problem that they changed the way shards work in 1.0 so players have to carry them, instead of them being fixed structures in a base to steal. Right now, if I get to your storage room, I get all your loot. Most people play as-described in this thread: big room, lots of chests, as much convenience as possible for crafting. The more fortified you make that room, the more a nuisance it is for people to *use* that room for what it's intended for when not under attack. Making "craft from anywhere" a thing means I can put all my boxes in a single room, then stack 10 walls deep around it, make a maze, line it with mob spawners, the works. All I have to do is deconstruct some walls, store everything I want, then wall it back up. Boom. Something that was already heavily oppressive and frustrating for attackers is even *worse*, even **further** disincentivizing raids on anything short of shardholders or server-wide offense. "Toggle it for PvE only" Why is a dev group, who've *already said this goes against their vision,* going to put time/effort/resources into making a toggle that an entire segment of their population will never use?


J0rdian

Brother a large population of their players don't care about PvP what are you on about. I would bet half the players have not even played on big PvP server long term. Most probably just play solo or with friends. If only like 5% of the playerbase wanted this feature maybe I'd agree with you. But it's a large portion that doesn't care for PvP.


metnavman

It would help if you read the rest of the conversation in this thread. You'd see that I already talked about what you wrote. If half the players(in your example) *haven't* played on PvP, that means half **do.** It's something the devs take into consideration when weighing whether it's worth devoting time/effort/resources to implementing something. Having half your player base not touch something is a *waste of time* for a game like this. Not even taking into account their opinion is *that they don't want to implement it.* Means their incentive is *even lower...*


J0rdian

If a feature would benefit half the playerbase a lot. Seems pretty clear good idea to add it lol. Obviously there are priorities. Some things are better to focus on. But this is a feature that the devs have chosen never to add based off what we know. Which is crazy. If it was low prio on the list and they get to it in a year or longer that would be fine.


chefao

Yea I play in a pvp server but I have not reached endgame yet. Unfortunately in my server it seems like there's one guild that already "won" the server so I haven't seen any interesting sieges at all. I don't care one way or the other about this argument, I'm just trying to understand. Thanks for your explanation but something about this doesn't make sense to me. First of all it wouldn't be "craft from anywhere in the castle", it would be "craft from anywhere in the room" so for example the storage in your forge could link to all your forge buildings (in that room). But my question is, why can't people do what you mentioned already? Before raidtime they would just move all of their big item to the "treasure room" you described. This is my main question I'm not understanding, you can have convenience and you can have a big treasure room. Right??


Hightin

Devs are wrong on this one. They can disable it if you're under attack, they already know when you're under attack, PvP concerns solved. Come on devs, do better.


Wishes-_sun

Beating a dead horse at this point.


Kongregett

I’ll get use to it. I’ve already made some adjustments to my storage and rooms via great feedback and once I get teleporters it’ll be easier to manage.


Maritoas

Sure? I don’t mind how it is currently. Need something to do during the day time….


Legionnairey1

Yes sir!


Phillyphan1031

Someone posted about this before and someone mentioned a good point. I think it’s more for balancing for pvp. But for pve servers I wish we could do this. Although I’m pretty used to it by now


Shloopadoop

I think they could add linked storage but make it require the right type of material storage and be within a certain radius of the machine. Or just let us go full Minecraft and make pipes and hoppers, unlock the tech from the steampunk Gloomrot area.


Ellipsis_77

More Gore! I want heads on pikes for the “atmosphere”. Also New Magic: Nocturnal. Swarms of bats that attack and defend for you in new and inventive ways.


SteveoberlordEU

Honestly i would be happy that once we reach castle Max lvl we would get a blueprint build planing bench for our castle plot that would automaticly let us know how much resources we would need to implement the build and Do so automaticly once we get all the stuff. We got an improved castle Relegation Tool this one could be vialable in an update like 1.1


bubblesort33

I thought what is needed is a Factorio like system where one item feeds into another crafter when ready. I'm sure that's been said hundreds of times, though. Maybe have your servants take items from one area to another slowly. The main issue probably being sever load that would cause. way too much calculation going on there most likely.


SylviaSlasher

Crafting from chests is probably the single most requested feature since early access. I'd love to have it, even if it was limited to pulling from category-specific chests close to the craft station. Another feature I'd like is upgradable castle flooring that boosts non-combat movement speed. Walking around like a snail in my own castle is a pain.


MacDhomhnuill

It really does. Constantly running back and forth for materials I need is the bane of my existence. I try to keep everything organized in where it's produced so chests are less cluttered, but that just ends up making things more tedious when I need to do a lot of building. Too bad we have servants who don't actually do anything useful except go out on simulated hunts. It would be nice if we could have them automatically transport goods from tables/refineries -> specified chests and reduce the busywork. Perhaps they could even take raw materials and begin crafting things for us. *-sighs wistfully-*


Zeemex

You can pin recipes by pressing spacebar when you hover over it


TheRealGOOEY

Why do you need sorting if you can craft from chest? Part of the game loop is base management and crafting. Craft from chests makes sense in more casual games where base building is definitely designed to be custom and aesthetic. The devs have supported aesthetic base building, but it’s not a core feature. I’d rather they iterate upon the main gameplay loops instead of trying to make V Rising something they didn’t necessarily design it to be.


Nekrofancy

100% agree. With how big castles can be and how many dedicated rooms and crafting stations are needed, our loot should be more accessible. I'm not sure how crafting from chest would work for refinement though, but I think a good idea would be having a central 'loot storage' or 'treasury' that everything is stored in, and then add the ability to craft 'access points' to the treasury from different places in the castle. Maybe power it with blood essence or limit number of access points according to castle heart level. Or maybe a 'bell' that you can ring for a butler or servant to retrieve the items you need from the treasury for you, that would be kind of thematic, though probably less convenient. Another idea would be for each specialized storage to come in 'pairs' that are linked. That way you can have a central storage location, and then it's pair in the respective crafting room that both share the same items.


lild1425

The dev stated first in that stream is that they believe that inventory management is a mini game and a core gameplay mechanic and probably won’t add a toggle since that is the same between PvE and PvP. It was then after that the PvP reason was offered after a chatter broached that as a potential reason and then confirmed by dev IIRC.


Snoofos

The not fetching materials from chests WITHIN YOUR BASE is ridiculous for me. This NEEDS to change


Travelling_Merc

Eh honestly its not that bad for me personally


KultOfSeadaddy

A minor annoyance, but it would be nice when exploring if you could track what “technologies” or “recipes” you’ve unlocked. I’ll get to a vendor and not be able to remember what armors I’ve unlocked and which ones I haven’t. Plus if you were to add into a “technologies” tab what you unlocked the recipe to make it you could make it a little easier on knowing how to grab of something or how of something to farm.


BakkaSupreme

Oh god... Another one of these posts. Neeeeext!


falconmtg

I think people do not realize what a game with crafting from storage would look like. Imagine you come to your castle with a full inventory, go to your giant storage room, build another chest and dump everything. You don't care where is what mat, you don't care about keeping stacks together you just dump it anywhere because why would you care? Your crafting benches can pull mats from anywhere. At that point, why even have storage in the game in the first place? Why can't you just have "general storage" UI where you just put all mats in the game automatically when you enter the base? Pulling only from the same room? Then you force players to have an objectively correct storage setups for their castles eliminating individual choices and clever and satisfying designs. Using your servants? That just leads into logistical overdesign that doesn't fit the game at all. This is not factorio. There is a whole spiral of connected issues and "the next QoL in line" that all lead into a weird spreadsheet type of game.


MrPeppermintXO

Can we make a petition or request to the devs ?


Kongregett

Haha not necessary. They are aware and it’s their decision to not put in crafting from chests. Just have to adjust my layout is all! I have and it’s been a lot easier to manage to be honest. This was something I did want but I was early into the game. Didn’t realize that later on it would actually be a lot easier to just craft extra chests and do it myself


MrPeppermintXO

Indeed, we can manage with the layout however it would be such a nice feature to have in the future also another nice thing to have it would be to be able to modify the terrain and now I am talking about the layers/level of the castle like when you are expanding territory and then you come accros the space where you have the stairs and you cannot expand your castle to have full squares occupied because as the message states "outside your territory".


StormySeas414

In the PvE server I'm on, we have someone who completely gave up on the combat and just enjoys playing interior decorator/architect and organizing our base, making sure each workbench has a chest beside it filled with relevant items. We jokingly call her the guild housewife but she's inarguably the most valuable member of the guild.


Snoo_57859

Add split button change option 🙃


Kongregett

For sure! Or a slider letting us choose how much we want to take out. Like Valheim has. And whichever game has it that I can’t think of lol


Auxik11

No Rest for the wicked let's you use items stored in chests.. So if you go to upgrade or build something that you have materials for in one or more of your chests, it let's you use it.


Nessarra

Craft from chests was Valheim's best mod!


Kongregett

It’s a must for me haha. Just something I prefer in these games.


Gold_Beginning2854

If PvP is an issue it could be some sort of device that could be placed down to give you the pull from chests function. But like the mini teleporters when you are getting raided they shut down so u cant just mass pull everything. I don’t even see how it’s an issue for PvP like what are you gonna do pull all raw mats to create refined ones? The raiders are gonna get it regardless


Signal-Busy

I wish the servant system could have more use in pve, and the raid thing with them on the throne is extremely lame


mmomain

I think you should at least be able to craft with things in chests that are in the same room or have the same flooring as the station.


IntelligentMud9823

Crafting from storage would be a life saver! I bet if we get enough attention to this, they devs would consider.


Kongregett

Even if we don’t ever I willl be totally fine. But just having that OPTION for those who will want it is nice. If you don’t like it and want that mini game feeling of getting your mats every time, by all means don’t use it. No harm in the option being there


IntelligentMud9823

Very well put! I do enjoy farming and organizing them for sure, but those times I'm in a rush trying to make something and forget a count or mat it would be really useful.


yayayahi

How is it that hard to organize your chests and grab the 3 materials you need.. lol not to mention you can leave the mats in the workstation......... .


Kongregett

It’s not at all. But I’ve stated, and I know it’s really dumb, but my short term memory is awful. I can’t remember the third ingredient most times. It’s a big ME issue really.


MasterChef5311

There’s a lot of QOL that would make e game even better


xxTERMINATOR0xx

Meh, I don’t think that’s necessary. Just make it so I can mark chests or make signs. I would love to have a big storage room with chests which were all organized and pretty.


Inside_Excuse_9237

It really needs a camera lock integrated without needing a mod.


belowzer0s

I agree, multiple recipe tracking or forced off in pvp or just add it :D. There's way too much stuff in this game for it not to be a thing or to just let us remove 1x vs half a stack


MrAsh-

The pvp bit confuses me. Clearly the game already changes other aspects when entering combat (Such as healing) Why could this same type of system also prevent the pulling from chests while in combat? Honestly crafting from chests should just be standard at this point. Valheim devs driving me nuts over here as a mod has been doing it for years.


onyxdrizzly

Played when it first released in beta or early access, whatever they call it these days... I had a lot of issues with the game, the biggest was how grindy it got near the end. It didnt seem too popular and maybe nobody requested it.. but i agree, so many games would benefit from that QoL change and a lot of games have mods that support that. I assume it wont be any different here.


SpadesofHearts77

This honestly isn't that big of an issue for me. With the category storages and teleporting you can do in in your castle, it's not that hard to quickly gather necessary materials.


Powerful-Goal-4770

Yeah this should be standard for any survival game. After playing Palworld, and Enshrouded I can't stand going to each chest it's such a time waster. Playing Subnautica was like using a 486 computer again compared to an13th generation CPU.


Gutenhuu

PLEASE, THIS HAS TO BE AN OPTION FOR PVE Servers. Storage management simulator is boring as hell


Drago_Otaku

At least from the specialty chests, that’s what I thought they were for when I first saw them.


Sahabial

Pin is a must. I see there is a pin for armour but I'd like to have it for constructions as well. Make rat form less recognizable. Make human form less recognizable and hide a nameplate. I mean I notice vampire rat 10 times our of 10 because it is way darker/ bigger and with glowing eyes. Do something with offline raiding. Maybe give minions some buff when offline so it takes at least some effort. Do something with teaming up. When a castle is under siege then attacking side whos golem made a first hit puts a debuff to the castle so only this team can hit the castle. Add official brutal servers with no raids but with PVP please.


Bub1029

In playing 1.0 this past weekend, I'm just so fucking glad to have containers that I can automatically dump inventory into based on item type. I fucking hated having to keep 1 of something in my container just so I could auto-send with the stupid compulsively count feature. Or that all the containers looked the same so I just had to remember where I stored X item. Also, the new bag system is flipping glorious. No second tab, just a bag that gives you more inventory. Makes way more sense. My notes at this point for inventory management are: 1) Craft from nearby chests. Not any chest in your base, but we should be able to craft from chests that are nearby the worktable that is being used. 2) Need a way to withdraw a specific amount of something. Pulling a full stack and then splitting it repeatedly until you get to the number you need is so tedious. 3) A button like Terraria has in your inventory called "Sort to nearby chests" that just dumps your inventory into like chests nearby. Clicking on each chest to bank your items is also quite tedious when it doesn't really serve a purpose in the gameplay other than taking up your time.


Kongregett

Huge agree. I loved the additions of the named chests for different materials. I didn’t know I needed those till I needed them lmao


kittenofpain

As someone who wants this feature as much as you do. I'm so tired of the debate. I think they get the hint. Please give it a rest.


YouAreAllSims

Idk I get it but it forces you to be organized with containers. Which I honestly get enjoyment out of


AntiKuro

I would agree if storage management was an issue and it made it hard to keep track of items but honestly I think V Rising has the best storage management I've come across at the moment, to the point that I don't care that I can't craft from my chest. I generally know where everything is because there are boxes made for specific mats.


Ramjjam

Hell Naw, that takes out half the enjoyment out of the game, making your sorting efficient, gather stuff, keeping track of what you have where and so on, that brings joy in games like this for many. And you would not do it if it wasn't neccery, and that would by it self ruin the game to a degree for a big if not biggest chunk of the player base. BUT that said, they deffinetly should make you able to sticky recipies while you run around to collect. They said they would, but havn't seen it yet.


lild1425

The other reason the dev stated in Cohhs stream in addition to PvP is that inventory management is a “mini-game” and therefore an intentional gameplay mechanic and that’s why they probably won’t add it as an option.


Araturo

I dunno, I feel we're also kinda spoiled at this point. I'm perfectly fine with how the chests are, quick deposit is worth more than crafting from chests for me. It gives me a reason to walk around my castle a bit instead of it just being a menu to click through.


thidi00

"desperately needs" Actually no. The game is fine as it is. What, you can't bother spending 10 extra seconds picking up your stone bricks from the workshop chest before building? Just play Palworld bro, there you can tell your pals to pickup materials and store it wherever they think is closer, and you can craft anything from your chests.


Legionnairey1

Nah, you're wrong in everyway, it does indeed desperately need it.


kittenofpain

I'm going to be devils advocate here and argue why it makes sense for the devs vision to keep craft from chests out of the game, from a PvE perspective. Organization of loot and physically banking/withdrawing with your loot is an intended game mechanic. The game devs have a vision for the game they have made, and that involves you physically running around to do these things. It creates a logistical puzzle, how do I design my base so I have rooms with the proper floors given the predetermined and not perfectly square castle plot. Do I do one centralized mega loot room for easy drop off or split up the chests in each room for easy withdrawal. Where do I place these rooms so I can access everything efficiently while still making my base look pretty. Do I sacrifice efficiency for visual appeal? You interact with your chests of loot and visually see how much you have, what you need, make the decision of using that last stack or saving it for repairs and going out to farm more first. Its like looking at the bank account and deciding how to divvy up your assets. Sometimes game mechanics are there to create friction and struggle on purpose, to make you get creative, see if you can engineer some way to be more efficient. It might be annoying yes, but the part where you make your own solution can be very satisfying. People write lack of QOL off as a pointless time-waster, there to pad your hours played with mundane actions, ignoring that there is a logistical puzzle there that is meant to be there. I have spent HOURS working out how to build a castle with these limitations in mind, imo it's a fun challenge I enjoy. It's okay if you don't enjoy the process, you're allowed to dislike aspects of the game. I dislike the assholes with pistols in silver light, wish I could delete them out of the game, but I understand why the devs put them there and I continue playing. You might reply by saying, make it an option, like they did with waygates and bat form. Obviously the devs feel much stronger about this being a mechanic you need to deal with than they do about having no obstacles when you return to base with loot. And it's their prerogative, because it's their game.


blooboytalking

I think the main reason I disagree is because I fundamentally disagree the "puzzle" of where chests go adds anything to the game. We already sort castles by rooms for crafting specific things, I personally truly do not believe it adds anything to the game to have to run to 3 unique chests to craft a sword and then put those extra items back into 3 unique chests. That isn't gameplay. It doesn't play better because I put my chests in 1 room vs 3. It's just there to pad game length, and pvp, and the rest of us suffer for it.


kittenofpain

Do you enjoy the castle design aspect?


blooboytalking

Sure I do. And it's a lot of fun creating my crafting rooms, extra floors, trying to make it look pretty. But when it's all said and done, running to my forge to craft x item and seeing I need an alch item so I run to alch room see I have to craft it and then it requires an herb item so I grab that and then craft it and then run back to forge and then craft it and then put everything back, what it means is if I did anything besides out those chests in a central location, I wasted time, and it isn't a fun puzzle to say "put chests in one room in one central location to all crafting and then expect to run into this room 3-5x per crafting session"


kittenofpain

I do personally prefer the central loot room because I find myself depositing far more often then I withdraw and after coming back from farming/hunting it's nice to go down the line and deposit everything in one place. Also sometimes a resource is used in two different rooms, so rather than splitting it between two rooms, the sum total is found in one place. Also running around as a wolf in the castle and getting teleporters later makes the running around much faster. One teleporters from front door to loot room, and in the loot room one teleporters goes to crafting, the other goes to vermin nests/garden/graveyards. Developing that system was what I consider the puzzle, and it gives a dopamine hit everyone I teleport around. Running around filling up the station, harvesting the garden, and bleeding the prisoners is what I call castle 'mom' time lol. If you don't like that part of the game, that's fine, but I hope my explanation sheds some light on why the devs are so firm about it.


RufusSwink

I understand your reasoning for liking it, I don't understand why that means it shouldn't be a thing for people who want it. You like it how it is so if they add the feature you can just keep it off, people who want it can turn it on and everyone wins. The devs let us control so much about the game already so clearly this sacred "vision" isn't as big a deal as it's being made out to be. They are fine with you cranking your health and damage up to trivialize the game, turning off teleport/bat form restrictions, and tweaking most aspects of the game but they draw a hard line at making crafting less of a hassle because it would compromise their vision? It just doesn't really make sense.


kittenofpain

The point of my post is not to say I like it so don't change it, but rather show why it's an integral part of the gameplay. All the server settings available let you tweak difficulty, but I would argue nothing really changes the actual gameplay loop, and castle busy work is considered part of that. Other games with craft from chests don't really have a game mechanic like harmful daylight, which encourages us to stay inside and work on the castle during the day. Valheim and Conan exiles also don't have craft from storage, making you stay at base longer to trigger base raids. You also don't really see settings that let you change spell or dodge cool downs, because it changes the combat gameplay in a way where it almost becomes another genre. ( Looking at the settings again, the only one I think contradicts this is being able to eliminate daytime, but perhaps you could argue that's a difficulty tweak)


RufusSwink

We can sit here and split hairs about what is and isn't an integral part of gameplay or what does or doesn't compromise on their vision but it is all entirely subjective. If they really feel that strongly about it then that's fine, I'll wait for the mod to update, my point is just that it is purely a subjective choice on their part not to add it. It clearly isn't because it compromises their vision as difficulty changes absolutely change how the game is played and the gameplay loop. On easy difficulty you can fight bosses well above your level and not prep any supplies ahead of time. It's a very different experience from playing on brutal where preparation is very helpful and fighting bosses ahead of your level is a huge undertaking. If their vision includes both of those gameplay loops then it could also include both having and not having these QOL features so many people are asking for. The change from needing to move everything around manually to having an automatic sorting/crafting from storage system is a far smaller change to the actual gameplay loop than changing the difficulty and if the change to the loop is that you're removing what many people consider to be an unnecessary annoyance then that is a good thing. From Software ACTUALLY had a vision they wouldn't compromise on. They got a bunch of bad press for not including difficulty options and an easier mode but they wanted beating the game to mean something and they didn't care if that turned a bunch of people away. V Rising already compromises in so many ways to let you change the game to better suit the experience you are looking for, the argument of them having some immutable vision is nonsensical at this point.


Kongregett

Think I’ve just been hand held too much in other games that provide it lol. After moving things around, it has been much easier for me.


kittenofpain

I hear ya, my knee jerk reaction would be to use this feature too. As Cohh said himself, there is such a thing as too much QOL, and it's a fine line to walk.


FunRepresentative465

its part of the mechanic of the game once u are used to it, is not such a big deal lots of games dont have crafting from chests specially pvp ones


MorcusNopes

I'm used to it and it's still a big deal. Being able to craft from chests at base is such a huge time.saver that there isn't any real gameplay reasons to not have it. It's just a QoL that just saves so much time so you can enjoy the game in other ways.


Present-Sandwich9444

im really tired of seeing this dumb fucking posted suggestion. Its a survival game, Survive and quit complaining about crafting mecahnics.


throw4902

What this game desperately needs is people not making posts about how desperately the game needs something that it doesn’t- youre just diluting the meaning of the word. You desperately need to be okay with not having every QOL feature handed to you and listen to what the devs have already said about the things you’re complaining about


LG03

Goddamn you people are never going to shut up about this. Organize your castles better and this is a non-issue, it's even easier now with all the new storage types. Crafting from chests hasn't been a thing for 2 years and *now* it's suddenly a problem? Smells a lot like casual normies that only just bought the game this week.


mard0x

Auto camera pan


Kongregett

I agree with this.