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My requests for a potential QoL update


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Yes, I know that there is already a QoL request thread, but I have a lot (I think) so I thought that I should clog that one.

Let's begin

1. Caves generation and layout

Spoiler

I understand that singleplayer has 3 separate caves, which is why there's no reason to make each cave as big as a dst one

But singleplayer caves leave a lot to be desired:

-A lot of pointeless branches all over the map

-Mushroom biomes don't really exist. In my testing world I've found blue/green muchroom turf but there were no trees or even mushrooms. The only place where I did find trees and shrooms was in the mixed biome

-Things like batilisks, slurtles, bunnies and rock lobsters seem to be just randomly generated without much order. For example one cave had an entrance next to the rocky biome with lobsers. As opposed to dst entrances which are almost always in the sunken forest biomes

-Aforementioned things lead to biomes being a mess, not properly separated

-Lack of lesser glowberries and bat caves. Bat caves are just a nice piece of worldbuilding but the absence of lesser glowberries makes moggles much less reliable and depth worms' lures useless. And if you do decide to add lesser glowberries I suggest you also add the mud biome to the caves

-Ruins also suffer from a similar biome generation but I haven't tested them enough

2. Swinesbury Academy and ancient buildings

Spoiler

Current Swinesbury Academy seems to be a relic (heh) of an older Hamlet concept, where the academy was the only was to sell relics. However, right now, every single brown old pig will accept a limitless amount of relics making the academy pointeless.

In my opinion Klei should refresh it, so that now it sells (blueprints for) replicas of ancient stone turf, walls, smashing vases, maybe even crumbling brazier and artichoke boulders. The replicas would of course be hammerable and so on and so forth

I think this is a good idea as the ancient stone walls and turf look really nice but there's no way to place/relocate them.

If Klei were to go with this idea, then I recommand they change the examination quotes for the ancient stone wall as right now they're really uninspired 'It's a wall' when they could be much more interesting: 'I wonder if a granary used to stand here', 'It's covered with some pig-themed carvings', 'Old Twirly Tail Rock Thing', 'I do not care for broken pig walls', 'I suppose I won't find any ancient grass and wooden walls'

3. Character changes

Spoiler

Let's be honest here. Singleplayer characters need some work.

-Willow. With how much Bernie has become a part of her character in dst I feel it's only appropriate that the little guy actually appears in the singleplayer. As his pre-rework self, the one that only distracts shadow creatures. Another thing is her downside, easily the worst one in the game. Random combustion. I think that the best fix would be for Willow to say something like 'I CAN'T TAKE IT ANYMORE! I NEED TO BURN SOMETHING!' like 8 seconds before she starts a fire. That'd give players some time to leave the base.

-Wendy. I think the best thing for singleplayer Wendy is more control over Abigail. Simply port the dst's ability to pacify/rile up Abigail over to ds and I think Wendy'd be good to go.

-Woodie. Oh Woodie. I think he should keep his inventory upon transformation and that when it ends time shouldn't be skipped. Just set his stats and continue on. That way you wouldn't be punished by losing precious time and you could try to be killed as a beaver during full moon to get Glommer.

-Wormwood. Allow him to fertilize with rot and make him stop crying over chopping down burned trees. Also differentiate between him destroying nature and mobs destroying nature. Also make him unlockable

-Wagstaff. Lock him behind a 5000xp wall.

-Walani and Woodlegs. I'll be honest, no idea how to improve those guys but they need to be changed as they are playable basically only in Shipwrecked.

4. Change bees and birchnutters' attack ranges to fit their models

5. Dst stuff that should be in the singleplayer

Spoiler

-Meteor showers. As far as I know, the lore is that the 'Moon' periodically sheds its rocky shell which causes the metorite showers in the Constant. Nothing prevents that from happening during singleplayer. The mosaic biome would have something going on for itself. We would finally have a reliable source of nitre in the singleplayer. The devs have added beffalo domestication and salt licks and yet there is no easy way to get the nitre for the salt

-Moonrocks. The moon fountain. 

-Let us write on signs

-Add map icons for gold boulders

-Farming. Singleplayer farms suck. The devs could port dst farming over, remove Friendly Fruit Fly (to make it more uncompromising), add Aloe and Sweet Potates to the mix and it'd be good imo. Singleplayer's lack of Potatoes, Tomatoes, Garlic etc would automatically make farming more difficult than in dst, fitting the uncompromising nature of ds

-Marble Beans. Marble is mostly used for floors. No reason to keep it locked behind world-hopping and earthquackes

-Speaking of turf. Change Road's crafting recipe to its dst one and also make us craft 4 turfs at a time, like in dst

-Mushroom planter. Cool item, me want, no reason not to add

-Plants animations such as berry bushe's planting, growing, withering, fertilizing. In singleplayer all of those are just sprites changing, no animation.

-Tallbrid multiplaying. Add the dst Tallbrid's ability to make a new nest on barren/rocky turf when homeless. Add Shipwrecked's volcanic turf to the list, so that tallbird hatching would be viable there as well

-Port over the ability to shift-drop items on the ground

-Port over dst Merms' ability to talk

-Add the Oasis cacti's sprites as an alternative sprite for cacti, would make the desert more diverse

6. DLC changes

Spoiler

-Add Coral Larva, Seaweed Stalk and Bioluminescence to the Quacken Chest's loot. Would allow us to renew/multiply cool, decorative things and it makes sense since the chest is in the depths

-Add Baby Water Beffaloes

-Lock Tar Extractor and Sea Yard behind Sea Lab

-Make earthquackes renew the boulders inside Mant Hills and also add nitre to those boulders loot. Just some worldbuilding ideas

-Make ferns renewable inside the BFB's cave. Unlimited stteamed hams

-Make Stone Slabs flip back after a while. Maybe we could hold it up with a twig for decorative purposes

-Make it so that after 3-4 days of being inactive Iron Hulks are once again overgrown. Worldbuilding

-Let us plant exotic flowers with glowflies

-Add uniqe examination quotes for planted jungle burrs

7. Bonus wishlist

Spoiler

A list of things that I wish singleplayer could get, but know that because of the qol nature of the update the devs will most likely not add. Still, I'd like to make Klei and the community aware of this.

In their quest to make Hamlet more difficult the devs have done many things. And while some, such as lack of Touchstones or Wormholes indeed make this dlc harder, many choices just take away from the experience and make it feel shallow.

- Add Ro Bin transformations. Here's an idea for one: 9 iron ore turns him into a walking lightining rod

-Add different bats. Periodic attacks with no variety, bad. Here're my ideas: Humid: A bat with a tail that ends with a stinger. This bat keeps its distance and shoots stingers at you with a decently slow fire rate. Can drop stingers. Lush: Bat covered with polen. When killed creates an aoe area that makes your character sneeze. During Aporkalypse swarms of bats are replaced with 2 big gargoyle bats, that act like minibosses. Move slow, do a lot of damage, crawl on the ground instead of flying. This would, I think, make aporkalypse bat waves more bearable

-Add uniqe treeguards. Rainforest treeguard. Acts like a regular treeguard but will sometimes shake its branches dropping scorpions and viapers to attack you. During Aporkalypse Cork Trees start moving around like hands and will slam onto the player when you're near

-Add a Hamlet's version of the Totatlly Normal Tree

 

Surprise, part 2 now that the QoL is in beta.

First of all, I would like to give credit where credit is due. DiogoW, you've done an amazing job with this update, both in bug fixes and qol additions.

I'd like to thank you for already includng my request for Tallbird multiplying, shift-dropping, baby water beefs, stone slabs flipping back, less cave branches and renewing bioluminescence. And many more which I didn't even know I needed.

However... :^ )

There's still quite a bit of stuff that, I think, should be added to ds.

-Cave generation:

Spoiler

The new lack of pointeless branches is great. Unfortunately ds caves really show their age

Spoiler

image.thumb.png.7006f0fb1193f56b2ed3983fa4abff31.png

I mean just look at this map. Compared to dst caves, this is sad. Things I've noticed:

-The 'slimy' turf and 'sunken forest' biomes are really rare, whereas in dst they are as common, as the cave entrances are. In fact, in dst sunken forest is an actual biome, in ds it's limited to a single cone of light.

-The aforementioned slimy turf (the green one) could be considered the default turf of the dst caves. Well, in ds it's clearly the blue mushtree one. As you can see there's a lot of areas marked by blue mushtree turf. These 'biomes' consist of nothing but light flowers and slurtle mounds. There aren't even any blue shrooms there

-Mud biome doesn't exist, while it should as it'd make a great place to store all those slurtle mounds, light flowers and depth worms

-Tentacles tend to spawn in weird palces, away from the sunken swamp biome

-No lesser glowberries, depth worms' lures are useless

-I think that adding bat caves would be a good decision. Ds caves really need more stuff in them.

- I haven't checked their dst version so I might be wrong but i feel like singleplayer's Tentapilalrs and slurtle mounds have hitboxes that are too big.

-Fireflies that spawn naturally in the caves will disappear when day comes, even if their spawn location is always in the dark

-Day/dusk jingles play in the caves, despite the clock being unavailable

-There are no quotes for the hole left behind be Tentapillar, could be ported over from dst

-Dunno if this is intended, maybe I should've posted this in the bug tracker but moleworms spawned by the player, dropped via earthquackes (haven't had the patiance to check the catcoon ones) will not create a burrow untill they are whacked and picked up by the player. This is bad, they should create new burrows when homeless

-Add the ability to talk while hiding in the bushhat, right now your character will break their cover to state that the hounds are about to spawn

-Make Pig King squeal only after the last round of gold is given, like in dst. Right now he will squeal every time you give him an item.

-Make the map reveal match what we actually see, like in dst

-Please add marble beans and mushroom planters

-I think that adding Leafy meat and Tallbird egg's crockpot recipes (maybe tuned down a bit) would be a good decision

-Add Pigmen's 'ugly monkey man' quotes from dst (the ones they say when you are close but not too close)

-Sign writing

-Meteor showers. So far the only way to renew nitre in RoG is waiting for an earthquake or digging up moleworm hills. Meteor showers would solve that issue and add a way to amass rocks/flint without having to reset caves

-Speaking of a thing that used to be limited but now is easy to reset. Could SW's messages in the bottle respawn after a while. It could be something like 1/3 of og bottles are renewed after a year. Wouldn't be too op, but tresure hunting would no longer be locked behind Woodlegs.

-Using Skyworthy produces water effects and sounds, most likely the result of copying Seaworthy's code or something. I feel like cloud effects would fit better.

-Could Thunderbirds nests grow iron? Can be at a slow rate, idc really, I just feel like them having only 1 iron to offer is kind of a joke.

-Could we get Volt Goat renewability from dst?

-In the op I said that Tar Extractor and Sea Yard should be locked behind the Sea Lab. I still stand by that, furthermore, I think that Buoy, Quackering Ram, Fish Farm and Armored/Encrusted boats should be locked behing it as well. Without having any recipes locked behind it, the Sea Lab is completely pointeless as it's far easier to make an Alchemy Engine.

-Farmer and Miner houses should be available in the city planning tab

-I haven't compared so I might be worng, but I think that in dst when you wear the eyebrella, rain sounds become muffled. In ds this is not a case, and it should be as all 3 dlcs have very rain-heavy seasons. Rain's sounds should be muffled when you wear Eye/Dumbrella

-Given that they can only be killed with the player's intervention, I think that hyperaggresive mobs should give up on attacking gnats after a while. Otherwise Hamlet can often end up with Pogs, Weevoles, Snapteeth and more mobs just constantly trying to kill a gnat swarm

-I think that stalagmites in mant hills should have a chance to renew every earthquake, and they should drop nitre

-Please add the golden pitchfork

-Turfs should be crafted 4 per crafting. And change the road's recipe to the dst one

-Claw palm saplings (the item) cannot be used as fuel, I think they should be

-When a Pig guard werepig returns to normal, regular pig flashes during the animation

And other things, which I've already explained in the op such as the Academy rework, character changes dst farming and iron hulks overgrowing

Regarding the Sea Lab ant it's special recipes, It would be pretty cool if Dock Kits could be ported over from DST. I don't know how hard of an endeavor that would be but building actual docks in Shipwrecked has always been my dream ever since the DLC came out.

As for character changes, Wilbur should start with Prime Ape Huts already prototyped and available, since bananas are obtainable in all worlds, this would allow Wilbur to make full use of it's abilities no matter which world you start in.

I also believe that Splumonkeys should not steal from Wilbur and Spider Monkeys should be neutral instead of hostile... Ape not kill ape.

Some more requests:

-Wigfrid's disgusted animation from dst, when attempting to eat non-meat

-No overheating in the caves, or at least not in the ruins (they are two layers down for goodness' sake)

-Warly's side sprite updated to his dst one

-Primeapes shouldn't drop their inventory when entering their huts. It leads to island littered with poop, seeds, rot etc

-Guaranteed at least 1 light flower inside BFB's cave

-Fern renewability (other than cave resets)

-Worker Pigmen spawned to repair a structure despawn after said structure has been repaired/completely destroyed

-Fix Dangling Depth Nests being destroyed when a fire is started in the centre of their web

7 hours ago, Szczuku said:

-Fern renewability (other than cave resets)

 

4 hours ago, -Nick- said:

I don't know about regular caves though.

In RoG, fern can already renew via tumbleweeds. And because other than making potted fern (decoration), it have no irreplaceable utility, so its renewability doesn't really matter much. (Steamed ham sandwich is a basic meat dish which only modifies basic stats, while as edible food itself, it is just a basic veggie ingredient. Both utility can be subsititute with many other food item.)

I really hope generation of the Herald Pig ruins is looked at. For almost without fail, the entrance to these ruins spawns at the edge of the poisonous rainforest. Meaning you can just walk over to it before the poison gas damage kicks in. You don't take poison damage on the pig ruins turf. It makes it so you can skip the poison rainforest entirely with no downside. This also makes the gas mask not required at all. I have encountered this in many worlds, and its such a shame too because it skips an entire biome the player could explore.

Spoiler

image.thumb.jpeg.378ad83cb75cc3c891c5eaa0a1367715.jpeg20230329183642_1.thumb.jpg.a41795792563baa1f63327db600c2efa.jpg

 

I think I ever used the gas mask once for the herald ruins.

I would love if Ro-bin got transformations so he could be in line with the other storage followers.

 

One transformation idea i have is Thunder Ro-bin. Puting 9 thunder feathers inside of Ro-bin causes him to change his appearance to be similair to a thunder bird.

Thunder Ro-bin could shock enemies that attack him. Thunder Robin could also give off a small light similair to Thunder Birds aswell. Being useful for ruins exploration.

Another transformation idea for Ro-bin is Pigeon Ro-bin. You put 9 azure feathers inside of him.

Pigeon Robin is fatter and resembles a pigeon. Pigeon Ro-bin could have 12 slots. 

I wanted to comment this since I lost a world to it just now, but why do Spider Dens get affected by the day count if you arrive in a DLC world with a late day count?

For my primary save, I wanted to hop into Shipwrecked from Reign of Giants (I was playing as Wilson), and I did so at about day 255, which was a bit late. I hopped onto the Seaworthy, didn't change any of the world settings, and waited for the world to be generated.

When it finished generating, the game spawned the Seaworthy right next a tier three Spider Den... which then proceeded to explode into about 11 Spider Queens. I was quickly overrun with Spiders and Poison Spider Warriors before I had a chance to escape. The Seaworthy offers no invincibility if you attempt to sail away on it, so I died while attempting to world hop back to RoG and stunlocked into oblivion due to my hastiness. I had made a Meat Effigy in RoG just in case, but there was next to no saving the SW world and my lost items as nothing short of the Living Artifact would have been able to deal with that situation. I tried seeing if it was a bug and that the Spider Queens might have gone away, but it was a very dumb error on my part and I was skill issue'd into next week upon arriving back in SW in a poorly thought out attempt to try and retrieve my items.

Hopefully, anybody who reads this has a laugh, because it was pretty funny. I'd like to ask that maybe Spider Dens not be affected by the day count if one is to travel into a DLC world for the first time. I admit that I could've sailed away to try and deal with the situation differently, but I'm hoping that there might be a change to Spider Dens in the future.

Anyways, consider that a lesson learned.

1 hour ago, TheKingDedede said:

I wanted to comment this since I lost a world to it just now, but why do Spider Dens get affected by the day count if you arrive in a DLC world with a late day count?

For my primary save, I wanted to hop into Shipwrecked from Reign of Giants (I was playing as Wilson), and I did so at about day 255, which was a bit late. I hopped onto the Seaworthy, didn't change any of the world settings, and waited for the world to be generated.

If you think this is bad, try jumping into a Hamlet world after day 60.

There is, however, a solution.  Just generate a new shipwrecked or hamlet world in a new save slot, save and exit out, then select that slot for the worlds to jump into and you will have a new world at day one. 

12 hours ago, Kderosa said:

If you think this is bad, try jumping into a Hamlet world after day 60.

There is, however, a solution.  Just generate a new shipwrecked or hamlet world in a new save slot, save and exit out, then select that slot for the worlds to jump into and you will have a new world at day one. 

Yeah I always end up generating the DLC worlds separately first and then merging them just to get around the time jump issues and ensure it's a world I'd want to use. It makes sense, I get it's intended for time to pass to SOME extent when you're outside a world, but sometimes it's just jank and creates situations you don't expect.

If they are still going to allow merging fresh worlds then I am of the opinion that outside DLC worlds should start at day 1 when you hop so that players don't just end up feeling the need to cheese it by merging anyway.

12 hours ago, Kderosa said:

If you think this is bad, try jumping into a Hamlet world after day 60.

There is, however, a solution.  Just generate a new shipwrecked or hamlet world in a new save slot, save and exit out, then select that slot for the worlds to jump into and you will have a new world at day one. 

wait if that the case.What will happened when you build a skyworthy at the new world then go back to your old RoG world ? It the days count of old world will merge with new one or it will start from day 1 all over ? What about the season ?

4 minutes ago, cutirangtho said:

wait if that the case.What will happened when you build a skyworthy at the new world then go back to your old RoG world ? It the days count of old world will merge with new one or it will start from day 1 all over ?

The day counts are separate per world I believe in that case, but the pause menu will still show your time overall.

2 minutes ago, oCrapaCreeper said:

The day counts are separate per world I believe in that case, but the pause menu will still show your time overall.

oh that will make hard to track the current season at other world,sometime we'll just forget about it

I've been giving Shipwrecked a go as of late and have been enjoying it. As a request for the Dry Season, once we've quelled the eruptions and have satiated the Altar of Snackrifice, could we get the verbal warnings/pre-eruption warning tremors from characters to come back? Using a screenshot from the wiki:

image.png.2cdfce08f2fa1016e49d01d8ce3886b9.png
 

It would make sense for someone like Wes to never point out eruptions, but I'm debating on whether or not I should post this as a potential bug on the bug reports section.

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