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  • Glad to see the changes in beefalo training. I train beefalo a lot, and whether I'm going to play for 20 days or 200 days or 2000 days, what scares me the most is the damage rebound of the wormwood, which will cause me to lose 6 days of domestication for nothing, and once that happens, the beefalo  will be killed by the wormwood or me, which makes me very frustrated.

  • I suggest that when the cow is attached to the bell, it will not rebound from damage caused by wormwood armor and skills.

1 hour ago, GLERMZ said:

We sure about first method? That only works if you are in the same zone, the moment you go out of range of that poop he will do it again.

Like I've said, keep ur beef caged untill you actually need to ride it somewhere. As long as its in a small enough cage (2x2 turfs i think, maybe 3) with a single manure on the ground in the middle, it won't poop anymore. I'm sure of that as I've had a tamed beef in my base for over 2k days now, no matter how far and long I've left my base, that pen never had more than 1 manure inside it.

Obiously if you're riding your beefalo everywhere and then parking it somewhere it will poop after a while, that's just part of the game and something to expect if you decide to domesticate a beefalo

If I"m not mistaken, unless it's been patched out, if you have poo poo in pocket, beefalo no poo.while riding. but it's a hassle.

What's hassle about it is leaving poo poo on the ground has a very annoying buzzing noise. I elect that for Maxwell, the gramophone sound should play when poo is on the floor.

8 hours ago, Dragonboooorn said:

My irl life cat is fully domesticated but she still poops from time to time plz fix

3 words :

Easily accessible litterbox

If cat doesn't feel like walking to a litterbox or can't get to it easily it will poop wherever it currently is.

Edited by ALCRD
  • Big Ups 1

 

Is idea I don’t even ask for credit I just want it to be taken in to account when deciding for his skin tree(made a few MORE changes and added on some stuff sense I last posted this)  

This would make a better consistency 

this will help lunar and shadow mirror each other better

Edited by Dr.Webber
  • Wavey 2
  • Shopcat 3
On 8/2/2023 at 8:08 PM, GLERMZ said:

Speaking about beefalo, with all the differents ways to get poop now in the game, can we please make tamed beefs not dropping poop? :) pretty please :)

I love to tame a beefalo and as if all the work and risk wasn't enough (the beefalo dying and losing many days of work) that is to have one, having to clean up the poops the whole time is extremely annoying. At least I would like the frequency of beefalo pooping to reduce. :wilson_unhappy:

  • Like 1
7 hours ago, Castiliano said:

I love to tame a beefalo and as if all the work and risk wasn't enough (the beefalo dying and losing many days of work) that is to have one, having to clean up the poops the whole time is extremely annoying. At least I would like the frequency of beefalo pooping to reduce. :wilson_unhappy:

I feel like a better solution would be an item that changes the mob's behavior rather than reducing or removing the behavior entirely. I know the cat analogy was a joke, but irl a cat stops pooping around the house when it starts using a litter box. A similar structure with the mechanic of preventing all nearby mobs from producing manure makes a lot of sense to me. That way you can build one at a base to keep manure from producing there, but tamed beefalo can still be used for portable manure production if desired.

I know I frequently end up with a lot of guano building up around caves from fighting batilisks as Wigfrid, so I wouldn't mind a way to prevent that too.

Edited by D_Good_Fellow

It would be great to add marble, moonstone, and thulecite pilliars, since they can already be used for making walls.

Also it would be great to add marble walls. It's so far the only stone kind which can't be used for making walls. They could have the 500 resistance, just between stone and moonstone walls, just like the limestone walls in Shipwreck.

Edited by Hypsellis

 

On 8/3/2023 at 10:03 AM, Habakkuk said:

We need horse diaper in this game.

Don't actual carriages have something like that for horsepoop? It'd be great to have an equippable item that acts as a chest that beefalo poop goes to.
You empty it occasionally, just like the real thing.

  • Like 1

Hi, for some reason I'm not able to post comments in the related forum thread so I'll post my feedback regarding the new support pillars here. I'm sorry beforehand if this is of topic, tell me if I need to move it somewhere else or create a separate feedback thread. I would like some comments from developers on this, if possible. 

I don't understand why the newly introduced support pillars are not permanent and require constant maintenance while being so expensive. After investing 40 rocks/deadstone into a single structure designed to do its thing, you'd expect to at least be free from the hassle of repairing it but yet it's not the case. With the cost of 43 rocks/44 dreadstone per pillar this is the most expensive structure in the game. In my opinion, these things should be absolutely permanent and non-breakable by the event it's supposed to protect from. It's not just the cost of materials that is the issue here, it's the annoyance of constant maintenance. I'm aware of the sanity drain to repair the dreadstone pillar and I don't think it's a good mechanic either. Sitting by it on purpose doing nothing just so it repairs is not fun. If you want the sanity drain that's fine - make it similar to a Houndius Shootius then! Houndius is also super expensive and it has an insanity aura, but it's self-healing no matter if you stand near or not and doesn't require upkeep after you put it down.

Expensive structures should not need maintenance to justify the cost of invested materials. Other examples are Above Average trees from Waterlogged update. They are also expensive and time-consuming to grow but it pays off at the end and they don't need to be maintained after they are fully grown. They don't need to be fertilized, they don't spontaneously burn in summer or get destroyed by lightnings they are protecting from. They are a good example of a proper reward for the time and recourses invested. The new pillars simply aren't, and they need to be fixed. Right now it's just not worth the hassle of building, it's much easier to just turn the earthquakes off in the settings than to subscribe to a permanent "constantly keep an eye on this thing or else it breaks" scenario. This makes the cost of each rock pillar not just 43 rocks, but 43 rocks + infinity, depending on how long you play on the server/how many earthquakes you experience near that pillar. And the most annoying part is that it will never be enough - the resource sink won't ever stop unless you decide to disable the earthquakes or to reset the world. Not to mention the grieving potential on multiplayer servers where people can accidentally or deliberately go into/past your base and cause overtime damage to your pillars and not repair them, and later you find out your underground base in shambles because you were upstairs and physically weren't able to maintain the pillars. 

Proposed fixes:

1) Remove the possibility of support pillars being damaged/broken by earthquakes and therefore the need of constant maintenance, at least for dreadstone pillar.

2) If that change is not happening, at least make it so dreadstone pillar repairs itself naturally and the stone pillar needs to be repaired by a player by inserting the rocks into it as it is now. Keep the insanity aura for the dreadstone pillar if you see that fitting, make the radius even bigger if needed. But don't make players' presence in the aura mandatory for triggering its auto-repair.

3) If you are keeping the maintenance aspect, then lower the cost of pillars to 10-15 of each material instead of 40. Either they shouldn't be so expensive, either they should not need to be maintained. 

Edited by Lovens
  • Shopcat 1
34 minutes ago, Lovens said:

Hi, for some reason I'm not able to post comments in the related forum thread so I'll post my feedback regarding the new support pillars here. I'm sorry beforehand if this is of topic, tell me if I need to move it somewhere else or create a separate feedback thread. I would like some comments from developers on this, if possible. 

I don't understand why the newly introduced support pillars are not permanent and require constant maintenance while being so expensive. After investing 40 rocks/deadstone into a single structure designed to do its thing, you'd expect to at least be free from the hassle of repairing it but yet it's not the case. With the cost of 43 rocks/44 dreadstone per pillar this is the most expensive structure in the game. In my opinion, these things should be absolutely permanent and non-breakable by the event it's supposed to protect from. It's not just the cost of materials that is the issue here, it's the annoyance of constant maintenance. I'm aware of the sanity drain to repair the dreadstone pillar and I don't think it's a good mechanic either. Sitting by it on purpose doing nothing just so it repairs is not fun. If you want the sanity drain that's fine - make it similar to a Houndius Shootius then! Houndius is also super expensive and it has an insanity aura, but it's self-healing no matter if you stand near or not and doesn't require upkeep after you put it down.

Expensive structures should not need maintenance to justify the cost of invested materials. Other examples are Above Average trees from Waterlogged update. They are also expensive and time-consuming to grow but it pays off at the end and they don't need to be maintained after they are fully grown. They don't need to be fertilized, they don't spontaneously burn in summer or get destroyed by lightnings they are protecting from. They are a good example of a proper reward for the time and recourses invested. The new pillars simply aren't, and they need to be fixed. Right now it's just not worth the hassle of building, it's much easier to just turn the earthquakes off in the settings than to subscribe to a permanent "constantly keep an eye on this thing or else it breaks" scenario. This makes the cost of each rock pillar not just 43 rocks, but 43 rocks + infinity, depending on how long you play on the server/how many earthquakes you experience near that pillar. And the most annoying part is that it will never be enough - the resource sink won't ever stop unless you decide to disable the earthquakes or to reset the world. Not to mention the grieving potential on multiplayer servers where people can accidentally or deliberately go into/past your base and cause overtime damage to your pillars and not repair them, and later you find out your underground base in shambles because you were upstairs and physically weren't able to maintain the pillars. 

Proposed fixes:

1) Remove the possibility of support pillars being damaged/broken by earthquakes and therefore the need of constant maintenance, at least for dreadstone pillar.

2) If that change is not happening, at least make it so dreadstone pillar repairs itself naturally and the stone pillar needs to be repaired by a player by inserting the rocks into it as it is now. Keep the insanity aura for the dreadstone pillar if you see that fitting, make the radius even bigger if needed. But don't make players' presence in the aura mandatory for triggering its auto-repair.

3) If you are keeping the maintenance aspect, then lower the cost of pillars to 10-15 of each material instead of 40. Either they shouldn't be so expensive, either they should not need to be maintained. 

I feel like you didn't look into it enough earthquakes don't happen off screen so it doesn't run down it's uses unless your in a range where earthquakes would happen near it and even if you were it takes somewhere around 13+ hours of base camping for pillars to break it will never reach this point because of it's regen which also regenerates the 10 durability free hits first so you have to actively try to break them. They're already effectively permanent at this point.

  • Like 1
19 minutes ago, Mysterious box said:

I feel like you didn't look into it enough earthquakes don't happen off screen so it doesn't run down it's uses unless your in a range where earthquakes would happen near it and even if you were it takes somewhere around 13+ hours of base camping for pillars to break it will never reach this point because of it's regen which also regenerates the 10 durability free hits first so you have to actively try to break them. They're already effectively permanent at this point.

If you put it into areas you visit often/spend a lot of time in, like the ruins/atruim/cave base/Ink blights or Toadstool arenas, they will start breaking pretty fast and it will be annoying to maintain all of them. They don't feel rewarding enough for the material cost invested, just the mere fact of the need of maintenance is too underwhelming for a boss drop blueprint item. Especially the dreadstone ones which are the equivalent of an end-game material, such as enlightenment crown shard (both are required for activating rifts, so they are comparable). But glowcaps and mushlights don't need a constant maintenance after inserting a crown shard into them, why dreadstone pillars are allowed to break/be repaired then?

Edited by Lovens
  • Shopcat 1
23 minutes ago, Lovens said:

If you put it into areas you visit often/spend a lot of time in, like the ruins/atruim/cave base/Ink blights or Toadstool arenas, they will start breaking pretty fast and it will be annoying to maintain all of them. They don't feel rewarding enough for the material cost invested, just the mere fact of the need of maintenance is too underwhelming for a boss drop blueprint item. Especially the dreadstone ones which are the equivalent of an end-game material, such as enlightenment crown shard (both are required for activating rifts, so they are comparable). But glowcaps and mushlights don't need a constant maintenance after inserting a crown shard into them, why dreadstone pillars are allowed to break/be repaired then?

The 13+ hours was assuming you never left the screen and the pillars didn't regenerate which is already entirely unrealistic unless you have wicker spamming earthquakes.

  • Like 1

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