Cellars

Forum for suggesting changes to Salem.

Re: Cellars

Postby Rubberduckbandit » Fri Aug 21, 2015 11:23 pm

If you want to be taken seriously you really need to work on your English skills
I have no idea what you just said.
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Re: Cellars

Postby Nsuidara » Fri Aug 21, 2015 11:29 pm

Rubberduckbandit wrote:If you want to be taken seriously you really need to work on your English skills
I have no idea what you just said.

maybe that's better
I do not want to be understood by pessimists people
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Re: Cellars

Postby Vexus » Sat Aug 22, 2015 8:33 am

I really, really like this idea.

If they were, for example, similar to a house. You make one and go down into an area maybe the size of the initial mine area, but you cannot expand it. It won't hold household items/furniture/etc, but could hold animals and some storage or industry. That would be really fun. Debasement in your basement. You'd just have to make them impossible to destroy, or unable to be destroyed until scents no longer exist within it... hmm tricky.

Oh damn, this just made me wonder if destroying a house removes all scents from inside.... /facepalm why did I not test this sooner.
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Re: Cellars

Postby Kandarim » Sat Aug 22, 2015 5:37 pm

Darn that sounds almost exactly like a mine.
I still fail to see the difference, except that you seem to want to build them wherever you'd like.
Move your base so it has a mine in it, that's what basically everyone did at some point.

Vexus wrote:/facepalm why did I not test this sooner.

as far as I remember, scents behave identical to other objects in a house and simply spawn in the overworld where the house used to be.
I have neither the crayons nor the time to explain it to you.
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Re: Cellars

Postby Rubberduckbandit » Sat Aug 22, 2015 7:46 pm

Kandarim wrote:Darn that sounds almost exactly like a mine.
I still fail to see the difference, except that you seem to want to build them wherever you'd like.
Move your base so it has a mine in it, that's what basically everyone did at some point.

Vexus wrote:/facepalm why did I not test this sooner.

as far as I remember, scents behave identical to other objects in a house and simply spawn in the overworld where the house used to be.


Kandarim whatare you doing, do you think common sense works on these people?
These are just lazy kids not wanting to walk 2 minutes, and find a mine.
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Re: Cellars

Postby Nsuidara » Sat Aug 22, 2015 8:43 pm

... no comment i saw here morons... :P

I do not want to get things like mine... and in mine cant put body safe... you must build sled

i wanna Cellars type example:
Image
gray is floor
green is slot (same type slot in sled) you can "put thinks" example BODY animals
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Re: Cellars

Postby TotalyMeow » Sat Aug 22, 2015 9:54 pm

I think if we end up making the proposed change to Gluttony which includes the craving of random foods, that a cellar would be a very good idea. Cellars could contain special large storage shelves as a built in feature (or perhaps as a placeable one) that store only food or food ingredients. I'll have to mention this to John next I see him.
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Re: Cellars

Postby Nsuidara » Sat Aug 22, 2015 10:17 pm

TotalyMeow wrote:I think if we end up making the proposed change to Gluttony which includes the craving of random foods, that a cellar would be a very good idea. Cellars could contain special large storage shelves as a built in feature (or perhaps as a placeable one) that store only food or food ingredients. I'll have to mention this to John next I see him.

so that's trying to tell!!!! be cool
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