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Posted

a while back some of the more fantastical haircolours got exchanged for more normal browns for "canon" reasons, if i remember correctly... but i miss them.

hell they even are still called their original name instead of the new one

seraphs can already have green or blue skin and glow in the dark, so are blue-green and purple-pinkish hair really that lorebreaking?

i know there are mods that bring them back, yet im still sad that they where removed in the first place (i mean pink and purple i kind of get, even though i liked them, but taking away my beloved winter green dream? yeah yeah, too vibrant and such, but still...at least i still have my queen blue and sea green)

actually now that im researching this it looks like that besides the removed ones, other where slightly edited as well. not sure how to handle that without effectively doubling the hair colours  (although would that be so bad?) 

i admit that some of the blues and greens being more muted actually looks better now (it used to take me way longer to create a character because one blue was too washed out and the other too vibrant, the current queen blue is perfect), but getting back a more muted purple and the same pink (wasnt that called grey or something? it was already quite muted in my opinion) in addition would be a compromise

and by no means do i want you to get rid of the new ones (harvest gold is an absolute banger), just bring some of the old ones back in some way, maybe, or not, its your game afterall...

...and afterall there are still mods... but still...

 

 

 

(also hot take, (at least from what i heard) but i like the instrument voices, not hair related, but i just wanted to mention that when i am already talking about character creation)

Posted

I miss my blue skinned purple haired Seraph 😔 In 1.19 I used a mod to keep him around, but that mod didn't get updated for 1.20, so alas I had to admit defeat and venture back to the Brown it was replaced with. Nothing wrong with brown hair; I have long brown hair in the real world, but dang it I like to have my fantasy purple hair that could never work on the real me :P

Posted
1 hour ago, Jowi said:

but i dont want to rely on mods for everything

Out of curiosity, why not? There's a reason they made the game so easily moddable -- that was the vision. The fact that the game itself is structured as a mod underscores that vision.

It would have been simplicity itself to simply not list the core 3 in the Mod Manager. Yet the decision was made to allow you to disable them if you chose. Why? What would fill that role in its absence?

Posted

well first of all, for small tweaks and such, having to rely on mods for things that should and will most likely be vanilla someday (like getting metal bits back from smithing/ propagating most plants/ getting farmland back) is of course okay, especially for a game in development, but are still seen as a postponed neccessity (does these words make sense, english isnt my first language), (like how after every big rimworld update you can disable several qol mods for example)

there are reasons why the same things get suggested/requested so often, even if there are mods for them,

because people generally (i assume) like things to work out of the box and be integrated into the game itself and just...work! with mods there is always the possibility that things wont work (which is the case for the whole game too of course, but with mods all the more) and they dont want to wait for them to update after every game update, or worse, get abandoned

and of course, for bigger mods or divicive ones (like the thirst mod), mods staying mods is understandable, and i dont plan on pestering the devs to add every odd feature

but it would still be nice for small things to be vanilla someday. yes modding is easy, but even so, there are many that either dont know or dont want to. of course if you are already on the forum or even if you somehow found and bought a niche game like this in the first place, one could imagine such users have a base understanding of how these things could work (unlike in minecraft, where it is more difficult to find and install mods, and the userbase is more comprised of children who wouldnt know either)

of course i dont mean to go after the wishes of the developer, they had their reasons to disable some haircolours (even if they forgot to rename them) but perhaps they overcorrected and could have kept some, even of in a muted form (like the blues and greens, which, as i said, i actually like more now, but the same could have been done to purple and pink, the pink was actually in my opinion good already, but i guess not ( there is a different changed colour which one could believ to be faint pink, but i dont really see it as a replacement for the lost one (which all this is to say, i actually never used the pink one, but i enjoyed others wearing it and can imagine others wanting it back)

and secondly...actually i dont know what you mean with that, like i know that the vanilla core is somehow optional in the modmanager, but why are you asking me what could be the alternative? i dont know?? im a mod consumer not producer, and i dont see how that would be releveant to ask me, since i didnt disagree on the general existance of mods nor could provide an educated answer!? sorry i guess? i dont know?

Posted (edited)
56 minutes ago, Jowi said:

having to rely on mods for things that should and will most likely be vanilla someday (like getting metal bits back from smithing/ propagating most plants/ getting farmland back)

I don't think some of those kinds of things are going to be in vanilla. Very little would be easier than adding a "drop" to farmland, for example, and, yet, hasn't happened. But there are several mods that have differing visions of how that should work. I'd expect none of them to become vanilla, but all of which you could choose to add for any particular playthrough. Same with metal bits, or pretty much any of the other smithing mods.

On the other hand, a more robust plant system is obviously in the works. Glancing through, a good share of Wildcraft plants are in the works, as well as a few others.

 

56 minutes ago, Jowi said:

they had their reasons to disable some haircolours (even if they forgot to rename them)

Oh, is that what happened? I wondered. Going back through my old installs, I was seeing the same color names, so could not for the life of me figure out what anyone was talking about. So what happened is that what used to be called Queen Blue (or whatever) is no longer the same color?

I don't know why they got rid of the old colors instead of just adding new ones. It should have been fairly easy to just add colors to the list. My quick stab at it shows the character screen handles 35 colors, no problem.  At a guess, it's the dev's vision of what a seraph / angel should be.

 

56 minutes ago, Jowi said:

i know that the vanilla core is somehow optional in the modmanager, but why are you asking me what could be the alternative? i dont know??

I'm pretty sure the vision is more than just a game. It's a game engine. It's way more flexible than would be necessary for the VS experience. The game itself is probably a proof of concept. Someone sufficiently motivated could make a megamod that uses the game engine, but is distinct from VS game. Disable the VS "mod", enable the SpaceTales mod, or the Escape From New York mod, or the Into the Abyss mod and you have a very different experience.

Edited by Thorfinn
Posted

also just for clarification (i figured out how quoting works)

37 minutes ago, Thorfinn said:

I don't think some of those kinds of things are going to be in vanilla. Very little would be easier than adding a "drop" to farmland, for example, and, yet, hasn't happened. But there are several mods that have differing visions of how that should work. I'd expect none of them to become vanilla, but all of which you could choose to add for any particular playthrough. Same with metal bits, or pretty much any of the other smithing mods.

about the "drop farmland" mod:

i know the concern regarding balance, but i dont care for the farmland itself.

i only use it because i want the dirt back, since its a, as far as i know, nonreneuable ressource. and i know "near infinitve world, more than you could ever need" but its about the principle

if there was a cheap crafting recipe for low fertility soil i would be a happy man (like terra petra but cheaper)

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