Jump to content

The little things


Recommended Posts

Well, there's some little things on the game that bother me and maybe can bother you too.

[Non-beta related] Infinite ice

Seems nice to have some infinite ice near your base to make meatballs or something else, but i said near. It is a problem when the ice that come with those lovely pengulls spawn right on the middle of your base and/or on a potential place that you would like to build something. Would be nice to have something to get rid of those annoying ice. (Can be even Star Caller's Staff i just don't want that ice on that place)

[Beta related] New disease

Well, it isn't a real problem on the game for the ones with play together most of the time, but for a forever alone the ones like me who play alone and there's nobody to take care of the plantation is a pain to go spelunking the caves, for example, and when you come back there's disease everywhere (I could find a workaround with the best character of the game Wicker: I just stock a lot of AA's, plant everything on one place, use the books, pick the stuff and take everything again with a shovel). I have proofs, happened three times already!

14199205_569503903248129_27074108720985414212728_569503859914800_82268223588980014212030_569503839914802_870360779319559

[Beta related?] Grass gekkos

Can be my bad luck, but, i couldn't find any of those clumsy-little-things on my new reign beta world (Neither i could find killer bee hives, maybe it can be related? I dunno).

____________________________________________________

Of course, I can't just say about the bad little things. There's good little things too!

New things that i wasn't aware how i needed such as items related to the map

Itens like the ocuvigil i don't noticed how i nedeed until their release. Before was like : "The base is located [put a complicated explanation here]" and now "wer is bas" isn't necessary so you don't have to worry about disturbing the others. We can't forget the new wxmaprevealerslave system to help the others giving them vision of what you have explored.

Mysteries

I just like how Klei show new content

"Excuses"

Things like the "Not all old ladies enjoy cooking, you know" give me a comfy (as far as possible for don't starve) felling that is the cherry on top.

Maymays

Two words, mixed feelings : Potato cup.

 

As you can see most of the good things don't need further explanation (I guess that is because they are, you know, good). Somehow this make me happy... or maybe is just my lazyness? I can't tell for sure xD

__________________________________________________

If i posted this on the wrong place please move the post, sorry and thanks in advance.

(Sorry if i made any grammatical or speling error, don't hate me pls)

(Also, my 1º topic if you don't consider the hidden cringy ones. Hooray!)

Link to comment
https://forums.kleientertainment.com/forums/topic/69903-the-little-things/
Share on other sites

Re: Grass gekkos, at the moment the only time we were told by @V2C variants spawn is at worldgen, where they're picked one or the other like they used to be but are replenished in the environment by their vanilla variants, and you indeed just have bad luck. I mention him because in fact I've noticed twiggy trees spawning post-worldgen, so I dunno what the deal is.

I also got the (possibly mistaken) impression that you weren't supposed to come back to your base to find everything already dying/dead. If that's happening, that sucks. I get food spoiling, caged birds dying, stuff like that, but replanting all that stuff takes so much more work than those things.

  • Developer

I just wanted to clarify... if we look at twigs for example, at worldgen, it will pick either saplings or twiggy trees, and only spawn all of the same kind that was chosen.  Post-worldgen, as resources are replenished in the environment, it can spawn either type, with a higher chance to spawn the vanilla variant (sapling).

Thanks for the feedback on disease.  We'll definitely take a look at the tuning for bases that are more likely to be abandoned for longer periods of time.

40 minutes ago, V2C said:

We'll definitely take a look at the tuning for bases that are more likely to be abandoned for longer periods of time.

Just hit me: innoculation spray. You spray your resources, and it'll protect them (by pausing the timer or something) either indefinitely or some set amount of days, UNLESS someone harvests them; if they're harvested, the protection is gone and will have to be reapplied. Make the recipe prohibitively expense for constant use but okay for an occasional trip away. Maybe use fleshy bulbs?

6 hours ago, TheHalcyonOne said:

Just hit me: innoculation spray. You spray your resources, and it'll protect them (by pausing the timer or something) either indefinitely or some set amount of days, UNLESS someone harvests them; if they're harvested, the protection is gone and will have to be reapplied. Make the recipe prohibitively expense for constant use but okay for an occasional trip away. Maybe use fleshy bulbs?

The spray idea is neat, would be nice having it or something similar like, i dunno, a forcefield? Also, giving some more utility for things like fleshy bulbs and stingers is something always good. *cofcof*phlegm*cofcof*

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...