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Everything posted by Josiah Gibbonson
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Is it possible to trim leaves to make them less messy, similar how you can prune berry bushes? I want to make some hedges, but they look awful unkempt the way they are.
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Add natural human skin colors...
Josiah Gibbonson replied to Josiah Gibbonson's topic in Suggestions
I never really played the game and thought to myself "Hey, you know what would actively make this a worse experience? If I could be an actual skin color that doesn't make me look so incredibly pale that I haven't gone outside in years!" If they're gonna force us to be Seraphs, at least make them more visually distinct than humans on something other than skin color. You mention physical characteristics that I don't get translated to at all during gameplay -
Add natural human skin colors...
Josiah Gibbonson replied to Josiah Gibbonson's topic in Suggestions
I'd still argue they should add it for Homo-Sapians, as it does specify you play as "early humans" not their weird little lore creatures that for all extensive purposes are human aside from skin tone -
...To Homo Sapians mode specifically at the very least. I get that in the regular game for lore reasons we arent supposed to technically be "human" or something of the like, but homo sapiens mode removes lore stuff and specifically states we're "the first humans", so it seems to me it would make sense. I know it's probably suggested a lot though >->
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I agree as well with this; I just wish for something less restrictive when it comes to foraging. I just hate having to forage for the same exact mushroom(s) or berry(s) just to conserve my very limited inventory space.
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I wouldn't think a poison mushroom put into a stack of others would effect them, that'd be getting into a level of complexity I wouldn't think nessecary. I mean, hypothetically it *could* be that way. But let's use the example of logs. Logs cannot exceed 16. You could, in a bundle, put 10 of one type of log, and six of another kind, in the same bundle. You couldn't put 10 of a log, and then 7 of another kind, because that would exceed a log's natural stack of 16. But yes, charcoal and coal could, but firewood and peat not so much. Again, inventory management is fine, but I find it kind of silly that an entire inventory slot is taken up by a single mushroom apiece, despite the fact they can clearly go to higher stacks if they're the same kind of mushroom.
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Beats me, I was mostly just thinking of varying sizes (depending on the length, rounded, would give a different amount of meat when cut open) Weight could always be added as well, although that would be trickier. I guess depending on weight, it could add or subtract the amount of meat yielded by the fish as sort of a multiplier/divider As for stacking, I just wouldn't allow fish to be stacked. You'd have to place their corpse down, and cut it open like you do the other animals, and then depending on it's size (with the weight applied, if they decided to include weight) you'd get a varying yield of fish meat. I hope I didn't misunderstand what you meant T-T
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My suggestion is near-identical items being able to share the same inventory space. If you middle-mouse-clicked (or whatever you bind it to) a "bundle" in the inventory, it'd pop up a grid that would allow you to move items to and from said bundle. An example of this would be berries. All your different berries could now share the same inventory slot instead of each taking up their own spot. A bundle could only go up to the usual stack size for berries, and couldn't exceed, but it'd make it so if you had like, only a couple of each berry on you, it wouldn't take up so many inventory spaces. (Which, they shouldn't, individually) Items only bundle themselves if you manually take said item from your inventory and right click on the item you want to bundle it with, assuming they're the same item type. Logs could also work in this way. A bundle couldn't exceed a stack of 16, but you could have multiple different kinds of logs occupy the same slot if you wanted. The log that would be in the first bundle grid slot would be the one placed when placing blocks. Mushrooms would also benefit from this. When mushroom hunting, you could bundle all your mushrooms up to their stack size limit, without needing to have four different inventory slots available per different kind of mushroom you find. Bundled items aren't just inventory specific, they'd be able to be bundled inside chests as well. Your different kinds of meat could be bundled together, as in red meat, poultry, fish meat, and that other less appetizing variant, up to their stack size. Items like logs and sticks could not be bundled together, since they're not similar enough and have a different max stack size. The bundling idea would be only for items that are pretty much identical. If an item in a bundle starts to spoil, it has a chance of spoiling other items in the bundle as well. Be careful when bundling edibles. Rot will stay in bundles until removed, and has a chance of causing other edibles in the same bundle to expire faster. I don't know if this would make the game too easy, but it'd help when it comes to inventory management. I hate going berry or mushroom hunting, but then having most of my inventory taken up by like 2 berries or shrooms per slot because they're all different variants. ((If the devs wanted to make animal specific hides, like deer hide for example, this would also solve the issue of there being too many hide variants taking up inventory. On the topic of hides, since they're different sizes, I'd make it so they *could* be bundled with cured hides of the same size, but couldn't be bundled with other sizes of hide.)) Again, items don't bundle manually, you'll have to do that yourself from the inventory screen. If you hover over a bundled stack of items, an information gui pops up near your pointer to quickly let you know what's in the bundle.
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Personally, I wouldnt allow fish stacking. You'd need to put them on the ground and knife them to get the meat, and then you could stack those.
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Oh, I wasn't trying to think of something that complex/deep. I was just thinking of the same fish model, just some of them are smaller and some of them are visibly larger
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Oh, I was thinking of just shrinking/enlarging the same fish model. Also catching baby fish makes me sad :c
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I don't know if they already plan on doing this when fishing is fully implemented, but I'd be delighted for the fish to spawn in varying sizes (and maybe varying weights) so you and your friend could show off different sized catches and trophy the ones you're most proud of.
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I really hope they go this route. The game is complex in so many other aspects, I'd love another aspect to hunting that isn't just "spam right button till dead, then knife it up for maximum profit."
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Oh, definitely. Only of they can figure out a way to do something like that without it massively bogging down the game first
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I never got to the story locations yet, so speaking as someone who hasn't gotten to get any glimpses at all aside from these flat, red portals that spawn creepy entities. . .Not a lot of horror there, it feels like describing a jumpscare. I'd rather experience the jumpscare for myself, not read it on a piece of paper. ((maybe I have no imagination, but the creepy monsters feel so immersion breaking because they seemingly just come from nowhere. Like walking spaghetti monsters- with how late in the game the story locations are, you aren't going to have much explanation for their appearance until much later. If I could at least see where they originate from, it'd feel less like the weird Minecraft feeling of "why did that witch/zombie/skeleton just pop into thin air at nightfall?" I mean, if they made the Rust world an early to mid-game area, sure. But if they made it intentional that you weren't supposed to explore the area without at first preparing a *lot* in the late game, and even then at a large risk, it'd still serve as a place of fear and power. You'd never become so strong you just walk about there freely- the only reason you'd even go there is to experience the immersion, and occasional lore piece. It'd be much more pleasant to see that, rather than the stale, red texture on the portals. Minecraft didn't invent alternate dimensions lol, think of it more as Doom, where you go from earth to hell itself. Except we're not the Doom guy, and never will be T-T ((I just want it to be more immersive, I don't think "copying Minecraft" in that monsters just spawn out of thin air is an any better solution)) I mean, yes. Obviously stuff like this wouldn't be a priority or even anything to worry about anytime soon, just an end goal. We all have our "wacky, resource intensive" hopes and dreams for this game, doesn't mean we shouldn't share or suggest them from time to time. And don't get me wrong, I like the creepy, horror aspects and the lore aspects and the whole temporal idea. But right now it just doesn't feel immersive. The storms just kind of appear, the temporal stability mechanic doesn't feel well thought out, and the portals/rifts just feel early access. I just want to brainstorm how in the future said things might be improved.
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kind of makes sense they'd have to do it that way, which unironically makes it even weirder that the places that should be the most unstable are the most stable lol
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Well, yes, they are out of place. Unfortunately there doesn't appear to be much reason for their appearance, they're just sort of there. Popped into existence from nowhere, with pretty much no in-world indicators of why or where they came from apart from story locations I assume. I'd prefer if you could find more lore-based structures scattered throughout the world, and if the monsters had a more immersive way of spawning in. ((all my opinion, of course)) You misunderstand my idea for the portals. They aren't just "walk into them, load screen", they're immersive in that you can actually, visibly see what's on the other side and walk through seamlessly. Which, I argue, is much more similar to "Portal"'s way of handling portals than Minecraft's. I would much prefer to see where these creatures come from, because again I argue, just having them spawn at night without reason is way too similar to Minecraft than my portal suggestion. Is it hardware intensive? Definitely. Not something to add anytime soon, but I think it should be the end goal. I want to explore the rust dimension myself, it'd help tie the whole theme together rather than have these flat portals appear, for no purpose other than to lower temporal stability and spawn said monsters. . .And make spooky noises. We can agree to disagree on that. I want to actually see the Rust world. Like, again, if these creatures are coming from it through portals or rifts, why can't we see the other side through said portals or rifts? Currently I have my own image in my mind of what the rust world is, but it makes me want to explore it. It does not satisfy my sense of adventure. It seems creepy, and dangerous, and actually interesting! ((And when your temporal stability reaches zero and it "leaks" into your world, it's just nauseating visual effects and a constant health sapper. That should be made more interesting as well, like have a huge rift tear open the sky or somewhere and have all the rust and stuff leak out. Don't just blink and watch as an acid trip unfolds before your eyes...) On this note, the Nether is intended as sort of a mid-game destination. To keep the rust world dangerous, have it be that you would not *dare* go through those rifts until late game, and even then at a caution. You shouldn't just be able to go through the rifts and fiddle-fart around, you should go through the rifts and be struck with such a sense of "I don't belong here, I'm out of my league" that you hesitate to return even in your best gear. Doesn't even need to be intended to be easily traversed at any point, would just be nice to see the origin of where the creepy monsters come from. I find that such a bummer. The ruins we have now don't tell me much of anything, they're just piles of cobble with the occasional basement underneath. I'd like to find entire ruined towns, broken down towers and the like, and such other things so I could actually tell that "hey, there used to be a civilization here." Even old forgotten roads would help! As it stands now, the ruins just aren't very interesting to look at or speculate on. They're in too much collapse to really say anything aside from being a pile of rubble. At least the ones I've found. ((So I decided to get the "more structures" mod, or whatever it's called. And given it's the most downloaded mod out there, I have a feeling I'm not alone. Although I do agree performance would have to improve, because that mod in particular does cause lag spikes during generation lol))
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I guess just more completed ruins. A lot of them I find are just the same Stoney piles of rubble, it'd be cool to see a rare structure spawn that's just a completely ruined town. Or perhaps fallen towers or the like. More links to what was once there!
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In the current game, the whole "temporal" idea feels kind of tacked on in my opinion The temporal stability mechanic doesn't blend very well with the rest of the gameplay, and I don't particularly enjoy settling down somewhere, only to realize it has poor temporal stability as the blue gear between my health and hunger bars subtly drains. The monsters don't mesh very well with the rest of the world, the portals are thin and very early access-ish, (Don't know if that's what I'm looking for) I haven't gotten to the story areas yet, I'm sure they're handled much better there. I don't want to go homo sapiens mode, because I enjoy combatting the monsters, and I like the lore and stuff. I just feel like it could be handled in a more immersive way, so to start us off, here are some of my suggestions: The portals would be handled better if you could actually see another dimension on the other side, with the ability to travel between them seamlessly. You could see a dimension (the rust dimension) on the other side, which would help immersion (the monsters wouldn't just pop into thin air) as for the rust dimension itself, I would visually give it a complete overhaul. I don't think it's very effective to have it just be the overworld, but nauseating. I'd add oceans of black tar, lots of metal, decaying structures. A red sky, caused by a constant sunset. For monsters, I'd restrict them to only show up from said portals, or in said dimension, outside of story locations and structures. which brings me to the next point that I think more structures that link the world more closely to the apocalypse would be better as well. What are your thoughts or suggestions for improving the immersion of the whole "temporal" aspect?
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What I meant by it is you just have like seven spears on you at any given time and spam throw them. After you throw one, it replaces the one you just threw with another one in your inventory. You can essentially overpower anything by throwing spear after spear, moving in a circle to collect the thrown ones.
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That's absolutely not what we have now, lol. Hence why I wish for an improvement. Maybe the first hour into the game it feels like that, but after you learn how bad the AI of the game is, they're like these irritating little gremlins who won't pose a challenge if you just avoid them. And if you do take thwm on, it's either going to be mind-numbingly brainless or you'll get no-scoped by thirteen dozen small rocks if you don't like...block yourself in.