Jump to content

Recommended Posts

As of the last patch, water balloons make ITEMS wet.
This includes mob items. So spiders, rabbits.

Can we please, please, please have them look into making... most if not everything just affected by waterballoons now?
I appreciate having more options to use them, but this makes them weirder as well! Only a very ultra few select mobs can be made wet on demand. This is nice, but why not take the plunge and find a suitable method for the rest? Also why aren't ocean mobs wet?
image.png.fb027b532cca377d67f54d4d7341aab9.png

On top of this request, I also really want watering cans to be looked at again. They've had the ability to alter items like thermal stones and now the new Nutibricks, but at the cost of them needing either a plot or an active fire to use.
Allow us to just click the items and use it like that!

Maybe even expand the ways of using these items as well. Let us dip them in other water sources too, maybe?
image.png.3776b6f9bfcd1e887a6e85ae36e7ec49.png
image.png.367586f361b9b090f599bfd19173213d.png

  • Like 25
  • Big Ups 3

Having the ability to apply wetness to other things would be beneficial and, even realistic. I know there's a lot of this game that isn't realistic, but I really would as a new player, assume water balloons make creatures wet.
I will say though, water isn't wet because only objects that are not submerged in water but have water on or are saturated with water but is exposed to air, is wet. If you want to fight me on this, DM me cause I will die on this hill, haha.

Edited by Evelo
  • Like 1
12 minutes ago, Evelo said:

I will say though, water isn't wet because only objects that are not submerged in water but have water on or are saturated with water but is exposed to air, is wet. If you want to fight me on this, DM me cause I will die on this hill, haha.

Oh god not this again, My brother argued with me on this for hours! Then shortly after he had the audacity to suggest the ocean was a soup! 

The most absurd sibling rage bait I swear...

Also, on topic, wetness for all... not sure how that would work out code wise... But I am all for it honestly, this update is slowly becoming the "morningstar/electrical appreciation" update. 

  • Like 1
  • Haha 1
  • Health 1

The main problem for this is that its a component.  This was doable in the past and everything had dryness and wetness scaling. However the main problem comes when it rains.  Everything will now start up a counter which lead to alot of lag. 

Its the same instance of spiders checking every frame for meat. 

 

  • Like 1
51 minutes ago, ZeRoboButler said:

Also, on topic, wetness for all... not sure how that would work out code wise... But I am all for it honestly, this update is slowly becoming the "morningstar/electrical appreciation" update.

I'm mostly excited to play Winona because of this update :lol:

37 minutes ago, DVGMedia said:

The main problem for this is that its a component.  This was doable in the past and everything had dryness and wetness scaling. However the main problem comes when it rains.  Everything will now start up a counter which lead to alot of lag. 

Its the same instance of spiders checking every frame for meat. 

 

do you think there is some way to have a separate meter, that is not tied to world wetness but is like a temporary player based instigation of wetness via water balloons, rather then just an all encompassing meter to lag the game as you mentioned? 

Just now, ZeRoboButler said:

do you think there is some way to have a separate meter, that is not tied to world wetness but is like a temporary player based instigation of wetness via water balloons, rather then just an all encompassing meter to lag the game as you mentioned? 

what i would do is more a timer with some if functions. 
cause wetness is basically a timer that drains at .5 a second for basic creatures and items.  
Heat affects how fast it drains though cause thats the player aspect of it. 

i think it would just be easier to tag a creature that is hit with a balloon and give them a timer 30 seconds per balloon with a max of 2 minutes. 
That doesn't count down if the world is wet. 

Posted (edited)
58 minutes ago, DVGMedia said:

The main problem for this is that its a component.  This was doable in the past and everything had dryness and wetness scaling. However the main problem comes when it rains.  Everything will now start up a counter which lead to alot of lag. 

Its the same instance of spiders checking every frame for meat. 

 

I'm aware, but I'm not advocating for this specific approach!
I feel like there has to be a way to do something simpler, less complex than the wetness components players and Dfly use.
Do a quick check for whatever is struck by a waterballoon, make them wet for X amount of time, something like that.

Edited by -Variant

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...