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Morfs

Vintarian
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Everything posted by Morfs

  1. Yo actually, @Diff, you make a compelling idea that I totally overlooked until now. I can't imagine how tricky that would be to implement, but I can get behind making custom boxes to fit a theme for a house. Especially with a design that tells you what's inside without parchment signs. The idea kinda reminds me of that one survival game CardLife, where you can carve out just about any shape you want for a tool. Someone cut out the shape of an assault rifle for their crossbow. If I saw that here, I'd probably blow a gasket lol. The general concept is genius though. Big kudos.
  2. Yeah I tested it. It needs recipes and other implementations to be added manually. The mod that has those does not play nice. And yeah, by Alchemy I do indeed mean herbalism tied into chemistry. I definitely wasn't looking for invisibility or flight, and climbing I have a mod for. And while I do agree sticking to more realistic depictions, we are indeed Seraphs after all, and with a glowing effect on respawn at that. We have at least a little leeway for some mystical stuff as long as it's not ridiculous. Night Vision, Speed Enhancement, Damage Buff, Temporal Stability Booster (to circumvent the dangers of sacrificing health on a Temp. Gear), maybe temperature balancing if we were to brew drinks requiring more delicate action or more steps than using the big distillery... stuff like that. Some Health Potions as a stronger variation of Bandaging would be good, for those far enough in to set up their glassware and brew. I'd imagine that there's not been enough ideas to really make it a priority implementation, but I still want to make colored glass and bottles. Gotta put all that wine and brandy somewhere, and chiseling glass just feels silly and the products have no effective use other than art and barriers.
  3. I'm really into the idea that Redram put out years ago. A comprehensive post about implementing glassmaking and shaping. And his further idea of adding in an alchemy system for brewing effective potions from flora you scavenge or farm. But what I'm really after is just the glassware. I want to make baubles and color my glass with oxide blends, please. Plenty of mods which do bits of all of this, but the ones which did work are for a very old version of the game.
  4. Morfs

    VR Support

    This game would not just be perfect for VR, I could have sworn I saw somewhere on this site (I recall at least one dev mentioning it) that they considered VR after the game was more or less "complete." It's certainly on the backburner considering how much work they still have incorporating new features until Chapter 8. We would have to wait for either a modder with VR knowledge to construct a framework for a version in the near future, or for the actual team to complete the main content in around 6 years or so and rework the game to have as much virtual immersion as they can. The latter is still an if, but I'm sure that VR will come to this game. I'm absolutely positive.
  5. It's all gone. It has stopped calling to us. It has become our world, rather than conceiving it for us. All the same, we return again. But I'd rather have the old loading screens back.
  6. Sorry to bump this thread over two years later, but I adore the idea of being able to fabricate glass in an alternative way to just molding it for window pane use. What spurred the idea on was seeing the use of olivine, amethyst, and rose quartz to make colored glass. I know that historically people discovered that the use of certain element oxides and other compounds would create the pigments they would use for, say, stained glass windows. My suggestion at least in that regard is to incorporate more chromatology into the creation of the glass during the melting phase, so regular glass can remain more or less the same but getting creative with glass coloration and shaping (for more intricate lamps decorations and otherwise) would incorporate unique workstations, tools, and expending of certain minerals. Alternatively, there IS dye, and seeing Cinnabar be a viable dye option (despite the toxicity which may be superseded by Seraphine "natural" resistances) could already be incorporated into the process.
  7. There's the XSkills mod, which seems itself modular enough to have more perks added which can do what you ask, though I'm no modder and I'm illiterate to code. But the default ones do allow you to extend the lifespan of tools and also improve smithing quality based on how many levels you've gained in the skill (though it takes quite a bit of time to get to a point where the quality won't be bad lol practice makes perfect) Personally I think that adding sharpness with a whetstone would be fantastic, adding a temporary bonus to damage for a number of swings perhaps at the cost of a point or two of durability. It'd make you resharpen your weapons and tools before embarking on each journey, or can be entirely ignored to retain the current system. It'd have to be toyed around with; I dunno what would be a good addition in that regard either, but it would be nice to have a means of repairing tools or at least displaying them on a wall or smth if you've grown somewhat attached to, say, your very first pickaxe.
  8. I really feel your sentiment about death and spawning, I really do. My personal opinion is when you're starting out, accentuate your gameplay with a few mods to make it easier on yourself. No need to torture yourself like I did on my first run. I grabbed a "server utilities" mod which gives me popular Minecraft server commands like /sethome and /warp so that I can get a better grasp on the game's mechanics before I do a more pure and unforgiving run myself. If you hate having to spawn hundreds of blocks away repeatedly, I would recommend either using a mod like this, OR changing the default settings to reduce the spawn range so you have a set default area you can make a starter base from for expeditions back to your true base. But comparing 2B2T to VS is like bananas and walnuts. The survival strategies you employ dealing with the advent of an overrun uncontrolled anarchistic society aren't anything like the struggle against an everlooming threat that can appear right in front of you at the drop of a pin. Both of them have their unique challenges and the knowledge doesn't really overlap or bleed over well. All I can say is that you learn and adapt over time. Apologies if that's a tired expression and it's just upsetting to hear, I just want to offer a different perspective. I do hope you take my suggestions to heart Yozo. My RNG isn't the most pleasant either but I'm swimming in gears at this point now that I've upgraded my weapons. I don't even have armor yet, takes too much material IMO, but I'm a wizard and I played a TON of Vermintide, so I know how to dodge and weave in melee.
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