pedregales

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About pedregales

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  1. I was thinking just about this while playing the beta, "it would be cool if we could keep those giant crops as pure decoration without the produce scale... the plants would also be cool to 'petrify' in any growth stage, some of the flowers are kinda pretty, like pomegranate and potato". So cool to see it added without mentioning it (just in case: I know we can not "petrify" crop plants and this is only for giant crops, but it is still pretty cool!). I didn't think about the registry registering the weight of plants weighted, but it is very nice and makes the produce scale more interesting to use! Specially since beeswaxing would have the similar effect of preventing the giant crop from spoiling and serving as decoration. Overall, this has been the best update for me (well... maybe after Willow's rework). And funnily enough this farm re-work also serves as a "Wormwood re-work" (given how many changes were added to them) and indirectly improves Wurt and Warly, which I believe would have an easier time getting food or making dishes respectively. Thanks for this update!
  2. Ok, I can now shut up about the recipe book and Warly has become a much better option. Thanks Klei :D!
  3. The changes are nice. I don't like 2 changes, but "We Are Never Satisfied" TM. I don't like the inventory loss (inventory management is simply boring, as much as a "skill" it is), and I don't like the art change (I preferred her more depressed, it gives her a more "don't starvy" look, because you know, almost all characters have a gloomy look). For the first one I just have to adapt (I guess), and the second one is not really bad at all (I mean, it doesn't change how she plays, which is the important part). But I am glad she got her health reduced and her pew-matic nerfed. Her speed bonus could still use a little tweak IMO: instead of having inherent 5% speed boost and getting +1% per empty inventory slot, she could have inherent 15% speed boost, but get -1% per filled inventory slot (including backpacks and other containers); but the character cannot get to 0.8 speed multiplier (or -20% speed boost) from this. That way it becomes more like a faustian bargain, the player is encouraged to travel light in order to take advantage of the speed boost, but discourages the use of ever so useful backpacks. People have been mentioning how "evil" speed boost is since charged WX and coffee, heck, maybe since walking cane. It is nothing new really. Some even have asked for a slight nerf for coffee. Plus coffee is something you have to get, she gets free 5% speed boost that she can utilize for kiting (unlike Wilbur who needs to walk for a while to get it, and he loses hunger akin to the amount of speed boost he gets), and then she can get 12% more speed through empty inventory (something many are disregarding when saying "5% is not noticeable", well, 10% is noticeable and you get that from just 5 empty inventory slots). And then, to make it even better: she can use coffee, tea, walking cane, and all other methods of speed boost. She is among the 3 best kiters (the others being charged WX, and full-belly Wolfgang), but her condition is easier to fulfill AND maintain than the other 2; and she has dodge. There is a good reason people are calling out that speed boost.
  4. I have probably not played enough, but I can say: That I really hate her crafting costing hunger. An alchemy engine: 55 hunger (+5 from the science machine), spear and log armor 25 hunger, everytime you make a tool or a torch: 5 hunger down. This perk just makes crafting a chore (I mean, more than it already is). Though maybe late game it is not too annoying? I honestly doubt it. Her catapult is nice. Against too many mobs (like a hound wave) they are a bit lackluster as they take a bit too long to kill them (they deal 43 damage, so they kill spiders and bees in 3 hits and hounds in 4, but they have a very slow attack speed), they do draw aggro from them (if they are too many some will attack them), and they can be destroyed by them (though that is very unlikely as they have a decent amount of health in 400, plus they heal themselves*; but the biggest wasted opportunity here is that you cannot "fix" them with trusty tape...). But against few enemies (like bosses) it is really effective as it is almost free extra damage; careful with bosses though, since most destroy them in 1 hit. It should be extra useful against antlion since it doesn't move (though I don't know if the range is enough to hit it without being broken by the spikes). I did find the AoE to be very small though (I think it is half the light radius of the spotlight). I liked the spotlight but found it incomplete. They let you do things at night in your base without the need for a torch or campfire on (just a bit of nitre/gems). They also make fighting at night possible while keeping your headslot free from the miner hat (although the radius is a bit too small for it to be convenient). Of course, it is easily distracted by players (so if you are doing something, and someone gets just a little closer, you lose your light) and ghosts are illuminated too! And they are always on (becoming not only wasteful, as you said, but annoying). If you place more than 1 close enough, they will both target the closest player, which could be the same player, despite being able to target another player. For solo play the spotlight is good, for team play is very wonky. The generators not being able to be turned on/off is a big turn-off, pun intended (I mean, this alone greatly impacts the catapult and the spotlight effectiveness). It is also a letdown that we cannot turn off machines that are connected to them (I surely don't need that spotlight during the day... although that one should turn off by itself during the day and turn on during night and while a player is within range, similar to Bernie with insane players). Finally, as I expected, the GEMerator outclasses quite quickly the generator, although gems are not 6 times as effective as nitre (as I assumed), but rather between 3 to 4 times as effective as nitre (still quite a lot), since 1 gem equals 2 days, while 1 nitre equals slightly over half a day. *Show Me mod gives a lot of answers to my questions... Plus I played creative for a bit to test most things out, and also played regular to test a few other things out.
  5. Warbuck's doesn't need a sanity reduction though... only to tone down his immense coin sanity restoration. Maybe even make it only work after he has 10 coins minimum.
  6. I cannot give much help in terms of code, but maybe you would like to go into Bernie and bone armor's files; both do what you are looking for (have health, but stay after it reaches 0), and the bone armor is even an armor (the prefab name is "armorskeleton" BTW).