Felix-The-Ghost

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Everything posted by Felix-The-Ghost

  1. Hello, I'm asking this question without actually having played the game in some time: With default world settings, can I play offline with my system clock set during Hallowed Nights/Winter's Feast? to get the unique items/stations if I miss them (then go online with auto-synced clock) I understand console editions lack the console commands and the world generation event options are "locked in" Is there any other way to obtain seasonal content aside from world gen settings/actually being available during events?
  2. I haven't played in a while but it looks like it should be working now according to this thread.
  3. It won't run or try to attack, it will just stand there until it dies.
  4. I actually timed it; rolling back in caves takes ~23 seconds, almost 5x as long as it should!
  5. I posted this bug as well. Didn't notice this thread because I've been browsing on mobile and specifically the PS4 bugtracker is hard to access in mobile. I originally thought there was just one bugtracker for all platforms. Weather pain is garbage on PS4.
  6. Initiating a rollback in the caves then using the stairs results in an infinite loading screen.
  7. When loading a save where Woodie is already in Beaver form, when he turns back he'll still have his backpack but no slots displayed in the inventory for it. If you have the inventory open when he turns beaver you can still "scroll" through your already open inventory instead of automatically closing it.
  8. Bump since this is still "pending" but easily reproducible. I couldn't delete the last post, but I think it had to do with the sinkhole glitches introduced and then later fixed in different patches. Original posted bug still in game. Other sounds loop as well such as moleworms. The more major issue is the caves taking double the time to rollback meaning no ability to rollback twice.
  9. At first I thought the item was designed to be terrible in combat since one of the memes of this game is items that don't actually improve quality-of-life. I recently saw in a video someone using it as a weapon with similar range to a boomerang. Makes sense; the first sentence on the wiki claims it to be a ranged weapon, and the whole idea seems to be the solo player's answer to mob swarms being the only source of crowd damage. In practice, on PS4 at least though I suspect other consoles as well, it is effectively a terrible melee weapon. The spell range is so small the prompt to perform a melee comes up before the spell. You have to be standing in front of an enemy to use the spell since it can't be blind-fired. This makes it useless for actually dealing with groups as standing directly in front of a swarm of enemies hoping the spell prompt appears, and actually having time to cast the spell that won't even prevent them from swarming you means instant death. What's more insulting is trees etc seem to have targeting priority for the spell also. Supposedly it is good for poison birchnut trees but you can't even dispatch them safely since you have to be standing directly in front of them -_- tl;dr pc has a useful ranged variant and consoles have just an expensive melee weapon that sucks in combat
  10. If there are unused controller buttons, maybe we could have a "lock target" button. At the very least I wish it wouldn't retroactively affect your already issued commands when someone comes into range, friend or foe. When I say already issued commands I also mean holding the attack button on an enemy for multiple hits. Don't target anyone else unless the enemy dies or I release the attack button.
  11. Omg multiple shadow monsters Always fun on console -_- I also recently attacked a bird with a boomerang and it flew away right after I threw it so the game aggroed a clockwork bishop lol
  12. Some new information: I loaded my world from the main menu and the sinkhole was visibly open. I stood in place with it on screen for 3-4 minutes, a little after dusk and it changed to the glitched state. I've also found that sinkholes will be obstructed 100% of the time if you use an in-game rollback. Another glitch regarding that feature I suppose. I believe these bugs are one and the same: caves seem to de-allocate themselves after a few minutes, wether or not you are inside them. I loaded the world, entered the cave, and got the "crash" when the caves de-allocated at the same time of day the sinkhole closed on the surface. They are forced loaded when starting from the title screen or the last rollback was inside of them. They are not loaded at all from an in-game rollback unless you were already inside. This is why during my testing earlier I observed it "working" because on the fresh world I opened a sinkhole within that timeframe and I loaded my existing world from the title menu, where it will work for 3-4 minutes, I didn't stick around long enough to see it fail.
  13. It happened a few times in the past but now three times in one day: trying to rollback takes to main screen, disables sound, and gives the message "something went awry while connecting"
  14. I had it happen in my personal world which only I play in. Server mode online though local only. Doesn't happen anymore though like it was a networking issue that sorted itself out after a while without software updates. Update: Guess I'm not sure what to think. I was just walking around then I noticed a closed sinkhole. I went back to the one that was working earlier and it was glitched also.
  15. Actually, it just occurred to me, if you really think it would help in some way, I could use the built-in recording in PS4 and upload raw footage. Update: just did this (on a fresh and an existing world) and now they seem to be working, like it was some kind of problem for several hours because it just released and stabilized now somehow.
  16. That all is reasonable though at this moment I'm having computer problems and am unable to complete those requests. You shouldn't be getting "crash reports" because in game it gracefully just throws an error worded "the server you are playing on is unavailable at this time" and closes the world. I'm genuinely surprised you are unable to reproduce the blocked sinkhole glitch--every single player I've encountered has the same problem. We originally thought it was the new character from the inspection dialogue but no character can enter. No special steps to reproduce, it can be a fresh world or an existing world and have the same obstruction. No dlc, default everything.
  17. These bugs revolve around the in-game rollback (from the R3 menu rather than title screen menu) Rolling back takes longer than the five seconds to initialize if you are in caves, seems like double the time (in fact it is impossible to rollback to the previous day because it doesn't rollback soon enough, instead just returning to the beginning of the current day) While in the rollback loading screen: If you are alive, you can cycle your inventory slots with right analog with audio feedback. If you are dead, and your ghost recently inspected something, the inspect ghost sound will cycle. If you are currently taking damage from hunger etc the controller will continue to vibrate through most of the loading screen.
  18. Indeed, extended stay in the caves will throw an error and exit the game. Sinkholes are inaccessible to anyone UNLESS you quit the world and restart it with the entrance on the screen, so you can try that until we get an actual fix, since this annoyance makes multiplayer unfeasible.
  19. New patch out that says it addresses it. Hopefully we can fish now
  20. Combat is very frustrating in this game due to these bugs: Enemies can hit players anywhere in an effective radius, even if the displayed attack animation is in the complete opposite direction. This makes flanking during "windup" animations impossible, and is angering when say, a frog attacks you with its tongue when you are six feet behind it. Bosses like Deerclops also show inaccurate animation and can hit you from far away despite the attack going in the opposite direction. When the attack command is issued on an enemy, if another enemy comes into range, that enemy is prioritized, despite the order to attack the previous enemy. This means with groups of enemies the player will often walk past the closest enemy to attack the far away enemy, taking hits. The tooth trap hitbox is ridiculously small. Even giants can casually walk through a field without triggering any of them.
  21. I assume this is fixed in an upcoming release, since it's definitely not fixed in the current version. Fishing at the oasis is much harder than it needs to be with your pet having priority over reeling your line in. The bounding box for the oasis already is weird giving priority to pick succulent/open Chester even standing adjacent to oasis with fishing rod in hand