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If Sanctum was generated before the last update, the newly added chamber will not appear in the already generated Sanctum.

But if you reset the Ruins, and with them the Sanctum a new chamber will appear in them.

Btw, speaking of retroffing problems, the fumarole biome spawns on old worlds with practically half of its content missing.

It doesn't have a global high temperature, it isn't recognized as a fumarole biome by boulderboughs, goetermites don't spawn on it, and probably it doesn't have regrowth.

Edited by Kacpert25
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50 minutes ago, Kacpert25 said:

Don't enter on old worlds!!! 
If Sanctum was generated before the last update, the newly added chamber will not appear in the already generated Sanctum.

IT WON'T  APPEAR! In a location that can change. So, it's not a problem to remove the connection between point A and B and reconnect them via point C. 
BUT NO! Klei didn't do that. This means you shouldn't enter on your worlds at all if you want new content. 
Klei will likely add a few more chambers in the future, so unless the retrofitting of rooms is improved, the old worlds are effectively unplayable because of this.

The whole retrofitting from Ancients Echoes is one big failure and a joke!!!

Oh, that's really bad. Good thing I haven't update a single solo world since these recent "updates".

Sanctum is lame af. My friend and I wasted like 40 minutes there yesterday. Somehow (I have no idea how) she progressed into one of the next rooms by touching a teleporter that previously did not work for me. At the time I was just trying all the available teleport options and they all were taking me back to the waterfall room. After she progressed to the next room somehow I ended up being softlocked in the waterfall room with non-working teleporter and couldn't join my friend for the rest of the sanctum exploration. She couldn't return to the waterfall room either - all of the teleporters kept taking her to all the other rooms, with some being unavailable (they would just not allow to teleport). She ended up exploring all the rooms but none allowed her to make the waterfall room teleporter work again. I just wasted 40 minutes of my life sitting in the waterfall room under a dwarf star eating from the polar bearger bin occasionally and taking notes on her explorations (which rooms are discovered and how they are linked to each other). So much for playing "together" in a game called Don't Starve Together

The area is unnecessary confusing and way too complicated for what it essentially is (a vague lore dump and two new purely decor-related blueprints) should not warrant so much inconvenience in navigating to and traversing this area. The ruins, a much more impactful gameplay-wise area with powerful gear and valuable resources is way easier to navigate and access. 

Edited by Lovens
  • Big Ups 1
2 hours ago, Lovens said:

Sanctum is lame af. My friend and I wasted like 40 minutes there yesterday. Somehow (I have no idea how) she progressed into one of the next rooms by touching a teleporter that previously did not work for me. At the time I was just trying all the available teleport options and they all were taking me back to the waterfall room. After she progressed to the next room somehow I ended up being softlocked in the waterfall room with non-working teleporter and couldn't join my friend for the rest of the sanctum exploration. She couldn't return to the waterfall room either - all of the teleporters kept taking her to all the other rooms, with some being unavailable (they would just not allow to teleport). She ended up exploring all the rooms but none allowed her to make the waterfall room teleporter work again. I just wasted 40 minutes of my life sitting in the waterfall room under a dwarf star eating from the polar bearger bin occasionally and taking notes on her explorations (which rooms are discovered and how they are linked to each other). So much for playing "together" in a game called Don't Starve Together

The area is unnecessary confusing and way too complicated for what it essentially is (a vague lore dump and two new purely decor-related blueprints) should not warrant so much inconvenience in navigating to and traversing this area. The ruins, a much more impactful gameplay-wise area with powerful gear and valuable resources is way easier to navigate and access. 

Meh, you chose to do it a boring way, so it became boring. You can try things like leaving breadcrumb trails, come up with a creative way to "pathfind" to the end like increasing the stack size of breadcrumb piles to denote your travel distance from the start, etc.

I ended up mapping everything on grid paper and found the shortest paths that way, then denoted them via different colored gems.

2 hours ago, Lovens said:

Sanctum is lame af. My friend and I wasted like 40 minutes there yesterday. Somehow (I have no idea how) she progressed into one of the next rooms by touching a teleporter that previously did not work for me. At the time I was just trying all the available teleport options and they all were taking me back to the waterfall room. After she progressed to the next room somehow I ended up being softlocked in the waterfall room with non-working teleporter and couldn't join my friend for the rest of the sanctum exploration. She couldn't return to the waterfall room either - all of the teleporters kept taking her to all the other rooms, with some being unavailable (they would just not allow to teleport). She ended up exploring all the rooms but none allowed her to make the waterfall room teleporter work again. I just wasted 40 minutes of my life sitting in the waterfall room under a dwarf star eating from the polar bearger bin occasionally and taking notes on her explorations (which rooms are discovered and how they are linked to each other). So much for playing "together" in a game called Don't Starve Together

The area is unnecessary confusing and way too complicated for what it essentially is (a vague lore dump and two new purely decor-related blueprints) should not warrant so much inconvenience in navigating to and traversing this area. The ruins, a much more impactful gameplay-wise area with powerful gear and valuable resources is way easier to navigate and access. 

There's a way to navigate the sanctum. It has to do with the teal (moon rock) marks around the teleporters. 

5 hours ago, Lovens said:

Sanctum is lame af. My friend and I wasted like 40 minutes there yesterday. Somehow (I have no idea how) she progressed into one of the next rooms by touching a teleporter that previously did not work for me. At the time I was just trying all the available teleport options and they all were taking me back to the waterfall room. After she progressed to the next room somehow I ended up being softlocked in the waterfall room with non-working teleporter and couldn't join my friend for the rest of the sanctum exploration. She couldn't return to the waterfall room either - all of the teleporters kept taking her to all the other rooms, with some being unavailable (they would just not allow to teleport). She ended up exploring all the rooms but none allowed her to make the waterfall room teleporter work again. I just wasted 40 minutes of my life sitting in the waterfall room under a dwarf star eating from the polar bearger bin occasionally and taking notes on her explorations (which rooms are discovered and how they are linked to each other). So much for playing "together" in a game called Don't Starve Together

The area is unnecessary confusing and way too complicated for what it essentially is (a vague lore dump and two new purely decor-related blueprints) should not warrant so much inconvenience in navigating to and traversing this area. The ruins, a much more impactful gameplay-wise area with powerful gear and valuable resources is way easier to navigate and access. 

They did say with part one of the update that they were focusing on getting the technolodgy behind the sanctum to work before moving on to the content. And from the way things stand, that was the correct move, it would hurt a lot more if there was gameplay content locked behind the sanctum as it currently stands.

4 hours ago, cybers2001 said:

Meh, you chose to do it a boring way, so it became boring. You can try things like leaving breadcrumb trails, come up with a creative way to "pathfind" to the end like increasing the stack size of breadcrumb piles to denote your travel distance from the start, etc.

I ended up mapping everything on grid paper and found the shortest paths that way, then denoted them via different colored gems.

Oh we tried to do that, except my friend was doing it all alone and I couldn't join her. I would love to do it together in a supposedly multiplayer game, you know. But we couldn't find a way to make the teleporter in the waterfall room work after it got blocked. Nothing she did or I did would allow me to join her on that adventure. I doubt any of Klei devs tested it properly and considered all gameplay scenarios, given how short the beta was (again). 

6 hours ago, Lovens said:

Oh we tried to do that, except my friend was doing it all alone and I couldn't join her. I would love to do it together in a supposedly multiplayer game, you know. But we couldn't find a way to make the teleporter in the waterfall room work after it got blocked. Nothing she did or I did would allow me to join her on that adventure. I doubt any of Klei devs tested it properly and considered all gameplay scenarios, given how short the beta was (again). 

Oh, they only allow one person in at a time? I was wondering how they made that work with the map itself changing

3 hours ago, cybers2001 said:

Oh, they only allow one person in at a time? I was wondering how they made that work with the map itself changing

At first they allowed us both into the mask room. Then something happened when I accidentally teleported back into the waterfall room and she teleported to the next room using the same teleporter that previously didn't work for me. I still don't know what we did wrong that softlocked me in the starting room with no way for us to get to each other but I didn't like it. Before that we visited the newly retrofitted Fumarole and I thought that was bad and unfun experience (we were STILL overheating in Winter with like 10 polar lights placed around the place despite most of the fumaroles being destroyed. She was Willow too, supposedly overheat resistant). But sanctum really managed to top the garbage pile of this half baked update by literally not allowing us to do the core thing of a multiplayer game - make ourselves present in the same room at the same time on the same map. What a lousy design. 

Edited by Lovens
4 hours ago, RubLog6 said:

Seriously? So there is no way for me to enter the new room because I already did in my world before this room was updated?

You must defeat the Fuel Weaver to reset the Ruins, and with it, Sanctum. Then a new chamber should appear in them.

  • Health 1
18 minutes ago, Lovens said:

we were STILL overheating in Winter

I seem to remember there being a weird feature where environments where it's difficult to Overheat due to air temperature, such as the winter or caves, are actually environments where Overheating is likely due to the difficulty in lowering body temperature. Maybe.

47 minutes ago, Kacpert25 said:

You must defeat the Fuel Weaver to reset the Ruins, and with it, Sanctum. Then a new chamber should appear in them.

Resetting the Sanctum will also remove any items you've left in the rooms or structures you've placed. Make sure to collect anything valuable before doing so.  At least it happened to me. The mini signs I placed and the items I left on the ground were deleted.

2 minutes ago, Ugur01 said:

Resetting the Sanctum will also remove any items you've left in the rooms or structures you've placed. Make sure to collect anything valuable before doing so.  At least it happened to me. The mini signs I placed and the items I left on the ground were deleted.

Have you tried leaving hutch in there? What happens if you do that? Does he just forever disappear from the world?

22 minutes ago, Ugur01 said:

Resetting the Sanctum will also remove any items you've left in the rooms or structures you've placed. Make sure to collect anything valuable before doing so.  At least it happened to me. The mini signs I placed and the items I left on the ground were deleted.

Oh that is SO LAME. Boo, Klei. 

Navigating with signs or breadcrumbs in this stupid place felt like the only way to stay sane. And of course they have to take out the only reasonable way to go about it. The map is messed up and resets with every room, the notches on the circles around the teleporters don't do anything either - no matter on which one I stood it still took me to the same room three times. They are there only to confuse players.

The more I learn about sanctum, the more I dislike its entire concept and execution. I just hope they put a shadow Warbot/Scion equivalent in that stupid place with equally lame rewards, so I could just go there once for decor blueprints and masks and then forever ignore the rest of it just like I do with the lunar arc finale. 

16 hours ago, cybers2001 said:

I ended up mapping everything on grid paper and found the shortest paths that way, then denoted them via different colored gems.

You might wanna pick up your gems and other breadcrumbs you left there. Apparently the whole thing resets on the ruins reset and deletes all structures and items left in the stupid place. How "fun"!

Edited by Lovens
57 minutes ago, Terser said:

Have you tried leaving hutch in there? What happens if you do that? Does he just forever disappear from the world?

It’s not possible to bring Hutch or any other irreplaceable item into the Sanctum rooms. I tried a few methods: Woby Deliver, Magician’s Hat, and Burrowing Horn. I cheated to carry the item with me, but it seems to teleport along with you between rooms. Even if you drop it on the ground, it will teleport and appear next to the teleportation device. Before leaving, it comes with you all the way to the entry room. While playing as Wanda, I left the item in one of the labyrinth rooms and teleported outside the Sanctum area — it still appeared in the entry room. Later, I reset the Sanctum while Hutch was standing in the entry room, and it didn’t disappear. It seems the developers have taken all necessary precautions.

20 hours ago, Lovens said:

Sanctum is lame af. My friend and I wasted like 40 minutes there yesterday. Somehow (I have no idea how) she progressed into one of the next rooms by touching a teleporter that previously did not work for me. At the time I was just trying all the available teleport options and they all were taking me back to the waterfall room. After she progressed to the next room somehow I ended up being softlocked in the waterfall room with non-working teleporter and couldn't join my friend for the rest of the sanctum exploration. She couldn't return to the waterfall room either - all of the teleporters kept taking her to all the other rooms, with some being unavailable (they would just not allow to teleport). She ended up exploring all the rooms but none allowed her to make the waterfall room teleporter work again. I just wasted 40 minutes of my life sitting in the waterfall room under a dwarf star eating from the polar bearger bin occasionally and taking notes on her explorations (which rooms are discovered and how they are linked to each other). So much for playing "together" in a game called Don't Starve Together

The area is unnecessary confusing and way too complicated for what it essentially is (a vague lore dump and two new purely decor-related blueprints) should not warrant so much inconvenience in navigating to and traversing this area. The ruins, a much more impactful gameplay-wise area with powerful gear and valuable resources is way easier to navigate and access. 

You can do it together. 

At least on Switch, a friend and I found that you can both leave the first room (waterfall) separately into the 2nd room.

If someone is in the 1st room and someone progresses past the 2nd room, the one in room 1 cannot interact with a teleporter. 

If you're both in the 2nd room, you can't activate a teleporter alone. It requires everyone present to touch the same teleporter to move forward.

42 minutes ago, CrimsonStrider said:

You can do it together. 

At least on Switch, a friend and I found that you can both leave the first room (waterfall) separately into the 2nd room.

If someone is in the 1st room and someone progresses past the 2nd room, the one in room 1 cannot interact with a teleporter. 

If you're both in the 2nd room, you can't activate a teleporter alone. It requires everyone present to touch the same teleporter to move forward.

Thanks for the explanations. This is not obvious to someone who has no prior knowledge of this place or experience with it. There should be a way to get back together after players accidentally split. 

23 minutes ago, Lovens said:

Thanks for the explanations. This is not obvious to someone who has no prior knowledge of this place or experience with it. There should be a way to get back together after players accidentally split. 

We went into blind as well. This isn't a criticism of you not figuring it out either. We just decided to try touching together. 

This is probably because touching it doesnt teleport you to a different part of the map, but instead regens that tiny area you're in. It would create an issue of two people had a conflicting room generated in the same space.

 

5 hours ago, Ugur01 said:

Resetting the Sanctum will also remove any items you've left in the rooms or structures you've placed. Make sure to collect anything valuable before doing so.

Dang, it deletes everything? That’s really unfortunate. I wish it did the Hamlet treatment where it at least shoves the items out of the sanctum and into a pile, because I just used a ton of moonlenses to map the sanctum out and now I’ll need to recover those…

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