Will dyes be handled in a fairly realistic way with a similar style to Minecraft, mainly coming from flowers and such, or are you considering dyes to have more hard-to-find ingredients, making dyed clothing etc. somewhat of a luxury?
[color=blue]Answer: dyes will be handled in a realistic way (plants, minerals, etc.)[/color]
What sort of global variables / attributes do you suspect will be included into the game, as it relates to terrain and biomes. Specifically: let’s suppose the SH engine has a global attribute called “temperature.” Will this be the determining factor in the engine’s processing of biome type?
temperature range 0-100
if temp <= 32; precipitation = snow, water state = ice
if temp <= 15; add effect: hail
else temp >32; precipitation = rain, water state = fluid
if temp < 50; crop grow rate = 0.5
if temp > 50 & < 90 crop grow rate = 1
So this is what I’m curious about - how will the overall game allow us to tie events to the biomes, and the biomes to events. For example, lets say I want to mod in coats. I can set a trigger in the villager AI to detect if weather is ‘cold’ then they can swap models to the ‘coat’ model, and so on. I can trigger all sorts of tangental stuff to this temperature value, and to the person playing the game, it all looks seamless. Of course people get coats when its cold, crops grow slower, etc.
For myself, I was hoping this mechanic is inherent in the engine because I was hoping to copy/paste/modify it to have a ‘radiation’ global value in addition to temp
What is important to me is does this fall into the “you coooould do this… but it would be reeeeeally hard…” category like reprogramming pathfinding, or is it “oh yeah, it’s totally doable,” like adding another faction type.
[Edited for numerous spelling errors and plot holes.]
[color=blue]Mod edit: Now being answered, count your blessings and praise your gods.[/color]
[color=blue]Answer: functions to manipulate terrain - yes, any terrain you want (functionally); working on logic to allow custom terrain (tile) blend in with randomly generated; yes to coat logic (general idea)[/color]
[quote=“wyre6330, post:1, topic:2886”][/quote]
Will the Magma Smith be able to make things out of obsidian? Like maybe walls, doors, draw bridges or even furniture (I would love to make an obsidian bed frame). Possibly weapons and armor when as he gets to a higher level. Maybe at some point castle walls not with like lava pots or special bricks.
this may prove useful in their reasoning behind the choice:
Pushing more of the core engine to Lua will make the final game much more moddable than the track we were on before
I can turn the edit-test-debug loop much faster when I don’t have to wait for a recompile.
Its been mentioned that destruction will be included but how will it work will buildings be destroyed bit by bit or all in one go, will we be able to recover resources from destroyed structures and finally will remnants of destroyed buildings remain for a while after its destruction or be there permanently?
Does the engine support visual effects for block ageing? Like, if you’ve put down a wooden shed at the start of the game and 50 years go by, does it look the same as a brand new shed, or will the wood fade over time? Moss growing on stone bridges, vines growing up brick walls. A bit of flavour graphics, you know.
If one spent the entire game preparing would one be able to capture/immobilize a titan? you said unlikely in steam but i was wondering if it was possible if you were preparing from early game? even with IMMENSE difficulty?