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Found 7 results

  1. There are many things that don't respawn and in long term worlds will leave many new players stranded for resources. Some of these things maybe shouldn't respawn in the traditional sense but maybe should be indestructible, such as pig houses. Getting some of the resources later in the game renewably becomes difficult as the earlier and easier options have been destroyed completely. The respawn locations are best left somewhat radom so that players can't simply identify respawn points and set up traps to farm resources. Few notes: Many things could do with costing less too. If a pig house only cost 1 pig skin, rebuilding them would be much easier and someone hammering one would be less of a problem. Some other costs to consider would be for the straw hat, thermal stone, piggyback, some rare or hard to obtain crafting recipe items and so on. Ideally it would be good to limit the crafting resources to 1 or 2 of an item if it's rare, maybe a bit more if the resource is much more common. Also drop chance for a lot of loot is annoying as you keep grinding to kill multiple of the same creature for a chance to get an item. If drop chance was guaranteed for more things you could think of it as the player overcoming a challenge for a fair reward, like goat horn, tentacle spots or beefalo horn. Otherwise if players new to the game don't get any special loot the first time, why would they think to kill something tough again if they assume it drops nothing let alone dozens of times? It just becomes tedious and not fun at all. More things should be possible to repair or even combine/recycle to basic materials in some way. It is often annoying to have to get rid of items with low durability and for higher end items to be left with no way to repair them and losing them, with the only way to really get back what you used being a very limited and small durability deconstruction staff, only possible to craft in the ruins. A few things that respawn but don't respawn enough I noticed are grass and berry bushes. Trees respawn a lot, but these two resources don't respawn anywhere near enough and you end up with very little of that resource available. For someone more experienced in an unmanaged world, grass can become more valuable than gold. The way you implemented Volt Goat respawn mechanic is great although it shouldn't necessarily be the player's job to maintain herds. If up to 2 or 3 herds of goats and beefalo could respawn on their own if there's less than that in the world or in specific biomes (desert and savanna) that would be fantastic. Means if those herds die out new players aren't left with thinking that they just are extinct forever. I also end up never tracking suspicious dirt piles, as fun as it is to do, because of the dangerous creatures it can spawn randomly that I can't deal with on my own. Maybe if much like with goats you tracked a creature in a specific biome, you would have guaranteed chance to get that creature there, it would be useful. For example Beefalo in Savanna, Varg in Forest, Goats in Desert (always in desert, no matter what season or weather condition), Koalefant in Grass biome and Ewecus in... Mosaic? Speaking of chances to find things, there was previously mention of being able to find the Tentapillar for the Atrium easier. The initial suggestion was for having an item, but I suggested a method which I think is a bit more nuanced for this. You could take this same approach for a number of biomes that have nothing really to them as paths to finding essential or useful content for progression in conjunction with pieces of progression that really aren't that intuitive right now. Like for example the somewhat obscure clockwork statue pieces? Just throwing it out there. All these changes would be massive QOL additions in my opinion. I hope you consider all of them in some way.
  2. Hello World. I know that it's possible to Unlock recipies for your modded characters. inst.components.builder:UnlockRecipe("amulet") inst.components.builder:UnlockRecipe("amulet") But is there a way to do the opposite? I wish for my character to not be able to craft a science machine (researchlab) or an alchemy engine (researchlab2)?
  3. Version 1.0.0

    328 downloads

    Craft the Trident, and Conquer the Seas! Notes: Damage: 34. Durability: Has 150 Uses. Perk : Does triple damage (102) while the player is on Boat. Crafting Recipe: 8 Gold Nuggets - 2 Blue Gems - 4 Nightmare Fuel Because Some Times The World Isn't Generous Enough!
  4. Greetings everyone.So i have one question.Is it possible to create a code that won't allow some(or even any)broken tool or dressing to be used in craft as ingredient?(For example: a broken pickaxe can be used to make a thermal stone.)I created a weapon that requires tentacle spike in craft and i want to be sure that nobody will use broken spike to make this. I really tried a lot but didn't succeed.
  5. Okay, hello and good day! This is the ASK BOX for an upcoming adventure that I am hoping to start up, called Mary's Realm. The concept behind it is two threads - One with the on-going story as chosen by YOU, the forum poster, and the other with all of the commands for the story. The process is simple: I will post part of my writing. It'll be about the situation at hand, and then there will be a little sign at the bottom: > At which point, you get to choose what happens by posting a comment below with your command in there. So, I'll do a quick example: ----------------------------- You awaken on an unknown island. There's a rabbit here, and some sticks. What do you do? > ----------------------------- Your comment should be something like this: > Picks up the sticks If you're interested and such, leave a comment below about it! Some rules and other things: ~ I will try to answer as many comments as I can in one post, but don't be upset if your one wasn't chosen. ~ Try to keep the comments in the main thread to a minimum, so people can read the ongoing story. ~ This is based off of many text-based games, so silly/impossible commands may be acknowledged but simply go to a default phrase like "You don't know how to ____!" And now, for the opening post! ------------------------------------------------------------------- It's dark. You've been lying down for such a long time. Everything hurts, as if someone set you alight and left you to burn fiercely for a few hours. You cannot see. You cannot move. All you can do is listen to the sound of slow, deliberate footsteps crunching through dry grass towards you. You feel an icy coldness coming from your side as the being approaches, getting close to you. A smooth, calm, feminine voice reaches your ear. "Say...you don't look all that good. Maybe you better find somewhere to sleep before night comes!" You sink back into the darkness as her laughter, soft and musical like a silver bell, fades away. ~ When you do awaken, you're lying face-first on some discoloured, dry grass. Your mind seems to pitch and reel at every noise, so you decide to run through the basics. Your name is Wilson. You are the greatest gentleman Scientist this world has ever seen. You have woken up in the middle of nowhere, in a land you don't recognise, a series of islands surrounded by water. There are trees here, some small, dried-out shrubs with no leaves but many twigs, a few Rabbit Holes, two Berry Bushes and a small pile of Flint Rock near you right now. Shelter. Food. Survival. What do you do? >
  6. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title Pigs stuck/hunting for Meat which is on water Steps to reproduce - Describe your issue http://puu.sh/1Ag7b These 4 Pigs cost me 4 Meat and now they are stuck. That Meat landed there when i killed an Turkey
  7. Hi folks What about a building who reveals a moderate portion of the map (like a small island from the building point)? With a big research prerequisite and a "hard" craft.