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As I said wurt should be able to eat leafy meat and upoming leafy meat dishes. I know leafy meat is dropped by animals like grass gekko and carrat it doesnt sound like its vegeterian but carrat is literally a carrot that runs around and grass gekkos spawns from grass tuft that dug up by survivors so we can consider them as plants. And the leafy bulb is literally a flower bulb. So in conclusion leafy meat is technically vegeterian and should be consumed by Wurt.
Greetings fellow merms We are all in love with our little florp girl...except if you are a pig! (the Artist is called LadyAmalthea 일각수 게이머) But there are a few things that arn't optimal yet. Perks Wetness - she has a strong grip, tools don't become slippery and won't fall to the ground [implemented] - she should be immune to sanity loss because of wet items in her inventory, she is a merm afterall [not implemented yet] - she shouldn't freeze because of wetness, except in winter and cold spring nights, merms live in the swamp and thrive in that wet biom without a problem [not implemented yet] Fish - Wurt uses fish to create items, structures and to trade with the King of the Merms, the problem is the fish must be alive for all of those actions and you can't stack living fish, Wurt should be able to stack living freshwater fish, eel and freshwater fishes of the same kind to a number of 10 [not implemented yet] - when Wurt has 100% wetness, living fish of any kind doesn't perish at all (but other food items, animals like rabbits, bees and items like the Ham Bat will rot faster) [not implemented yet] - the King of the Merms trades 3 gold for 1 eel, this makes gold renewable for Wurt, but working with other survivors that can trade with the King of the Pigs will yield you 5 gold, so its better to trade your eels with your none merm friends [not implemented yet] Merms - the Craftmerms are good boys [implemented] - the Loyal Merm Guard should attack Hounds, Giants, MacTusk, Vargs, etc on sight [not implemented yet] - the Fishermerm should be added [not implemented yet] Structures - Craftsmerm House [implemented] - Merm Flort-ification [implemented] - Royal Tapestry [implemented] - Fischermerm's Hut should be added, it is build with: 4 Boards, 4 Kelp Fronds, 4 Barnacles [not implemented yet] - it spawns a Fishermerm that is absolutly passive...I mean he is a big coward, he fears frogs, mosquitos, etc. and only fishes if nothing that bothers him is around. - he can fish the whole day, even at night, but can't catch more than 3 fish a day at best, the fish around him will spoil fast so be quick picking it up or collect the rot for marsh turf and farms - he can catch eel aswell when his house is placed in range of cave ponds and if you have a King of the Merms in the caves you can get a lot of gold this way - you can also place the Fishermerm's Hut near a shoal or place it on your boat and than ride the boat from shoal to shoal and let the Fishermerm catch coastal fish like Spittlefish, Mudfish, Dandy Lionfish, etc. for big fish meat - Fishermerms try also to "catch" Rockjaws (sharks) and fail miserably *laugh* The King of the Merms - Wurt players let the King starve constantly and just create a new one after 4 days, so the big guy needs some tweeks - Raise his stomach from 200 up to 500 hunger - he will starve in 10 days (so he consumes 50 points of hunger value a day) but his perks get weaker over time, so that you want to feed him - if he has between 250-500 hunger he gives you all his benefits (after 5 days without feeding him) - if he has between 200-250 hunger, your boosted stats (health/hunger/sanity) get lowered from 250/250/200 to 200/220/170 (after 6 days) - if he has between 150-200 hunger, your stat boosts vanish completly and you only have your base stats again 150/200/150 (after 7 days) - if he has between 100-150 hunger, the Merm stats get lowered from 560 health/40 damage to 500 health/30 damage (after 8 days) - if he has between 50-100 hunger, the Loyal Merm Guards stats get lowered from 660 health/60 damage to 200 health /20 damage (after 9 days) - if he has under 50 hunger, he starts to loose health (and dies at 0 hunger) and he wont trade fish with you anymore (he has other problems right now) (after 10 days) - if you attack the King of the Merms and kill him you have to wait 2 days until a new King can be crowned - so you might want to feed that big boy Thank you Klei for all your amazing work over the years. I played DS and DST on PC and PS4 for more than 1500 hours and got my girlfriend into DST aswell, she loves all those Wendy and Wormwood skins *laugh* Thanks for the read and maybe my fellow community members have some cool ideas aswell.
"By the Bog's Bay" This concept aims to provide some depth for the murky swamps of the Constant by introducing new set pieces, interactions, and dangers. The swamp is best known for it's plentiful and exclusive features such as reeds, tentacles, and merms. Sometimes spiders, and sometimes pig heads. The general theme consists of classic inspired swamp monsters and fishing villages. Setpieces: In-game visualizations of potential set pieces. Cobbled Coves A small villa of violence reformed merms, passive to all players, identified by a paler green appearance. Harvesting the resources in vicinity causes a lone "Kelplar Guard" to come out and chase the player down. Upon death, it drops a handful of kelp fronds with the usual merm drops. Wurt does not aggravate the Kelplar Merm. Failed Settlers A band of would-be settlers were seemingly not welcomed by the local inhabitants. The sketch by the last survivor unlocks the "Tragic Figure" at the potting wheel. The Trawlermerm (New Questline for Wurt) One behemoth of a merm, sat upon a small stool where he spends all his days catching wobsters and fending off skittersquids. He uses his time to think about how he could've been kinder to his passed father. Spending time around the Trawlermerm, hanging kelp fronds from his drying rack, gifting him fish or wobsters, and killing skiddersquids will eventually reward the player with a Wurt exclusive blueprint for his father's specialty farm plots. Father's Specialty Farmplot 4x Reeds, 4x Rot, 2x Boards - Only place-able on marsh turf. - Can be used as a regular farm plot - Nearby merms will tend to the plot once a day, accelerating growth exponentially - If there are no merms nearby, the plot is better than the Basic Farm, but worse than the Advanced Farm.
i want to make a mod that gives 2 buffs to wurt. but ii don't know how. i want to 1: let her and other merms swim, (when swimming you'll just gain wetness, and wit will show wurt's head above the water) would be configurable in 2 ways, adding a hunger drain when swimming, and disabling it, dissbling having other merms swim. 2: more to do with pets. (can be changed or disabled) sanity gain from narwhals and sanity drain from skittersquids.