xyth
Community Moderator
Most other mods (if any) don't have as much custom C# code that effects the UI like it does in Starvation. The UI is not just XML driven, so custom UI edits may break starvation badly. The exo suit heads-up display for example probably would not work without serious UI hacking, if at all.Why not have support for bigpack mod. UI mod is one thing- 45 sure- I mean most people will enjoy that.
But why not just add the support for SDX or bigback mod in the first place?! If people want it- they will download it. Its not like you have to add it by default- just give mod support.(option)
Other mods have done so and are they worse because of that? On the contrary. If you can give people options to choose- options are nice every time.
So basically, its a workload issue to support more than 1 UI build. Once the new UI is built and running, we can take a look at what might be done but we are not investing any more time in the current UI.
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We have discussed having the player start off with more slots that are locked until unlocked by perks, quests etc. That can be done in code, and might make it into the next UI at some point after release.I believe the sanity skill only goes up when you actually gain sanity from meditating. If your bar is full, no skill gain. At least that's how it has worked in the past.
I completely agree about the need to know what is required to craft items. A hammer icon next to everything doesn't help because we don't know which crafting machine each item is made from. Any way to get custom icons for each workstation on the recipe? (forge, big forge, workbench, etc) I have this problem with the beaker. I still can't figure out how to make one, but the recipe is there.
Yup, this is on the issues list, will be fixed in the next major release
I like this idea, or maybe make the treatment for spider/snake bites easier to craft early on, but require you to apply it every 4 hours or so until cured, kinda like antibiotics in the real world.
We also discussed this and will do something to help mitigate bite early on.
My vote is for some sort of bag functionality, where you have our current default inventory space when you start, but you can craft bags and backpacks to equip that either increases your inventory size, or maybe right click the backpack to open it's inventory to be used like a chest. If the latter, you'd need some sort of deterrent to keep people from using more than one, like reducing your movement speed to really low or zero if the bag is unequipped to your inventory. Something like that.
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