Thorfinn Posted May 6 Report Posted May 6 19 hours ago, Stralgaez said: I should not need mods to get access to these things that are already in the game and being used, just not by us. So why do you think they chose not to give access to them? Things like the autorotor (or whatever that motor is called) makes sense, but palisades? Maybe they are intended to be a story award? Any guesses?
Stralgaez Posted May 6 Report Posted May 6 (edited) 3 hours ago, Thorfinn said: So why do you think they chose not to give access to them? Things like the autorotor (or whatever that motor is called) makes sense, but palisades? Maybe they are intended to be a story award? Any guesses? They are just pointy logs rammed into the ground. And such things should be available from the start, as merchants and treasure hunters use them to make their place safe. So why relying on mods in these cases when they are already in the vanilla game? Edited May 6 by Stralgaez
Thorfinn Posted May 6 Report Posted May 6 (edited) 9 hours ago, Stralgaez said: They are just pointy logs rammed into the ground. And such things should be available from the start, as merchants and treasure hunters use them to make their place safe. So why relying on mods in these cases when they are already in the vanilla game? Right. I guess I wasn't very clear. Why did the devs decide against adding them to the craftables? Why go to all the effort to add them, then not add a recipe, say a log with an axe under it in the crafting grid? Or maybe axe in off-hand while placing logs on dirt places a picket? Because it would have been so simple, not doing the former suggests to me there's a story or gameplay reason. The latter, maybe it was more effort than they wanted to put into it as crunch time started? I don't know. Those are just my guesses. Do you have a more plausible explanation? Edited May 6 by Thorfinn
LadyWYT Posted May 6 Report Posted May 6 On 5/5/2026 at 8:30 AM, PineReseen said: You shouldn't be able to hide in a hole or your base for the duration of an entire temporal storm. Nah, I'd go the opposite route--the player absolutely should be able to hide in a hole/bunker and be completely safe for the entire duration of a temporal storm. But the price of such safety should be that it's the least fun option. That way the player has an option if they just cannot handle the storm for some reason, but it's not the option they'll be wanting to use in every storm. 4
LadyWYT Posted May 6 Report Posted May 6 31 minutes ago, Thorfinn said: Right. I guess I wasn't very clear. Why did the devs decide against adding them to the craftables? Why go to all the effort to add them, then not add a recipe, say a log with an axe under it in the crafting grid? Or maybe axe in off-hand while placing logs on dirt places a picket? Because it would have been so simple, not doing the former suggests to me there's a story or gameplay reason. The latter, maybe it was more effort than they wanted to put into it as crunch time started? I don't know. Those are just my guesses. Do you have a more plausible explanation? My guess would be that palisades are something the devs intend to add at some point, but they're potentially waiting on other content to be added first. Like maybe a woodworking system to allow the player to sharpen the points in a way that's not a crafting grid recipe, or perhaps an overhaul of the current trees to support younger trees that could be more easily cut en masse and turned into palisades and other things. Or maybe even some kind of update to temporal storms and enemies, where it would also make sense to add functional defensive options like palisades, if palisades and planted stakes are intended to be functional. 1
Thorfinn Posted May 6 Report Posted May 6 47 minutes ago, LadyWYT said: My guess would be that palisades are something the devs intend to add at some point, but they're potentially waiting on other content to be added first. That's a good guess. It would also help explain why logs are cubes. It would be so easy to replace the cube model with a cylinder, yet that would likely just be a jumping board for more realism changes, like smaller branches and the like. Less aggravation to just hold off until the entire system of coppicing and woodworking is ready.
LadyWYT Posted May 6 Report Posted May 6 2 hours ago, Thorfinn said: It would be so easy to replace the cube model with a cylinder, yet that would likely just be a jumping board for more realism changes, like smaller branches and the like. I don't think it needs to be that fancy. Smaller cubes for smaller trees/branches, larger cubes for big trees. Wildcraft's tree module uses similar logic. 1
PineReseen Posted May 8 Report Posted May 8 On 5/6/2026 at 2:56 PM, LadyWYT said: Nah, I'd go the opposite route--the player absolutely should be able to hide in a hole/bunker and be completely safe for the entire duration of a temporal storm. But the price of such safety should be that it's the least fun option. That way the player has an option if they just cannot handle the storm for some reason, but it's not the option they'll be wanting to use in every storm. I dunno if that'd work that well. If the player has to choose between possibly dying and having more fun, and being safe and having less fun, then many people would still choose the safer option because there's too much risk involved. Besides, how do you make the temporal storm different for it to be more fun without making it a free loot event/easier? That's why I want the player to actually have to care about their temporal stability during a storm, so they need to kill drifters if they want to not take any damage due to low stability. 1
MKMoose Posted May 8 Report Posted May 8 (edited) On 5/6/2026 at 4:56 PM, LadyWYT said: Nah, I'd go the opposite route--the player absolutely should be able to hide in a hole/bunker and be completely safe for the entire duration of a temporal storm. But the price of such safety should be that it's the least fun option. That way the player has an option if they just cannot handle the storm for some reason, but it's not the option they'll be wanting to use in every storm. I do think that, ideally, both casual and combat-oriented players should be able to have plenty of fun during storms on default settings. Painting a safe hideout as "the least fun option" kind of neglects the fact that one of the biggest reasons why a player might be disinterested in fighting through the storm is just that they don't find intense combat enjoyable, so only allowing the player to remain in safety in a way that is seemingly deliberately ensured to be less fun is exactly what makes people turn the storms off. It can easily end up feeling like combat is the only "correct" way to engage with them. 2 hours ago, PineReseen said: Besides, how do you make the temporal storm different for it to be more fun without making it a free loot event/easier? Focusing on "how to make it better without making it easier" seems like an odd way to approach it to me, because making it easier is inherently nearly the only way to make it more fun for the people who find that it's too difficult. Doesn't mean that the peak difficulty has to be lowered (special, extreme challenges could even be added for experienced players), but more interesting low-risk routes should be viable as well. A level of risk should be retained, naturally, but getting chased around by T3+ monsters is not just risky - it's downright oppressive when the player doesn't have late-game equipment and ample supplies. I would argue that the best way to go about this would be to focus on temporal storms being an atmospheric environmental anomaly first, then combat challenge second - not the other way around. I think that the storms should be safe for the most part, and only dangerous within more localized, brief phenomena that the player could seek out and take on for some sort of reward (or sometimes, but rarely, be surprised by), instead of it being a "monsters are now everywhere and you can't do anything about it" event. Simply give the player a couple varied options for what they want to do, and if they want to just chill while admiring the temporal disturbances, then why not let them? 2 hours ago, PineReseen said: That's why I want the player to actually have to care about their temporal stability during a storm, so they need to kill drifters if they want to not take any damage due to low stability. I would expect this to backfire very easily. As it stands, the players who stay in hiding tend to already be on the back foot - those who don't have the equipment or skill for it, or just don't feel like fighting at the moment - so I don't think it's a good idea to further push those players to engage with the storms. Granted, something of this manner could potentially be a good way to encourage the player to try fighitng bit-by-bit and see that it's not too bad instead of avoiding combat altogether, but I'd personally anticipate more problems than solutions to come out of this specific idea. It could be much more worthwhile to give the player any reason to venture out into the storm besides combat, so that monsters would be an obstacle and not the goal. Edited May 8 by MKMoose 4
Demoncyborg Posted May 8 Report Posted May 8 its probably not that unpopular, but eggs should take longer to spoil. farm fresh eggs can survive longer than two weeks on the countertop, and months in cooler storage. 6
PineReseen Posted May 8 Report Posted May 8 1 hour ago, MKMoose said: [...] I would argue that the best way to go about this would be to focus on temporal storms being an atmospheric environmental anomaly first, then combat challenge second. I think that the storms should be safe for the most part, and only dangerous within more localized, brief phenomena that the player could seek out and take on for some sort of reward (or sometimes, but rarely, be surprised by), instead of it being a "monsters are now everywhere and you can't do anything about it" event. Simply give the player a couple varied options for what they want to do, and if they want to just chill while admiring the temporal disturbances, then why not let them? [...] Eh, I don't particularly agree. Making temporal storms a wholly optional thing that you can go and interact with for a reward goes against the whole purpose of storms in my eyes. 1 hour ago, MKMoose said: [...] Focusing on "how to make it better without making it easier" seems like an odd way to approach it to me, because making it easier is inherently nearly the only way to make it more fun for the people who find that it's too difficult. Doesn't mean that the peak difficulty has to be lowered (special, extreme challenges could even be added for experienced players), but more interesting low-risk routes should be viable as well. A level of risk should be retained, naturally, but getting chased around by T3+ monsters is not just risky - it's downright oppressive when the player doesn't have late-game equipment and ample supplies. [...] I would expect this to backfire very easily. As it stands, the players who stay in hiding tend to already be on the back foot - those who don't have the equipment or skill for it, or just don't feel like fighting at the moment - so I don't think it's a good idea to further push those players to engage with the storms. Granted, something of this manner could potentially be a good way to encourage the player to try fighitng bit-by-bit and see that it's not too bad instead of avoiding combat altogether, but I'd personally anticipate more problems than solutions to come out of this specific idea. It could be much more worthwhile to give the player any reason to venture out into the storm besides combat, so that monsters would be an obstacle and not the goal. [...] I guess that's a fair point. I still don't think that any "localized storm" or anything that'd make temporal storms essentially an optional thing would be a good idea, just like it wouldn't be a particularly good idea to make starvation only slow you down or something. On second thought, perhaps @LadyWYT's idea of making waiting storms out an unfun activity has something going for it. If we were to go with the Temporal Storms Require A Fight route of making temporal storms last very long, with the option to reduce the length by killing enemies, then it'd simply be very dull, time wasting, and even dangerous at later stages to simply wait. Another thing that could be considered is making temporal storm enemies have more loot than normal ones, and also make their corpses drop everything on the ground once they disappear. Since the player is already forced to kill creatures, then it could be more fun knowing it all pays off in material worth. Also, do storm enemies increase in tier in tandem with intensity? If not, then that would be a good way to introduce the player slowly to combat when they don't have as much stuff, and then ramp it up with time. Perhaps I should make a suggestion post that puts all this together sometime...
LadyWYT Posted May 8 Report Posted May 8 5 hours ago, PineReseen said: I dunno if that'd work that well. If the player has to choose between possibly dying and having more fun, and being safe and having less fun, then many people would still choose the safer option because there's too much risk involved. Besides, how do you make the temporal storm different for it to be more fun without making it a free loot event/easier? That's why I want the player to actually have to care about their temporal stability during a storm, so they need to kill drifters if they want to not take any damage due to low stability. The reason I say that hiding is "safe but less fun" is that that design is intended to be a useful option for players in emergencies, or in the early game, or when they otherwise want the flavor but don't necessarily want to fight, but not necessarily the option that the player resorts to every storm. When the heavier storms start showing up, the player should have sufficient gear for battling through them, in which case hiding starts losing its appeal. Stability I do think could drain faster during storms, but light storms should still be "safe" for the player to hide and do no fighting for the entire duration. As for how temporal storms could be tweaked to be more fun without necessarily being easier or "free loot", I'm becoming partial to an idea suggested by a certain old friend: Spoiler Tobias mentions that there are rumors of what seraphs are or can do, such as being twelve foot tall giants or shooting lightning from their eyes. He implies that these sorts of stories are probably the result of addle visions during temporal storms, but also doesn't rule them out entirely based on the player's reports about time-switching at the Devastation. I think this could make for an interesting storm mechanic, where perhaps the player gets a random temporary power for as long as the storm persists. It could perhaps require temporal stability to use, giving the player more reason to kill monsters, but also make the fights more fun, as well as perhaps more manageable in the early game when the player doesn't have particularly good equipment options. 1 hour ago, PineReseen said: If we were to go with the Temporal Storms Require A Fight route of making temporal storms last very long, with the option to reduce the length by killing enemies, then it'd simply be very dull, time wasting, and even dangerous at later stages to simply wait. Agreed. I appreciate the mod exists, as there are some that prefer to play that way, but it's a good example, I think, of why temporal storms are hard to balance. Some players don't always want to fight, so extending the storm is just going to punish them for playing it safe(which, they may not always have a choice). Likewise, shortening the duration based on monsters killed punishes the players who actually want to go out and fight, since that means fewer chances at loot. As a side note, I do want to point out that it's very possible to fight through the first temporal storm with little equipment, at least on standard settings. The first storm is almost always a light one, so there won't be as much distortion and the enemies will be fewer and weaker, generally. A set of bronze lamellar is plenty for dealing with this, and it's easy enough to duck inside to heal as needed. It's also possible to survive with only a bronze lamellar chestpiece and a bronze falx and no hiding spot, but you'll need to be very fast with your feet and your bandages. For newer players, I would still recommend hiding, but for those who are more experienced I'd definitely recommend trying to tackle the early storms. The temporal/rusty gears are the most useful at this stage of the game.
Stralgaez Posted May 9 Report Posted May 9 On 5/6/2026 at 4:26 PM, Thorfinn said: Right. I guess I wasn't very clear. Why did the devs decide against adding them to the craftables? Why go to all the effort to add them, then not add a recipe, say a log with an axe under it in the crafting grid? Or maybe axe in off-hand while placing logs on dirt places a picket? Because it would have been so simple, not doing the former suggests to me there's a story or gameplay reason. The latter, maybe it was more effort than they wanted to put into it as crunch time started? I don't know. Those are just my guesses. Do you have a more plausible explanation? I do not know. But I am with cjc813 here and the focus should be smoothing the rough edges of existing mechanics before adding new ones on the table. And that also means adding already present items to the player to create and place that somehow are still out of reach for them even though they are trivial to craft.
RockBard Posted May 10 Report Posted May 10 Winter clothing is a waste of pelts, especially in extremely cold regions where you will never cross the warmth threshold anyway. cold damage is pretty inconsequential and reversing hypothermia is cheap and quick.
flarite Posted May 14 Report Posted May 14 I'll take my wrath here and now on the one most disturbing element i found : you get the possibility to add a little piece of gold or silver or electrum in a lantern, to add a little bit to it's overall brightness but when you look at the cost : it's 2 full ingots, 40 nuggets to add this little foil of metal. People it takes 20 nuggets to make a full hammer, it shouldn't cost double the weight of material to make your lanterns that little more effective. We're talking about some of the most rare element of the periodic table here with a usefulness that could be added every 26 blocks all over your tiles and underground for cellars. At this cost i call it absurd, i was expecting 20 nuggets for 1 ingot at first and it already seemed too much but then i looked and it was twice as more as that !
IAmMoss Posted May 14 Report Posted May 14 On 5/1/2026 at 7:36 PM, InternetDragon said: Having Keepinventory enabled is perfectly reasonable with how much grinding is required to progress in this game, as losing a set of armor and bags is devastating until lategame. (additional reasoning below, contains spoilers for main story!) Hide contents It also fits with the whole "magic angel that can also turn back time and respawn" shtick Seraphs have i wish a corpse or gravestone for dropped items was an official option. or at least a current mod. i think the only one i saw was outdated for even 1.21 and wouldn't work. But yeah, i play keep inventory and have the random world spawn set to max, so there is at least some penalty to dieing On 5/4/2026 at 3:07 AM, Crunchy Chicken said: 1) Smithing is extremely annoying and there should be options to move many blocks at once in a specified direction, and the 1 block moving should only be used for fine tuning not as the default only option to move bits. 2) Villages and villagers that we are able to hire should be implemented post haste as a priority or the game mechanics like smithing and steel making should be optimized/changed so you can reliably and quickly make them in single player. I cannot begin to describe how much I despise steel making in this game. 3) It makes 0 sense that cooked red meat is such a weak food. Go eat a whole steak and tell me you've barely eaten and are still ravenous. And don't start with "gameplay reasons" when this game is autistic about being realistic. This is not realistic. I think there should be a hand held helve hammer tool ( a lotta Hs) that lets you manufacture plates with less tedium before gaining mechanical power. At least that's where most of my irritation from smithing comes from (especially cause i play 30 day months and getting flax takes forever) on the point of meat, since a rabbit can drop one serving (or "steak") of red meat, i always assumed that the portions are significantly smaller than they seem. On 5/5/2026 at 2:29 AM, Nathan Flaminio said: Have you ever had a really physical job? I used to eat 5000 calories a day. Farming, construction, carpentry, blacksmithing, lumberjacking, hiking through mountains all take a LOT of fuel. I've eaten 6lbs of meat in one sitting (Pampa Gaucho Brazillian rodizio-style steakhouse, highly recommend, lol) A guy I used to work with ate 8000 - 9000 calories everyday (he was 6'7" 280lbs). I'd have to say it's fairly realistic the amount of food we have to consume in the game for what we have to do to survive and thrive. The thing is, the average man wouldn't be literally starving to death after walking 3 miles and chopping some trees down, farming, etc. The seraph is. Idk if it is lore or a fan theory, but ive seen somewhere say it is because the seraphs are a super natural being so they consume way more calories than a human would. we don't even have an exact on how many calories something is or even what our hunger bar is. but the seraph must burn waay more calories than any human could if they can starve to death in less than 24 hours. On 5/8/2026 at 4:23 AM, PineReseen said: I dunno if that'd work that well. If the player has to choose between possibly dying and having more fun, and being safe and having less fun, then many people would still choose the safer option because there's too much risk involved. Besides, how do you make the temporal storm different for it to be more fun without making it a free loot event/easier? That's why I want the player to actually have to care about their temporal stability during a storm, so they need to kill drifters if they want to not take any damage due to low stability. That's the thing, all a player needs to do is find a trader and hide in their cart (or their shelter, i havent tested if thats changed since the update). ive never had one spawn inside, and since they are filled with blocks, you, and the trader, i think that alone would make it impossible. As of now, until you get at least iron armor, fighting in storms is simply unfeasible and not really worth it for most. because if you get a storm that spawns an enemy tier higher than your armor tier, you are pretty much screwed. there is no point in fighting as you will die regardless. Meanwhile if they prevent enemy mobs from spawning in a shelter, it would make it so those who actually cant fight, something to do other than die and risk losing you inventory, and getting their underclassed armor they grinded for shattered.
LadyWYT Posted May 14 Report Posted May 14 40 minutes ago, IAmMoss said: The thing is, the average man wouldn't be literally starving to death after walking 3 miles and chopping some trees down, farming, etc. The seraph is. Idk if it is lore or a fan theory, but ive seen somewhere say it is because the seraphs are a super natural being so they consume way more calories than a human would. we don't even have an exact on how many calories something is or even what our hunger bar is. but the seraph must burn waay more calories than any human could if they can starve to death in less than 24 hours. It's more a case of...it's a videogame, and not going to be 100% accurate to reality. Food is a very basic need in the game, and very easy to manage, but it's also something that can easily derail the game as well if the player fails to account for it. Realistically, yes, it takes several days to a few weeks to actually starve to death, but trying to account for that in the game is rather difficult. If the player can live that long without food, then there's no real incentive to store food for the winter. Applying debuffs is a potential solution, but that introduces other problems, such as the player dying a very slow death thanks to being too weak to hunt or forage enough for a proper meal. If the debuffs persist through death, the player can potentially get soft-locked in a death loop, and if death clears the debuffs then it's back to the same issue of the player losing incentive to store food for the winter(or bother with food at all). Also worth noting that the early game becomes far less challenging if finding food isn't a concern. 3
IAmMoss Posted May 15 Report Posted May 15 On 5/14/2026 at 12:17 AM, LadyWYT said: It's more a case of...it's a videogame, and not going to be 100% accurate to reality. Food is a very basic need in the game, and very easy to manage, but it's also something that can easily derail the game as well if the player fails to account for it. Realistically, yes, it takes several days to a few weeks to actually starve to death, but trying to account for that in the game is rather difficult. If the player can live that long without food, then there's no real incentive to store food for the winter. Applying debuffs is a potential solution, but that introduces other problems, such as the player dying a very slow death thanks to being too weak to hunt or forage enough for a proper meal. If the debuffs persist through death, the player can potentially get soft-locked in a death loop, and if death clears the debuffs then it's back to the same issue of the player losing incentive to store food for the winter(or bother with food at all). Also worth noting that the early game becomes far less challenging if finding food isn't a concern. I agree completely. I was just making the point that you can't really compare a real world human's eating habits, even after a very arduous day of work, to a video game where you can eat six whole loaves of bread and still starve to death later that day. I was just pointing out a potential fan theory (i looked it up to verify it wasn't established) used to bridge the suspension of disbelief. Like i said, we don't even know how many calories most things are, though we can make some educated guesses based on certain foods. It's just silly to compare real life to a video game. 1
IAmMoss Posted May 15 Report Posted May 15 On 5/13/2026 at 9:59 PM, flarite said: I'll take my wrath here and now on the one most disturbing element i found : you get the possibility to add a little piece of gold or silver or electrum in a lantern, to add a little bit to it's overall brightness but when you look at the cost : it's 2 full ingots, 40 nuggets to add this little foil of metal. People it takes 20 nuggets to make a full hammer, it shouldn't cost double the weight of material to make your lanterns that little more effective. We're talking about some of the most rare element of the periodic table here with a usefulness that could be added every 26 blocks all over your tiles and underground for cellars. At this cost i call it absurd, i was expecting 20 nuggets for 1 ingot at first and it already seemed too much but then i looked and it was twice as more as that ! maybe they could make metal sheets craft-able via helve hammering a plate. give you two maybe four sheets, but you are unable to use them anything, but for reflective lining (unless they come up with another use case)
cjc813 Posted May 18 Report Posted May 18 On 12/15/2025 at 11:13 AM, Teh Pizza Lady said: typically air molecules are smaller than water molecules so water-tight doesn't necessarily mean air tight. If you fall, you should have a chance of breaking your lantern if it is held in either hand and not be able to use it again until you repair it with a hammer, add new glass, and a fresh candle. That's actually a pretty neat mod idea. Lanterns take fall damage.
The Lerf Posted Wednesday at 04:06 PM Report Posted Wednesday at 04:06 PM On 5/15/2026 at 10:27 AM, IAmMoss said: maybe they could make metal sheets craft-able via helve hammering a plate. give you two maybe four sheets, but you are unable to use them anything, but for reflective lining (unless they come up with another use case) A crafting recipe for gold/silver/electrum plates involving a chisel and the plate that produces four 'reflective lining' to be used for lanterns would definitely be welcomed. I do agree that two ingots for one lantern just for +2 light level is a bit pricey. 2
hstone32 Posted Wednesday at 05:48 PM Report Posted Wednesday at 05:48 PM I feel this opinion is unpopular, because whenever I or anyone else bring it up, we're flooded with a whole bunch of replies saying "fourteenth century medieval level tech." I'm really not sure that argument applies to VS; not only because of Jonas tech, but I'm pretty sure one or two of the lore books hint that were some inexplicably advanced tech being invented even before Jonas. I think it's safe to say that the fictional divergence between VSs world and our world are a lot deeper than just Jonas and the 14th century apocalypse. Anyways, all that is to say I've been craving some sort of in-game engineering system. I love electrical and computer engineering IRL, and I think it would be really cool if there was something that activated that same part of my brain in-game. Electricity would be the obvious choice, and there are some mods like that out there. However, they are all in imitation of the classical Minecraft tech mods, which really aren't engineering at all, just a crafting progression tree. I'm talking a true-to-life electricity system, with impedances, nodes, frequency responses, etc. Something that might even require an in-game SPICE emulator running under the hood. I'm not asking for redstone, because I know why that would be a bad Idea. What little survival potential Minecraft has is ruined by redstone. It would have to be a system confined to its own sphere of locality so as to not spoil the survival experience. It should not replace the need to find and preserve food, prospect and mine for materials, smith equipement, raise animals, build windmills, or any other of the established survival systems, but it should expand the player's capabilities in a fun and interesting way. Perhaps it could be used as a compliment to the existing mechanical power system by allowing players to design digital logic controllers that drive mechanical power trains. I realize there was no electrical engineering in the game's lore. Fine then. Just take every IRL electrical engineering term, and replace it with a cogwork analog. Replace voltage with tension, current with torque, resistors with a hydraulic buffer, etc. For more advanced systems, use fancy Jonas sounding names: Call a triode amp a "bifurcated differentiator," a SIPO register a "depressive archival linearizer." I realize this is a big ask, which is why I'm posting it here instead of in the suggestions sub-forum. It's just me expressing my own opinion that I would really enjoy some kind of in-game engineering system. 2
LadyWYT Posted Wednesday at 07:39 PM Report Posted Wednesday at 07:39 PM 1 hour ago, hstone32 said: It should not replace the need to find and preserve food, prospect and mine for materials, smith equipement, raise animals, build windmills, or any other of the established survival systems, but it should expand the player's capabilities in a fun and interesting way. This is where a lot of tech suggestions fall apart, in my opinion, since oftentimes they're presented as automated replacements for the more traditional medieval systems, instead of an interesting "side-grade", as it were. Part of what keeps the player invested in the world is the need to actually do at least part of the work themselves in order to reap the benefits. And while there is some higher tech steampunk stuff in the lore, it's also worth noting that a lot of that tech has become something of a lost art, much like dwemer technology in the Elder Scrolls universe. I think the night vision helmet, teleporters, and rift wards serve as nice examples of tech that's useful without overshadowing the more traditional processes. Some sort of "power armor" or "power tools" would probably also fit right in, since while they're nice to have, they'd be expensive to acquire and maintain, so perhaps not something the player would feel they absolutely have to have for most situations. Rather than electricity, you could probably lean more heavily into steam boilers and temporal fluid dynamics, like the machinery we see presented in the Resonance Archive, and require the player to manage copper pipes, pumps, and fluid pressure in addition to working with various clockwork and whatnot. This could lead to players building fancy irrigation for their farms, mechanical doors, elevators, or their own "gassifier lighting" system. 1
Maelstrom Posted Thursday at 12:32 PM Report Posted Thursday at 12:32 PM My unpopular opinion? Jonas is the source of the whole problem. Tobias then compounds the problem, but without Jonas in the first place Tobias wouldn't have springboarded off of him. Lore discussion spoilered for those that don't want to be spoiled about lore. Spoiler If Jonas hadn't invented the lens and gone mucking about in affairs not suited for mere mortals, the rot wouldn't have come about. And if Tobias hadn't activated his tower the drifters wouldn't have been created (at least that's how I'm interpreting the lore so far). 1
LadyWYT Posted Thursday at 02:01 PM Report Posted Thursday at 02:01 PM 1 hour ago, Maelstrom said: Lore discussion spoilered for those that don't want to be spoiled about lore. Spoiler Tobias is definitely questionable in some of his intentions, but I don't think he's responsible for the creation of drifters and other monsters. I think those monsters got turned when Jonas set off the Grand Machine/Salvation Engine: some survivors remained human, some were turned into seraphs and displaced from time, and some were turned into horrible little creatures beyond comprehension. The machine at the Tower was just punching a hole in reality to allow the seraphs to leak back through into normal existence. Which...I'm not really sure is much better than what Jonas did, since Tobias seems to have been fully aware of the consequences whereas Jonas perhaps didn't fully know what his project would do. 1
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