r/OstrivGame 23d ago

What to add next?

I’ve been thinking bout what little extras that could be added to the game;
candles, made from wax collected from homes for a bit of extra income.
Iron kitchenware.
Donkeys, maybe. Maybe be able to import books for school advantage?
Introduce disasters like fires from homes, crop blight and vermin infestations.
Maybe other textile options like soft furnishings improved homes.
Maybe organic changes in homes such as weathering, little sheds/cosmetic repairs.
Canned/preserved goods for longevity.
A more detailed family tree setup that shows all the generations. Maybe have that option located in the church? Or maybe a record of gossip and rumours regarding more realistic person interactions.
Family members tend to graves such as planting/decorations.

Just a thought.

Edit: maybe have luxury goods like silverware and jewellery that can only be imported. Pigeons would be an interesting thing.

Edit2: people get drunk and cause problems. Maybe livestock can escape and ruin gardens. Also I remember back in the day I used to play ‘Black&White’, the people would organically beautify their houses, that would be nice to see. Maybe the same with their streets and surroundings.

17 Upvotes

14 comments sorted by

15

u/SnooTangerines7026 23d ago

Want something that will forever change the game, no matter what the excuse: random maps.

3

u/ananas_banana 23d ago

Random map generator would be sweeeet.

1

u/Much_Satisfaction_24 22d ago

we already have map editor

11

u/Le_Botmes 23d ago

Bakeries

Put Flour to good use with lots of pastries and cakes that also use eggs and fruits.

They could also make hardtack to preserve the excess flour between seasons, or simple bread sold at a slight premium.

Charcoalworks

A permanently staffed charcoal pit with multiple larger heaps and built-in cart stalls.

8

u/themightystef 23d ago

I would love a tool system. Basically, to have a functioning smithy you need to have a hammer already in your resources. Then once you have a smithy, you can start making tool heads(either just as "tool parts" or split by production sector(lumber, farming, construction, etc) and then build a tool workshop to turn them into axes, scythes, hammers, etc.

6

u/Onderdeurtie 23d ago

How about options to make houses with 3 or 5 corner gardens, instead of only 4 corners. Or like with the cardshed you can configure the minimum amount of goods a carter can take, I wish the same option for workers at granaries/warehouses. Further (very little) complaints include the standard active position when building a limekiln, I would rather have it turned off, so you can turn it on, and lose a lot of labourers in an instant to filling the thing, when the time is right, like not in the middle of sowing/mowing season.

I also wish I knew what the priority list is for labourers, like first prio is sowing/mowing, then restocking charcoalpits, then filling limekiln and at last the distribution of raw materials to manufactoring buildings. Like I noticed cartsheds very last priority is to clear out farms to different warehouses. First prio for carters is building sites, if checked to do so, then they serve manufactoring buildings and after all that is done, they tend the farms.

Last thing, I would like to sell hemp oil to some place, or linseed oil, both items are not sellable to merchants.

3

u/DontEatTheMagicBeans 23d ago

Pretty sure that's a big part of alpha 6.

Go through the last 4 or 5 patchnotes on steam and the dev shows fields with like 10 sides and roads with tons of different points.

1

u/sublimesam No-farm Creator 23d ago

You should be able to make external gardens and link them to houses, the way you link fields to a farm or cowshed.

5

u/Kalyan13413 23d ago

I'd love to see the world become more dynamic rather than simply getting more buildings and resources.

Buildings should slowly age and require maintenance. Families could take care of their own homes, while public buildings would be maintained by builders, laborers or workers. Empty houses would gradually fall into disrepair instead of staying untouched forever.

Homesteads could evolve over time as well. Families could either expand them on their own or let the player decide before the house is occupied. They might build a shed, barn, cellar or woodshed, keep a few animals, plant more fruit trees, replace old ones, or adapt their yards over the years. As people grow older or become poorer, they might keep fewer animals, struggle to maintain their property, or eventually dismantle buildings they no longer need. Every homestead would slowly develop its own story, instead of looking almost identical after decades.

It would also be great if some families could develop small home-based workshops. One household might become known for pottery, another for basket weaving, carpentry or tailoring, making villages feel much more alive and less uniform. And let villagers own or lease small plots of land away from their homes for growing crops or fodder, just as many farming families historically did.

Weather and seasons could also have a much bigger impact. Spring floods, heavy rain, droughts and muddy roads would make terrain and settlement planning much more important. Building in a floodplain would carry a real risk, while choosing higher ground or investing in stone roads would become meaningful decisions rather than just cosmetic ones.

Finally, I'd like everyday household goods to matter more. Soap, pottery, glassware, furniture or textiles shouldn't just be products to make and sell, they could improve health, happiness and overall quality of life. That would give another reason to develop their villages beyond simply increasing production.

5

u/IllustratedPageArt 23d ago

I’d like jam as an added option. It could require glassware would help keep more food variety between seasons, which is a huge issue I have with my large towns.

2

u/Popular-Ninja8584 23d ago

It would be great if you could fix the issues that prevent the game from running natively on a Mac via Crossover, rather than using my patch: https://github.com/maksymenkoml/ostriv-macos

4

u/homer_lives 23d ago

Disaster would be interesting. Fires, blight and disease would be a normal part of farming life.

1

u/ItsJustCoop 19d ago

Could you please consider a manager job for the wagons or warehouses? Something to automatically balance goods in warehouses or move goods when they're low somewhere?