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hjvtdev's Achievements
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Not to insult anybody, but I feel like the people who oppose thirst on the grounds of "it will just be another bar to manage" are lacking in imagination. Take the current hunger mechanic. It really is just managing 5 bars. Honestly even calling that "management" is an act of charity: you only have to worry about keeping as many of them full: there aren't any decisions involved in that. Now, the lack of imagination I refer to is assuming that the the only thirst mechanic possible is just adding another bar to keep full. That assumption is of course a bit of an insult to the art of game design. Now, onto metric for how good a gameplay system is. My favourite one, as one may guess, is the number of decisions it opens up to the player. The current hunger mechanic is C tier by that metric, meaning: it at least doesn't take decisions away from other areas of the game, but it certainly doesn't add much. Now, how could adding thirst make food more decision-heavy, without any changes to the hunger system itself? Here's one minimally annoying version: Thirst bar depletion only slightly affects movement speed, meaning you don't need to care about thirst while doing chores at your base. Foods gain a thirst depletion stat that is balanced against how long lasting the food is. For example, salted and dried foods are easy to keep, and you can fit a lot of them into just one inventory slot. As a downside, they will negatively affect your thirst. Now you have decisions involved with picking your foods depending on activity. Do you bring a crock with you for a faster travel, but risk running out, or do you stuff your pocket full of jerky and potentially sacrifice some time in case you don't come across any water?
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I don't know if you can disable this windows "feature" entirely, but you can go through each mod dll file properties and check "unblock".
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hjvtdev changed their profile photo
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I mean, that would be such a resource investment, you've kinda earned the infinite power at that point
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I think what they mean is it would be less than from splitting a log with an axe. That kinda-sorta makes sense, a saw will turn some wood in it's path into sawdust, wile an axe just splits the log along the grain
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I would prefer an IDE-agnostic setup being prioritized. Dotnet platform already ships a language server, which any of the editors a Linux user may have a preference for will be able to utilize for completions and diagnostics. Relatedly, some form of a documentation for how to efficiently use attribute trees would be good to have.
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Also there is a built-in settings to remove all structures from worldgen and disable stability mechanic. So you can quite literally play the game for a thousand hours and never see any rusted mechanisms.
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I've always thought that the logo/icon is way too busy for the way it is used, and the new version only adds more small details.
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This is quite literally possible right now. C# supports events at a language level, and through behaviors you have easy injection points to both subscribe and send events.
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Do we really need a combat overhaul? What are your opinions on it?
hjvtdev replied to Josiah Gibbonson's topic in Discussion
I think you people are feeding a fat greasy troll here. The guy is obviously just repeating the same non-argument, hoping someone will snap and provide a gratifying reaction.