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shoeson1

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Everything posted by shoeson1

  1. Can anyone make a mod and/or a guide how to edit the orange stripe color of the Seamoth. In early development builds it was an option and it being gone basically relegates you to only being able to use certain colors that work well with the orange stripe. For instance using black immediately invokes Halloween, using purple is really ugly and I like the color purple motherf*#@er. Somebody needs to re-implement this and I guarantee you will have the community bowing down to your crotch for it. Please give us fully customizable Seamoth, even if we have to lose interior coloring, nobody gives a s#*! about the interior.
  2. Time capsules are rare, and are taken from a pool at the website people post their capsule contents. You can scan them but it doesn't have a list of them, it's actually pretty random tbh.
  3. I was disappointed to see that it wasn't an option somehow. Like two reginald + some ingredient = nutrient block from the fabricator. Would've made sense.
  4. I think some of your ideas stretch the limitations of what people are willing to do, but if someone modeled and meshed things I'd take a crack at skinning them. no idea how the unity engine deals with entities and the models/skins. Last time I pissed around with a game modification system was probably Half-Life 2, and this ain't Source engine. I for one agree though, more decorative items would be nice. However, I think the best way to do this would be to duplicate some items we have to work with and reskin them, or use the entities that are there and duplicate them. The placeable items could easily be doubled with a little effort. My thoughts are the fluid/analyzer and other lab equipment can be skinned to look like toasters/microwaves/tupperware very easily. The flasks and beaker could be made into cups with ease. As for plates that'd take some work. Making a new mesh and skin. Candles would look way out of place imho. This is a sealed habitat and a random fire as a light source seems wacky, even wackier would be to find them on a spaceship like the Aurora. Fire in compressed system=bad. Books could easily be made from reskinning the entities there, and I agree, a small shelf of books would look right in place there. I definitely think all your outdoor ideas go way outside the aesthetic. How the hell would there be a BBQ on the Aurora? Or why would a table with umbrellas be inside the Aurora to scan? That is not the aesthetic of the game. However, maybe a fabricator that looked more like a microwave or a stove could make for a kitchen area/decorative option. I think more kitchen like objects would help since it seems like there's a couple incomplete themes as far as that goes. You can get a cafeteria feel going with the table and chairs, but how come there isn't a school lunch bench buildable. Would fit right in with the vending and coffee machines and would make sense sitting in the Aurora, though there is no mess hall in the ship from what I remember. I'd really love a second large picture frame that looked more like a monitor or TV screen. Could mock up a screenshot to make it look like an outside camera. Would make a nice placeable in the scanner room or moonpool. What makes me say, "Why not?" is the fact that the devs never implemented a fridge where cooked fish and plants could be stored to elongate their freshness but I guess that's going overboard. Could still make a cosmetic fridge easily by reskinning a wall locker. I think more personal items would look good. You mentioned books, but I think thinks like workout equipment like a space-age looking spin cycle, maybe some dumbell weights and a flat bench with a barbell. the dumbells would look sensible next to the bench. Easily make a gym with just a few items.
  5. 1. vortex torpedoes changed to use the percussion physics/sound/effect as repulsion rifle. knocks away all fauna below leviathan class, stuns leviathans if they are hit in the face. 2. gas torpedoes into tranquilizer torpedoes. the cloud instills the effect the stasis rifle field would for several seconds on any fauna hit in the face. keep effects same as the gas torp are now but actually does something like the stasis rifle would. should stun for a much longer time than the vortex torps would. this in turn would make them far more powerful as a deterrant or escape method for the Seamoth and making the discharge a last resort considering it needs to be close up and drains a lot of power. all ingedients/powerups would remain the same just would make the items more non-lethal (remaining in line with the game devs wishes) but also making these items far more powerful as a means of survival. this to me seems very possible and I'd do it myself if I knew anything about coding. just a thought i wanted to post/request. currently the torpedoes are incredibly useless and do very little in game from what I've tested. the gas ones especially do nothing, I thought they'd be like a repellent but they are just a noneffective area damage projectile.
  6. I currently have a lot of qualms with how useless the torpedo system for the Seamoth is. Not only do the torpedoes have a very small chance to hit aggressive fauna, but even when they do, they don't do much. The one time I've seen a vortex torpedo work was when it launched a boneshark into outerspace, more than likely a glitch though. The gas torps don't do much either. Direct hits to bonesharks, ampeels, reapers, even stalkers. The creature just slowly swims away for five seconds only to come straight back. Now I have an idea for changing the way that upgrade works but dunno if it's possible. My thought is to remove the torpedos all together and make that system simply a repulsion cannon upgrade, a tool that is much better at repelling most fauna. Now I know it's no good against reapers or sea dragons, but everything else it blasts far enough away that you don't have to worry about it knocking you around again and can escape. This would be especially important against warpers, bonesharks, and ampeels, crabsquid, and crabsnakes the most dangerous fauna that you will willingly risk going near in a Seamoth. Is that even a possibility with the low limitations of the modding system available? I'd want to go even further if possible and rework that upgrade entirely. Possibly making it so you can attach the two types of cannons into the Seamoth, so possibly making the Seamoth a sort of towtruck with the propulsion installed, or a percussive blast weapon with the repulsion installed. Would need no modelling or anything like that required, I imagine if it's possible it'd simply be about changing the size of the slots for the torpedo to be exactly 4 squares, make it so that it only operated with one of the cannons installed, and it uses power like the torpedo only more. Somehow have the effects come out of the center of the Seamoth where the wings meet, or whatever.
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