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Depth Meter/Multitool

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  • 2
    Registered User commented
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    Dude, I think this is a great idea. You really thought of a way to make some items that are not as wanted as others to be something really cool and even more useful than they were before. 

  • 4
    Registered User commented
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    Not sure about the multitool but would love an altimeter that doesn't require use of the debug screen - much more immersive. The recipe works like the clock or the map, but instead of a circular display I think it'd be better to have a vertical one like a thermometer with a depth bar, if it can fit.

  • 1
    Registered User commented
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    This would be a wonderful addition to the immersive caving experience. I have some improvisation suggestions:

    The top half of the Altimeter display should show your Y level as previously stated, clarifying if it's positive or negative with a + or -, respectively.

    On top of this, I believe that it should have two icons on the bottom half of the display. The left side of the display would show whether you are above or below sea level, using white or blue indicators, respectively.

    The right side of the display would show the colour codes for the most common ore at that Y level, as previously suggested.

    For the Multitool, it would retain the Y level on the top half, however, the bottom half would have three slits akin to the front of a Blast Furnace.

    The left slit would indicate whether you're able to sleep or not - based on time, not thunderstorms - with yellow for daytime and a light grey for nighttime. The centre slit would once again indicate the most common ores, as previously described. The right slit would contain the sea level indicator with the prior colour code described.

    Finally, around the Multitool, in a circle, there would be a red indicator that travels around in a circle around the texture, always pointing towards North (or, more accurately, 0,0).

    I do think that the Multitool would be best implemented with individual overlay layers for each variation over the base texture, rather than many individual textures.