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I have a sugestion/request for the ''Embalming Spitz''

-Could it work on mushroom planters to prevent the mushroom inside of them to turn into rot in winter? (purely decorational purposes)
-Could it work on Totally Normal Tree variants? I know you can only plant them via Hallowed Nights, but it be a really cool and cute addition to base decor to have permanent baby totally normal trees all around!

-Could it work on the Kobbly trees? The "jammed" version too it would be so great.


                                          Totally_Normal_Sapling.webp.3ad87b3b0a11622faf3a8b4d1f1ffd6d.webp

Knobbly_Tree_Gooped.webp.f1e2ae3bf74df7efd2d2615a53f6b02e.webp

Edited by Warlockadamm
added knobbly trees
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Just now, Warlockadamm said:

-Could it work on Totally Normal Tree variants? I know you can only plant them via Hallowed Nights, but it be a really cool and cute addition to base decor to have permanent baby totally normal trees all around!

Yeah I think this is an oversight, you can wax normal tree saplings/stages but it doesn't work for totally normal ones, and it should!

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Overall very good changes and additions but i dont get the scrappy werepig loot... it is suppose to be a solution to sea exploration? Because is pretty underwhelming and niche.

That ammount of zoom out should be by default while sailing but instead we would need another item to, already bloated, ammount of items for a safe and confy sailing experience (armor, bandanas, polly roger hat, clothing before we get thermal fish, etc etc)

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since we are at the topic of the sawhorse ... could you PLEASE  purchase it with pearl after her chair quest has been completed?? 

idk 1 or 2 bottles in exchange for the blueprint , cuase it's not very practival to have 1 blueprint per world

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19 minutes ago, chaosmonkey said:

Farming gleams for palmcone trees for decorating is extremely painful. It would be nice if we could dupe the palmcone seeds like birchnuts.

Plus we need a barrel for storage made of their scales similar to the hamlet ones so they dont take that much space on boats and in land we will finally have something else for stage than chests and scale chests

47 minutes ago, Jakepeng99 said:

@chirsg

56 minutes ago, Jason said:

 

24 minutes ago, Yuuko said:

@chirsg 

56 minutes ago, Jason said:

The shell changes seem modest still. It's too early to see if the production will meet my demand, but I'll have to thank the development team for listening. 

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Is the scrappy werepig fight unfinished? I tried the pre-Celestial champion version and only used 2 weapons (iirc in the stream mentioned 3+ the laser one after cc) so the fight felt pretty bland and boring since is just seeing him repeating the same 2 atacks over and over

I hope they add few atacks more per weapon to make him less repetitive 

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For those that run into the issue of the junk yard spawning incomplete like in image shown below.

require("debugcommands");d_spawnlayout("junk_yard")

Use that command and point your mouse where you want the junkyard.

You need to save and do c_rollback(0) in order for the fences to load properly in. the command just reloads the server from the point you used the command

This ^ was changed the setpiece spawns only on world gen with fences. Spawning it again and doing reset won't spawn them again. Wagstaff will have to rebuilt them.

 

 

Update: there is chance he won't respawn after first fight so use this to fix it

c_find("junk_pile_big").daywalker_side = nil

firefox_RghvS9Hl5r.png.ce0c87d37d10300fa912c0e1690f3ec2.png

Edited by Cliffford W.
  • Like 11
5 minutes ago, Habakkuk said:

I don't know what is coming, but I don't like to have different versions of the same boss.

They mentioned in the stream last week that the Nightmare Werepig has kind of an ongoing story, so you'll probably see still another version of him yet.

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With the option to control acid rain & lunar hail frequency is there any chance we can get the same for Snow?
Right now by default the only way to prevent it and snow piling on the floor during winter is to disable rain in the settings before the season starts.

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Well, do old saves get retrofitted for the new biome?

Also by the way, about the moonstorm, I believe one thing have to be changed. That is the random displayed tool names for characters other than Winona. It is OK for the first encounter, but later characters should be able to recognize these tools, because they learned them through the previous cooperation(s) with Wagstaff. I guess the true name of each tool should be displayed to players that have already delivered at least 1 tool of that type. After all, Wagstaff calls the tool name when it is demanded. If this is not easy to achieve due to technical issues, I guess the game can make true tool name displayed since the second moonstorm event/second lunar guardian event.

Edited by fpx007
minor typos
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31 minutes ago, fpx007 said:

Well, do old saves get retrofitted for the new biome?

Also by the way, about the moonstorm, I believe one thing have to be changed. That is the random displayed tool names for characters other than Winona. It is OK for the first encounter, but later characters should be able to recognize these tools, because they learned them through the previous cooperation(s) with Wagstaff. I guess the true name of each tool should be displayed to players that have already delivered at least 1 tool of that type. After all, Wagstaff calls the tool name when it is demanded. If this is not easy to achieve due to technical issues, I guess the game can make true tool name displayed since the second moonstorm event/second lunar guardian event.

thats your job to memorize

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