Habakkuk Posted March 8 Share Posted March 8 3 minutes ago, Archswifter said: 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. We need a option to increase the frequency of moongleans and infused moon shards in the moonstorm. 1 Link to comment Share on other sites More sharing options...
fpx007 Posted March 8 Share Posted March 8 (edited) 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 March 8 by fpx007 minor typos 1 Link to comment Share on other sites More sharing options...
Well-met Posted March 8 Share Posted March 8 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 2 Link to comment Share on other sites More sharing options...
fpx007 Posted March 8 Share Posted March 8 (edited) 8 minutes ago, Well-met said: thats your job to memorize Actually, I can. (After several guardian kills) But even if other players can't memorize them, it is no longer meaningful to hide the true names. Their names can be checked in scarp book at anytime! After all, the game don't force players to remember what are seed pods, pointy seeds, oblong seeds, square seeds, etc when playing non-Wormwood characters. Edited March 8 by fpx007 2 Link to comment Share on other sites More sharing options...
Instant-Noodles Posted March 8 Share Posted March 8 Scrappy Werepig Spoiler W.O.B.O.T. Spoiler Junk Pile Spoiler Teetering Junk Pile Spoiler Junky Fence Spoiler Scrap Wall Spoiler Horizon Expandinator Spoiler Scrappy Chapauldron * Spoiler * Currently no assets for this in the game aside from a string Embalming Spritz Spoiler Slimy Salve Spoiler Skeleton Spoiler Lunar Funcap Spoiler Stuffed Night Cap Spoiler Elastispacer Spoiler Tall Chest Spoiler Green Mushtree / Red Mushtree / Blue Mushtree / Webbed Mushtree (Acid Form) Spoiler Main Menu Animation (Note: Large File) Spoiler 20 5 4 Link to comment Share on other sites More sharing options...
Hupo Posted March 8 Share Posted March 8 Maybe the only good enough skin. But we can only use it during WF. 12 1 Link to comment Share on other sites More sharing options...
Derbab Posted March 8 Share Posted March 8 THANK YOU KLEI!!!! 4 Link to comment Share on other sites More sharing options...
-Nick- Posted March 8 Share Posted March 8 I would love to see the calico chester chest skin with the storage upgrade, i dont own the skin myself so thats why im asking. 3 Link to comment Share on other sites More sharing options...
. . . Posted March 8 Share Posted March 8 3 hours ago, Jason said: Junk Yard New location added to the world that has searchable junk piles. Added W.O.B.O.T, a curious robot that can be found in Junkyard. Reappearance of the Werepig. Can this be disabled via world setting? If not can we please have an option to disable the Junk Yard from spawning. 1 1 Link to comment Share on other sites More sharing options...
Hupo Posted March 8 Share Posted March 8 1 minute ago, -Nick- said: calico chester 23 1 Link to comment Share on other sites More sharing options...
-Nick- Posted March 8 Share Posted March 8 (edited) 1 minute ago, Hupo said: I think all the chest skins are amazing except for the gold cotl chest imo. its kinda downgrade in looks. Edited March 8 by -Nick- 1 Link to comment Share on other sites More sharing options...
RonanMcQ Posted March 8 Share Posted March 8 Ayo anyone here know how to get the blueprint for the chest upgrades thing? Link to comment Share on other sites More sharing options...
Cliffford W. Posted March 8 Share Posted March 8 (edited) 11 minutes ago, RonanMcQ said: Ayo anyone here know how to get the blueprint for the chest upgrades thing? Spoiler It's random drop from Wagstaff's machinery Edited March 8 by Cliffford W. 9 1 Link to comment Share on other sites More sharing options...
Zima Blue Posted March 8 Share Posted March 8 Does anyone knows how to repair WOBOT? 1 Link to comment Share on other sites More sharing options...
Well-met Posted March 8 Share Posted March 8 Just now, Zima Blue said: Does anyone knows how to repair WOBOT? warbis repair kit 1 Link to comment Share on other sites More sharing options...
-Nick- Posted March 8 Share Posted March 8 8 minutes ago, Well-met said: warbis repair kit should probably be renamed, like maybe to "Mechanical repair kit" Would be cool if WX could heal from it like a healing salve 8 Link to comment Share on other sites More sharing options...
Mx-Pain Posted March 8 Share Posted March 8 Can I suggest to increase UI size while playing splitscreen and hide the enlighted crown slots when entering caves/surface PLEASE 3 Link to comment Share on other sites More sharing options...
doug27fani Posted March 8 Share Posted March 8 1 hour ago, Instant-Noodles said: Skeleton Reveal hidden contents where do I find this? 2 2 Link to comment Share on other sites More sharing options...
EATZYOWAFFLEZ Posted March 8 Share Posted March 8 5 hours ago, Jason said: Rifts are visible on the map even through the fog of view. I love you 5 hours ago, Jason said: Hammer stocks have declined as a result. HOLD BROTHERS 2 Link to comment Share on other sites More sharing options...
AleksyPL Posted March 8 Share Posted March 8 Rocklobsters should drop large fish meat instead of normal meat Link to comment Share on other sites More sharing options...
-Nick- Posted March 8 Share Posted March 8 35 minutes ago, AleksyPL said: Rocklobsters should drop large fish meat instead of normal meat Would be so cool if rock lobsters got an update. Like imagine rocklobsters with different shells. Gemstone, gold, nitre, etc. 7 Link to comment Share on other sites More sharing options...
AleksyPL Posted March 8 Share Posted March 8 3 minutes ago, -Nick- said: Would be so cool if rock lobsters got an update. Like imagine rocklobsters with different shells. Gemstone, gold, nitre, etc. Or Dreadstone rocklobsters! It could be cool feature during acid rain to have rocklobsters do something too. 6 1 Link to comment Share on other sites More sharing options...
mmmmmmmmmmm Posted March 8 Share Posted March 8 8 hours ago, Jason said: New Beta is active with the Scrappy Scavengers update. If you don't know how to access the beta you can go here. Things in the update: Skill trees The time to accumulate points for skill trees has been reduced. Wigfrid: Fighting Words skill: the cooldown of Battle Stingers has been decreased. Startling Soliloquy panic duration increased to 6 (from 4). Wormwood: Having the Lunar Guardian I skill will buff Wormwoods equipped Bramble Husks with some Planar Defence and Damage. Summoning 2 Saladmanders will give them a health boost. Summoning more Lightbugs increases each bug’s light radius. Photosynthesis health rate increased. Full Bloom skill changed from longer bloom time to +30% bloom increase when fertilizing Wormwood. Willow Shadow Fire-Raiser flame will focus on a single target better when just one target is available. Shadow Fire-Raiser flame does 50% more damage. Doubled Patch Up I and Patch Up II regen amount. Lunar Fire-Raiser ability can now be directed without moving Two new Moon Shroom items Lunar Mushhat. Stuffed Mystery Meat. Moonstorms Wagstaff will find the Restrained Static Experiment faster after the Celestial Champion has been defeated at least once in the world. Lunar Siphonator construction requires fewer Restrained Statics and now needs some Scrap. Shadow Rifts Miasma will now spread quicker to have a more imposing presence. Acid Repellent has been added to provide Acid Rain immunity for its effective duration. Rifts are visible on the map even through the fog of view. Added world setting to disable Acid Rain. Acid Rain will no longer happen in the Lunar Grotto nor the Archives. Acid Bats are very Nitre hungry and will start seeking out Nitre hoarders. Added Embalming Spritz, an item that can be used on plants to remove all life from them, making them unproductive, fireproof and not targetable by Deadly Brightshade infestations, essentially decorative. Lunar Rifts Rifts are visible on the map even through the fog of view. Added world setting to adjust lunar hail frequency. Performance Performance increases for bases with many items collected in a small area. Rot will now dissolve in the rain while on the ground. An upgrade item for chests has been added to let stack sizes inside of the chest get infinitely large using late game materials. Boats Jumping on and off of boats will now have a small delay to allow for better handling. This will not affect boat to boat hopping for boat bridges. Celestial Orb Will now have increased odds of arriving depending on the following factors. How friendly the Crabby Hermit is. How many Celestial Altars are fully built. Will no longer be blocked from spawning if there are too many boulders in the area. Odd Skeleton The odds to build the correct form is now guaranteed while near both an active Ancient Gateway and a Shadow Atrium. Hammer stocks have declined as a result. Sawhorse Logs may be refined as stacks using the Sawhorse. Slippery Ice Pengull’s Ice and frozen over Ponds are now slippery. Mind your speed. Broken Shells Increased stack size to 40. Shell Bells now have a 30% chance of dropping another Broken Shell when smashed. Shell Bell Bundle now contains 8 Shell Bells. Ocean rebalance: Cookie Cutters now have a 25% chance of dropping another Cookie Cutter Shell. Rockjaw now also drops Barnacles, Flint and Rocks. Perl now trades an Empty Bottle for 3 Fish Foods, instead of one. Seedshell now does more damage. Junk Yard New location added to the world that has searchable junk piles. Added W.O.B.O.T, a curious robot that can be found in Junkyard. Reappearance of the Werepig. Miscellaneous Added a “Caves or no Caves” option to the flow of starting a new world. Containers that can go into the player’s inventory and backpack may now be opened from there directly without having the item drop to the ground. Crispy Skeletons found in the Dragonfly arena may now be hammered. The “Light” action of the Fire Staff and Fiery Pen is now secondary. Bug Fixes Fixed clients seeing wrong stack sizes in many cases in the inventory, open containers, and crafting. Fixed players getting stuck on a chair when clicking to do an action away from the chair. Fixed players turning invisible for a frame when toggling prediction while on a chair, and when performing certain actions while on a chair. Fixed being able to read the Codex Umbra and stoke Ethereal Embers when not playing with Maxwell and Willow respectively. Fixed being able to use the Shadow Reaper when it is broken. Fixed bug where inventory items wetness did not cap at the maximum value. Fixed bug where things on land could become wetter than things in the ocean. Fixed Skill Tree data erroneously logging issues on dedicated servers during startup. Fixed being unable to pick up thrown torches while mounted and using the action key. Fixed duplicate sound when clicking on a day in the rollback tab on the host world screen. Fixed Dragonfly Shrine missing from “Prototypers & Stations” and “Structures” crafting filters. Fixed Golden Buoy and Thorny Buoy non-looping idle animation. Fixed the game getting into a bad state after disabling mods on a crash screen. Fixed beards going invisible in some cases when slipping on ice. Fixed Petals and Dark Petals appearing too far down on the ground. Fixed some snapping animations for Clay Varg. Notes for Modders The mod release ID for this patch is R33_QOL_SPRINGCLEANING. SetOnHealFn was added for the healer component. PICKUPSOUNDS table has been moved into a global table defined in constants; the old method of a reference stored on the player instance is retained for mods that used it. The bat prefab OnIsAcidRaining has moved into a new component acidinfusible and is fully deprecated. Minimap atlas handling has been changed to support two atlases from the base game; the original minimap atlas will handle all old mods. You are encouraged to use GetMinimapAtlas if you need to access the base game atlases directly as seen in bootleg. This change will be seamless in other use cases. Scrapbook entries typo fix “picakble” is now “pickable”. Fonts are now safe to use TheSim:LoadFont multiple times it is advised to add your font to the GLOBAL.FONTS table with table.insert and call AddSimPostInit(GLOBAL.LoadFonts) with the appropriate Assets table definition in modmain to have your font asset loaded. Pickable components changes: Fixed some cases where it would spawn items at the world’s origin. Deprecated event “pickedbyworld”. Event “picked” will now always fire and the picker parameter will tell you who did it. Any picker without an inventory will now spawn the loot at the inst and no longer just the world. A nil picker will fully prevent loot from dropping. We updated all existing calls to pickable:Pick to account for these. The pickup range now takes into account the target’s physics radius for range checks. View full update this is the best update I have ever seen for dst and no one can change my mind 1 1 1 Link to comment Share on other sites More sharing options...
Creatorofswamps Posted March 8 Share Posted March 8 6 hours ago, Instant-Noodles said: Slimy Salve Hide contents Skeleton Hide contents Can anyone tell me what this ointment does and where to find these skeletons? 1 Link to comment Share on other sites More sharing options...
lovegroove Posted March 8 Share Posted March 8 (edited) This update is amazing! Love the new items, and the boss is really fun too! Especially though customizing lunar hail and acid rain in the settings. However when I tried the Elastispacer (the thing that makes your chest hold an infinite number of items per stack), I found that I can only use it on normal chests, and not the scaled chests. Was that done on purpose? Because I spent a great deal of time upgrading the chests in my mega base to scaled ones, so I would have to hammer down and replace a lot of them, which would hurt my heart. This is really an item that only people with servers, that have daycounts in the several hundrets can afford anyway. Edited March 8 by lovegroove 4 1 Link to comment Share on other sites More sharing options...
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