Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I made a backpack using fabric (from thread,) made from bound Straps, resulting in a pleasant Green color.
Predator Pelt seems to be tan.
I have not tested prey pelt on my newer recipes, though I noted that the poncho made from Prey lacked the wolf-fur fluff of the predator pelt version.
Part of the problem with keeping track of the colors is how some items pull from different things. Instead of pulling from fabric, my umbrella pulled color from the wood, apparently.
The different ingredients give different colors to the clothing. Problem is if i want a melee build then i am not gonna use an ingredient that gives me a nice color if the ingredient leans towards a magicka build.
They should add a dye system. Fashion is something most endgame content is based around, look at FFlX
1k hours in Conan Exiles and most of that was about fashion and building cool looking bases and cities. The lack of control over appearance prevents fashion here, and the extremely small item limit prevents creative building and decorating.
We're still on the very first early access patch so I'm not concluding that those two things are going to stay like they are. But if they do, the game is definitely not for me.