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20 hours ago, SilverSpoon said:

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.

The Fumarole biome has its own ambient temperature, it does scale up and down depending on the seasons, but it's basically always considered a hot environment (this means above 35, the biome's lowest temperature is around 75). Winter insulation won't do anything nor cause issues, nor prevent you from cooling down, and summer insulation and fast cooling will always take effect.

But yeah, the thing you're talking about is when you overheat while the ambient temperature is below 35, which makes it hard to cool down as temperature only goes down up to by 1 degree per second (when it's cold and you take cold damage, you can warm up to by 5 degrees per second, and viceversa when it's hot and you're overheating).

A bunch of temperature related stuff kinda needs to be revised now, as we currently have:

  • Sheltering (trees, including Boulderboughs) still providing cooling and summer insulation in the caves (and during the night), and even in the Fumarole biome. I'm aware it's always been like this but you can't tell me it's intuitive.
    • Plus, summer insulation from the night phase was removed in the caves to not make the Fumarole temperature easy to ignore, so it'd be weird to not address these as well.
  • Overheating or taking cold damage should always allow to change temperatures fast, regardless of ambient temperature (this would be trivial to change), as it's unintuitive and weird.
  • More varied temperature rates rather than the usual 1 degree per second limit. Something like this might become a thing, since "heat rate" is something that was introduced in the update, and Fumarole Vents received a value of 5, but currently it has no effect so it's probably in the works.
    • This could be good to give different things more efficiency (or the opposite) at changing temperatures, as well as potentially introducing "heat absorption/dissipation rates" as a mechanic for entities that absorb heat/cold, which could be modified by clothing that provides insulation to affect how fast your temperature can change, to make them more useful. It could also be tuned per character or with certain conditions, Willow and wimpy Wolfgang could get colder faster, etc etc.

 

 

15 hours ago, Maxil20 said:

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…

Yeah, I agree that it would be better if it grabbed things that aren't inherent to the Sanctum and spit them out in the "lobby" area (where the first teleporter is at), but there's one concern I'll elaborate on further below.

It does currently match the behavior of ruins resetting, which deletes anything inside the ornate chests (which I think also includes Ancient Guardian chest), and that's currently the reset method. But ehhh, I don't know if that's the best way to go about it when there's no indication or warning for it (it'll probably be even worse if the future reset method ends up being within the vault itself).

I'm not sure much work it'd take to add enough functionality and checks to sort through whatever could be left in there and how to handle it, although there's a few concerns that come to mind immediately:

  • In case players put a lot of things in different vault rooms, we would probably need something similar to the pile from the Whirpool that you can rummage, where nothing in it exists, it just keeps data records (similar to how bundles work) to not contribute to lag in any way.
  • How to handle living creatures that you might bring in there with you but then remain there when a reset happens, is it still fine to just delete them? Teleport them back there?

They could maybe start with doing something not too strenuous that would still be welcome, like:

  • If it's an item, save it and put in a pile similar to the Whirlpool one.
  • If it's a container and not a structure (so a container item like a backpack), also put it in the pile.
  • If it's a structure, hammer it down and put whatever it drops into the pile.
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在 2025 年 10 月 5 日晚上 7:38,Lovens 说:

哦,这太蹩脚了。 布,克莱。

在这个愚蠢的地方,带着标志或面包屑导航感觉是保持理智的唯一方法。 当然,他们必须采取唯一合理的方法来解决这个问题。 地图一团糟,每个房间都会重置,传送器周围圆圈上的凹口也没有任何作用——无论我站在哪个房间上,它仍然会把我带到同一个房间三次。 它们只是为了迷惑玩家。

我对圣所了解得越多,我就越不喜欢它的整个概念和执行。 我只是希望他们在那个愚蠢的地方放了一个影子战机器人/后裔,奖励同样蹩脚,所以我可以去那里一次获得装饰蓝图和面具,然后永远忽略其余部分,就像我对月球弧结局所做的那样。

您可能想捡起您留在那里的宝石和其他面包屑。 显然,废墟上的整个事情都会重置,重置并删除留在愚蠢地方的所有结构和物品。 多么“好玩”啊!

Actually, the patterns on the waymark bases indicate the four directions—north, south, east, and west. The connections between rooms are fixed. For example, the north side of the lobby connects to the south side of mask1, and the north side of mask1 connects to the south side of teleport1.

Klei actually showed this in a livestream, and the Waymark guidebook also mentions it.

THE NEW SANCTUM CHAMBER isn't really 'new'; they just swapped out an empty hall in front of the green fountain for puzzle2.

Edited by Schry
Accidentally copied too much.
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