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(this is not from a mod)
https://ko-fi.com/okagrim
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3566175713
- Added an early craft of the industrial component to the bioferrite shaper
This will definitely go in my new medieval playthrough !
https://www.patreon.com/posts/fantasy-undead-136188137?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
Wonder once VE team stops cooking whatever the gravship mod is, where it will have gravship combat if we'll get many ship variants where it would be less hardcoded to create our own special designs, flying islands, animal ships, spelljammers, flying boats, so many ideas there.
Another suitable area of expansion is necromancy mixed with advanced technology, where you take corpses and turn them into mechanoid undead, take skulls and turn it into a drone, potential is infinite there
I understand not wanting to bloat the tab and it's extra work on the mod after all too.
However I will respect your design philosophy here, sometimes simplicity and straightfoward is the best course
it is quite well made as it is, reminds me of a odd server I used to read up lore for SS13 with the blending of a medieval setting and anomolous science bundled with magic and futuristic scifi concepts, sorta technomagic as you put it.
My frustration here came from a mod (which I will not mention out of respect) that unlocked technologies without changing their design, which left me with futuristic machines. On top of that, the mod replaces the original files instead of using a patch, which is really a poor way to proceed.
So, here is this mod, providing a setting that feels somewhat pre-industrial within the Medieval period. It leans more toward a bioferrite-based steampunk than a copper-based one.
Once again, this is a personal vision.
@Autismus Maximus actually, I was a bit lazy, but I'll probably do a mix between the new summoning spot and the basic holding spot.
I surmise some of these are easily unlocked as soon as smithing and early anomaly research, but would be at a less efficiency and radious of effect than the electronic alternatives,
That way, if you're doing a neolithic animal playthrough all the way to spacer, the technology evolves just as your tribe does, clear visual changes as the vanilla anomaly items look complex, full of electronic bits and refined designs
this one looks raw, simplistic, like the scientists are trying to put together a system to comprehend the void.... it's art, so beautifully perfect for a early anomaly tech that slowly evolves.
You're getting quite good with your mods, thanks for sharing
All it needs now is custom holding spots
Anyone tried this with T's Seal the Spirits?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3228158975