Jump to content

Spyromancy

Vintarian
  • Posts

    6
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Spyromancy's Achievements

Wolf Bait

Wolf Bait (1/9)

20

Reputation

  1. As a rare lover of geese and waterfowl in general, I'd love to see them! Being able to raise them and tame them would be fun as well, as an alternative source of eggs. Maybe since they're aggressive and harder to tame, their eggs could grant more satiation or something... Also +1 to beavers, I think cool things could be done with their dams!
  2. Thank you all SO much for setting this up as a mod! It's deeply appreciated!
  3. I really appreciate the renewed interest on this! Thank you all for weighing in. None of the mods I've tried thus far have successfully turned off the flickering unfortunately, so in the meantime I did just disable storms entirely, but for sure I'd love a base-game solution at some point.
  4. Oh yeah I'm fully aware of this! I just feel like the debug rooms parameter could be applied as a sort of if/then statement so that if an animal is housed in a valid "room" it won't despawn even without sky light. Do you suppose an oil lamp would be enough light, or is a torch necessary for minimum light level?
  5. One more suggestion! Sorry for posting two in one day, haha. Currently, animals despawn in cave-level darkness (I understand why), but I think this should be disabled when the animal is inside a structure that is considered a "room" by [/debug rooms hi]=true (lights up green). I spent hours the other day trying to trap some piglets and finally got them in my covered closed pen with solid walls (after one unlucky lightning strike that killed all of my chickens in one go, I wasn't gonna take chances anymore), but totally forgot to put a light source in there. When I looked later, they were all gone, and a quick google search told me that the lack of light was probably the issue. If there's a good reason why this adjustment shouldn't happen, I understand. Maybe it would throw a wrench in cave spawn rates, though I'm pretty sure most animals are only supposed to spawn on the surface, so none should be randomly spawning in like, tiny enclosed pockets of air underground. Hopefully?
  6. First forum post, hi everyone! I want to show my partner this game and see if they'll play with me, but my partner's epilepsy makes a certain aspect of the game pretty dangerous both in-game and IRL: temporal storms. Not for the twisting geometry (and besides, there's already a toggle to turn that off) but rather for the way enemies that spawn during these storms flash/flicker. I've never seen this happen to enemies that spawn normally, only during temporal storms. I would love if this toggle was available; I'm sure the effect is there to denote storm-spawned enemies from regular ones, and also to add to the disorienting effect that storms have (very fun immersion!), but having a way to turn it off like we can turn off the distortion (and independently of the distortion, because the distortion is pretty cool and not as bothersome as the enemies' flickering) would be amazing. Of course an answer to this would be to disable temporal storms entirely, but I really love the temporal storm mechanic and the sense of urgency and fear it instills, and I think it adds so much to the game (plus it's very good for farming temporal gears early on). So a toggle would be great! I did find one mod that reduces a few flashing things in the game, but couldn't find any info on whether it worked on the enemies during storms.
×
×
  • 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.