CossonWool

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About CossonWool

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  1. Over all I like Winona more now than I did before the re-work. That being said, I agree with everything you said. Things need further re-balancing and adjustments. For the catapults, one aspect of them I don't see many people mentioning is; why do they even regenerate health? It doesn't make sense in lore because they don't have anything to do with living creatures or nightmares, and it doesn't make sense from a balancing perspective because more can be build to replace the broken ones and, they're already OP enough as is before hp regen is added. If nothing else is changed then at least remove the hp regen.. and ability to heal them with things like spider glands, they're machines =.=
  2. Something to do with skins. See client log.
  3. When a pig elite is hit by the tornado from a weather pain staff, the pig will get an invisible prop sign. It's as strange as it sounds. Pigs are magic now.
  4. I'm unsure how to give feedback about this... do you want feedback about the video specifically? or do you want to discuss the topic mentioned? If it's discussion, do you want it to be about why being insane should be harder, or do you want it to be about the mechanic as a whole; including things like "item X is op and takes nightmare fuel to make"? Sorry if the answer to that is obvious.. It's kinda late for me so might have glossed over it >.< On the topic of should being insane be harder; I don't think so. Being insane kills new players almost without exception, and it's only once people learn to kite them that it becomes easy. So being insane is either too hard, or too easy. Everyone goes through the stage of it being too hard regardless of their current skill, but only people that play for hundreds of hours get to the point they never have to worry about it at all.
  5. Shadow splumonkey infinte poop

    This video is showing the same bug most likely. https://clips.twitch.tv/UnusualAbrasivePieRalpherZ
  6. Lure plant's don't directly increase flingo range. How smouldering works is that it's tied to the player. Things can smoulder within a range 25 wall spaces from the player; 6.25 pitch fork tiles. Lure plants are high priority smoulder entities so when there's a lure plant in range it will smoulder first. Lure plants can burn so if you're going totally without flingos, be sure to smother them when they smoulder, and re-plant them when they are burnt. This information can be found in the wildfires component and lure plant prefab.
  7. A while ago I remember hearing that some client only mods like minimap hud can put more strain on servers. Is this true? If it's true, what causes the server to take a performance toll for client only mods (excluding obvious things like spamming actions)? When I looked into minimap hud I didn't find specifically what caused a performance loss. Is there something I could set up to get the game to print everything that is sent/received from the server from a specific mod? Even if it's encoded, it'd still be good for testing. This isn't about minimap hud specifically, it's just the best example of a client only mod affecting the server I can think of.
  8. When you pre-craft something of tier 1 science as Wicker (e.g. a sign), then use the moon rock idol at the portal to change to any character other than Wicker, that pre-crafted thing will be locked and pre-crafted. This results in the structure needing to be researched again to unlock (because of Wicker's free tier 1 science trait, the thing was never technically researched). However when you try to research the thing again to unlock it, it will fail without unlocking because there is already a pre-craft of that thing (since pre-crafts save between character swaps).
  9. Treat it like decorations. In DST the obelisks are lowered when no players are nearby, so anything "trapped" can simply walk out.
  10. There's a few rows of pixels that look like they're not meant to be there at the bottom of the menu. Possibly from the current screen being moved too high up or something. It's a bit hard to see in the attached image but should still be noticeable. If resolution matters, my monitor resolution is 1920 x 1080.
  11. Console removing with TheInput:GetWorldEntityUnderMouse():Remove() for an item shelf in the player house results in and error from prefabs/shelf.lua:233: attempt to index field '?'; a nil. This makes the save not able to load when you save and exit from in the house. I'm not sure how to get the crash log for single player sorry.
  12. When you build something like a crockpot too close to the back wall (and probably side & front walls) of the player house (and probably other buildable interiors) and then destroy that structure, the drops can get stuck in the walls and be unreachable.
  13. Nettle plants grow when you reload the game during the humid season (or whatever the season nettle grows is called) regardless of when they were last picked.
  14. I'm not sure this is even a bug since it could be intentional, but the bandit doesn't count coin value of coins not in the players main inventory.
  15. Some pigs continue to shake and not move once they've broken out of being frozen.