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Emeal

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  1. I think the idea of a Mechanical Sun is such a cool concept, but it has to come with the most insane heavy cost as well as constant temporal gear use. Another idea would be a Jonas Car, you can only get this after the last boss is defeated. Rift Conductor You make this by building a Rift Ward upside down in the Crafting Grid. It does the opposite, it summons loads of Enemies at the cost of Temporal Gears. It consumes the Temporal Gears over time but it has 4 slots... Hmm. Put in one temporal gear to increase the difficulty of enemies that spawn around you, and slightly increase the risk Rifts to open up around you. Put in two temporal gear to do the same but better and as long as its on the time until the next temporal storm is reduces at 1.3x rate. Put in three does all of the above at a very increased rate, but has a small chance to fry the device instantly causing the next temporal storm. Put in four, stop you dont want to do this, what are you doing? Are you insane!?! TEMPORAL CATACLYSM, has a small chance to NOT fry the device and causes a mini devastation. Ever been attacked by forty double-headed drifters? No? But its like this. Mini-dolon, Your very own small Eidolon. Its jus a lil guy who you can pick up, like a baby and point at something that needs working. Like a Quern, a Flint tool on the ground, an unfinished clay pot or a weapon on the anvil. This little guy will finish it up at the cost of Temporal Gears as fuel and then go into sleep mode. You can also tell him to spin an Axle for those times you need rotational power far from home. Could be used to open a secret dungeon maybe??? But these ideas are all late-game in scope. Lets talk about Early Game Jonas devices... Translocator Locator. This already exists as a mod, but its fairly trivial to get many Temporal Gears so a device that helps you find Translocators underground at the cost of Temp Gears. It should show up as small bleeps, just dont pay attention the the big bleeps that rarely show up on it too, ț̵̨̳̲̒͛͘͜ͅh̶̦͇̎̅͒̊e̷͉̪͋̄y̷̟̍͊ ̵͕̀̐ď̷̖̠̜̅͑̈́́ó̴͖̮̪̯̈́̀n̶̪͉̋t̸̲̜̹̱̽̊͝ ̵̤̽͊̽͘͝m̶̪̑̉̅̕͜ḙ̵̫̘̺̕a̴̢̼̖̰͉̟̓̌̔̅̑͐n̶̠̯͕̅̏͜͝ ̴̤̽̓̍̑̿ä̶̠͔̼̫́̉̾̂̒n̶̪̙̾̀ŷ̶͉̩͎̜̯̍̑̚̕ͅţ̶͕͔͖̭͆h̵̛̪͍̱̃̂̾̔̕í̸̩̍̉n̷̼̙͛͂g̸̖̠̳̒̑͑̒͋.̸̟̫̿ Temporal Induction Lantern A lantern that is fueled by Temporal Gears and spawns high tier drifters in dark places, it can also spawn Rust Creatures we have never seen before... What do you guys think?
  2. Using fire to clear brush. Oops!
  3. I heard Chests and Crates might get an update visually, so I thought it could be fun if you could open a container and throw things into them when they are in the open state.
  4. I want arsenic green, I dont care if it will make me faint.
  5. I love the mechanical part of this game, its fun to make a little mechanism as part of your base. But there is a few things missing from already existing blocks which idd like to highlight today. Number 1: Vertical Transmission and Clutches. Number 2: Add "Block covering" to Large Wooden Gear Number 3: Flip "Block Covering" with Wrench Number 4: Add "Block covering" to Angled Gears
  6. I do but if I get chased I run away. But I also keep Bear pits in all directions from my base so I just run them there if chased. Like today, trivial task.
  7. Can we make it so the Aged Wood doors open slower than its regular counterparts and maybe even have a special longer creepy opening sound? I just thought it would make them stand out better.
  8. This is why we cut down the brush and dig bear traps so we can lure them in.
  9. I have never seen a bear in this game I cant outrun.
  10. I agree with all your suggestions, except... Persistence Hunting took hours in the olden times, nobody would do it in the medieval times, what vintage story needs are traps and hunting dogs.
  11. basically a MEGA Quern. I love the idea. We would need to make two millstones out of 9 stone blocks each. then build the contraption and put the stones in. I think this would also be the time start putting grains into bags for storage.
  12. I dont like the style of the Reworked, but I think its cheating a little because the old one has a diffrent style. So I dont feel like im judging them both on the same style. The Old style seems more natural. For the Reworked, the style is obviously blocky of the tree, but it also looks unnaturally cartoon like. It shows a significant outline or linework which isnt the style the game is in at all. Also another thing, the rust pipes, clocks and gears are cool. but we dont see those too often in the gameplay. Do you plan on making that more prominent in general worldgen? Honestly, I think the new logo makes Vintage Story appear like a factory building game, and its not. I think what works for Vintage Story Logo as I understand it is this: Big scary gears below, it says there are some things beneath. The scary eldritch horror. This is good keep this part. There is a clock in a tree. This does not happen in the game, to me it implies that the tree is mechanical on the inside. Why is it like this? I dont get it. If the clock is meant to represent time, make it a grandfather clock that is leaning up against the tree. It reminds me of farming. The machinery going into the tree and part of the tree becoming technosized, why is this on the logo? Are the trees becoming robots? Why is it like this? I dont get it. Machinery above ground is also in this image, but outside of the devastation we dont see this at all in game. Why is it like this? I dont get it. I think it would make more sense for all the technology and rusty stuff of the logo be beneath the surface. I think you should also put things that make more sense for the surface ON the surface in the logo. But a Sleeping Bear, bears are like the first boss you see in this game. They are an iconic enemy and you could include a drifter underground too. I hope this vote wont be an either or, I hope there is a third option to make a new option based on feedback.
  13. We believe you can do it. and by that we mean run away succesfully.
  14. I second this, It would be cool if a late game Story Location enabled you to make one. Something that costs like a temporal hear for 6 shots and it just instantly sends any drifter home.
  15. I'm actually also wondering when Anego will adapt CarryOn, pretty sure its the mod which is most likely to go in rn.
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