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Renwable fossilx


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1 hour ago, Uedo said:

Tbh deconstructing fuelweaver gear would make the most sense - Not sure the Shadow Thurible should, but i'd rather decon that than a FW helm

They drop boneshards! Idk why they decided to go for that instead of fossil pieces. I guess it's because it wouldn't make sense to make the fossil pieces renewable through fossil pieces, since you already need 8 to start the AFW fight. That would mean that for worlds where you somehow lose all fossils then you're still not able to renew them.

Wish we could get renewable Spilagmites or whatever the ones that house the cave spiders and spitters is called... Like a world setting with regeneration for them in the red mushroom forest would be amazing. In my main long-term world I cleared them ALL out years ago not knowing any better and now I'd be over the moon if I could get some of them/have some regenerate in the biome =(

If there was a way to get more fossils it shouldn't be through fuelweaver, you make them renewable BEFORE fighting the thing that needs those to summon it, otherwise you'll fall in the same problem of not being able to use the fossils because there aren't enough for whatever reason you may have lost them.

Make them fall sometimes from ruins earthquakes or something I dunno.

Just now, landromat said:

you mean fossils people exploit hell out to break mob pathfinding? sure no balance reason at all

so FW's fight should be susceptible of being locked if for some reason fossils are lost and limit how much players can decorate with fossils just because some people use them to exploit the game? damn

1 minute ago, arubaro said:

so FW's fight should be susceptible of being locked if for some reason fossils are lost and limit how much players can decorate with fossils just because some people use them to exploit the game? damn

Until exploits are fixed - yes

9 minutes ago, landromat said:

Until exploits are fixed - yes

idk you but i prefer if klei use their time to bring content, like something that drops fossils, than wasting time fixing things that doesnt affect me and that can bring new bugs since changing the AI of mobs is a delicate thing to touch for such dumb thing

also statues exists

1 minute ago, arubaro said:

idk you but i prefer if klei use their time to bring content, like something that drops fossils, than wasting time fixing things that doesnt affect me and that can bring new bugs since changing the AI of mobs is a delicate thing to touch for such dumb thing

also statues exists

Allowing exploiters to create indestructible bone forts whenever they want is not a content i want  to see in the game. Changing mob pathfinding is very long awaited QOL change that will kill a lot of exploits and make game healthier, so yes im against infinite bones until exploits are fixed

22 minutes ago, landromat said:

you mean fossils people exploit hell out to break mob pathfinding? sure no balance reason at all

If path finding exploit is the reason for not giving renewable fossils, Klei might as well remove winters feast table, end table, statues and everything else that gets mobs stuck.

 

Just make spilagmites and stalagmites affected by resource regrowth?

12 minutes ago, landromat said:

Allowing exploiters to create indestructible bone forts whenever they want is not a content i want  to see in the game. Changing mob pathfinding is very long awaited QOL change that will kill a lot of exploits and make game healthier, so yes im against infinite bones until exploits are fixed

They'd probably fix it by now if they wanted to. Fossils and statues are still there from ANR, two large update branches later depending on what point in current update branch we're currently in. They already fixed klaus cheese by making him not collide with his klaus sack some time after wanda released (iirc), there's no reason they can't just make mobs not collide with statues and fossils similarly considering it'll be even less detrimental because there seem to be no strats with statues and fossils other than cheese unlike the klaus sack collision, and there are some mods that already fix this as well as voidwalking, so they probably just want to keep that stuff.

1 hour ago, landromat said:

Changing mob pathfinding is very long awaited QOL change

that only you and few other users want because nobody force you 

i dont use fossils neither i fight DF with walls and i having fun with the game without thinking what other players are doing, i dont care about others life because im fine with mine

also im excited to see the next update because i know it will bring new cool stuff instead of a mayor AI change and the bugs after is implemented...

22 minutes ago, landromat said:

or fix pathfinding

Yes, Klei should do that, but it would take ages to fix it properly without consuming all the RAM and dragging the frame rate down to 1, I doubt they would actually deal with the spaghetti code here. So, to make path finding exploits relatively inaccessible, they would have to make statues and such very expensive as well. Hence why I said "remove winters feast table...."

53 minutes ago, _zwb said:

 So, to make path finding exploits relatively inaccessible, they would have to make statues and such very expensive as well. Hence why I said "remove winters feast table...."

There are options besides that, like...just making things like statues not block movement, like certain other objects (spawn portal for example).
I assume the reason the pathing abuses haven't been fixed (they've been around for most of the game's life at this point) is because a bunch of people would be enraged.

Anyway, voidwalking, bee fences, and a lot of other exploits also exist for people that feel the need to use them. No reason for the rest of us to not have nice things.

Would be simple enough to just make the skinny stalagmites in the mud zone regen over time.

6 minutes ago, _zwb said:

Acid rain regenerating stalagmites would make more sense

acid wouldnt do the opposite? disolving rocks? also all of that is after FW... regular precipitation should regenerate stalagmites, makes sense since is how is done irl and is pre fw

26 minutes ago, _zwb said:

Acid rain regenerating stalagmites would make more sense

Oh yeah, duh

I can't believe my mind went to the rifts and went for earthquakes and not the acid rain

19 minutes ago, arubaro said:

acid wouldnt do the opposite? disolving rocks? also all of that is after FW... regular precipitation should regenerate stalagmites, makes sense since is how is done irl and is pre fw

Acid rain is rich in nitrogen, which is why it generates nitre in-game

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