Jump to content

YordaEatsMelon

Very supportive Vintarian
  • Posts

    37
  • Joined

  • Last visited

Everything posted by YordaEatsMelon

  1. The hearth is a really nice touch
  2. I love the woodwork! It looks so good
  3. Thanks Tyron!
  4. This would be really cool, actually. We already have the items you mentioned (dry grass for straw, a saw, tongs, etc). This would only work in maps with true winter enabled?
  5. Hmm, it would be interesting if the tech from the resonance archive were incorporated. Like, the equivalent of rusty gears to the glowing ones, we could find broken or "empty" bell chimes in random places and, if we don't yet know (or plain cant) put our own messages into them we can string them up together to get pretty sounds around the house. like, in this way theyd only have to do animations for an object they already have and not yet have to bother with implementing a whole system for all kinds of other materials. and it would be related to lore and the advanced old tech
  6. Definitely mod territory here. The idea is cool but I don't think it fits in with the vision the devs have for the game; in sense that it's not like you are hearing audio from a mechanized archive or hearing someone tell you a story, but are rather picking up a rolled sheet of paper/canvas and are reading it. The written records are meant to be a glimpse into something much larger, but unfortunately disconnected from the voice and personality of whoever once wrote it. Even with uncovering audio recordings in the resonance archives I'm not aware of any voice acting there, probably for the same reasons the player's avatar and the traders have a "honk honk honk" voice. It also makes game translation much easier as you don't have to hire new voice actors each time you need to make another localization. That said, to make it into a mod would be great. Not only would this give that mood some players are looking for, but it could also help for people who learn lore better by hearing it rather than just reading text. Full customization of the voices by players to their tastes, could get the pacing you'd like, etc.
  7. The only issue is if you enjoy still being able to encounter bushes in their original locations, importing them home eliminates this. It also means that to have lots of bushes you have to go out farther and farther, when you could otherwise just grow more yourself back at home.
  8. Hello, While players are already able to view the survival handbook while in a running game file, I think it would be helpful if there was a button on the home screen that could allow you to open and view the same guide. Below is a mockup I made to show what that would look like; I added a "Handbook" tile below Mod Manager and above Credits. Thanks!
  9. Hello! Welcome! I just started this January, but there's already been so many amazing updates; it's also been fun looking back at older updates and just how much work the devs put into this game. I really love their dedication to its scope and level of detail; instantly a fan! Re: feel free to share your fav thing about VS. It's probably how realistic each of the world/environments are and how that influences the way you play each time you open a new game (and how unforgiving some can be, lol). Also, the sheer number of foods you can make is just fantastic! (In all seriousness though, I love so much about the game it's difficult to just talk about some) Thanks for dropping by and saying hello!
  10. Some Interesting opportunities?.... nutritional deficiencies (scurvy, rickets), infections (malaria, unclean wounds, influenza), temporal diseases (if you get over a certain level of damage from a monster, esp. like the ones found deep down, there's a % chance you can develop a condition that's similar to rot or rust. This could be temporary, or it could be permanent but reversible.) Their implementation would have to be limited, otherwise players would have a lot to keep up with on top of getting food, avoiding wild animal attacks, making shelter, mining, mitigating spoilage, etc., especially for players who love more extreme climates. It could be fun if the devs thought, "So, I see some of you players want to live in a tropical climate where food has long growing seasons. Here, now there's risk of malaria to contend with." How to implement something like malaria though? I don't know
  11. Not sure how this might fit into things, but it would be interesting if they had started out with a more medicinal role (like a plague doctor, sortof), but as the mire and sludge kept increasing, those they could tend to decreased. i.e. They helped hunters and malefactors as a crucial "supportive" role and otherwise would also tend to rot survivors?, but this eventually changed and degraded into only working among themselves + some malefactors and hybridizing their roles as the need for survivor assistance is near gone and the need for scavenging increased among the increasing difficulty of entire kingdoms living underground. Though it seems they eventually even departed from that role and just went into scavenging. Just some ideas
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.