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ScritchOwl

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Everything posted by ScritchOwl

  1. Weevils and aphids can't to if you put slurrys in chest/basket
  2. While cool I don't see the kids using this in the current game state. If the launch the ability to get inside the house maybe a bridge from the table to the porch is created this way or from the picnic table to the upper garden with the grill. Though with how this game works I think a zip line launcher would be better. Maybe the ammo is made of bee stingers, quartzite and a splatburst. First use either loops to a zip anchor or spikes the ground the second brings up a reticle for targeting and places a anchor on the target. Think the harpoon from Evolv3 that would trap the monster to a smaller area briefly
  3. Or at the very least let you load it with different lures that have a timer. Like stinkbug pieces for wolf spiders (place outside cave to maybe lure it to a trap), load it with nectar for bees, load it with honeydew for ants, load it with mushroom slurry for weevils, rotten meat for gnats. I would suggest an aphid lure but as they seem to Zerg rush my bases spike strips causing them to last maybe two days I don't think they are needed
  4. This entry is based off of notes from the labs. How about including a mob that is marked pink from the raw science research. If you find a mob that has this it's just a bit bigger and is a guaranteed drop of rare an uncommon material. Example if you encounter a pink antlion it would drop a guaranteed 1 or more mandible. If you encounter a pink aphid it may profile you a bonus material of sap/honeydew. This could help some of us trying to get those rare/uncommon parts. I personally had to kill 14 bombardier beetle to get enough for a oven
  5. Suggested format Encounter entry Name Location(encountered) Threat rating Kill entry Name Locations (added as encountered) Description Drops(fills as collected) Threat rating Master Kill entry (burgles quest completion) Name Locations Description HP Weakness Drops Threat rating
  6. It's called increasing your gamma.......but your right the default gamma setting means that with a torch you see roughly you height away and outside that distance is black. That means night runs can be ruined real quick when all of a sudden 4 red orbs light up Infront of you as you couldn't see movement in the zone outside the torch. In many areas it's better to ignore using a torch and go shield and weapon so yeah a night vision mutation would be great as the current lighting fails......maybe base it on how many firefly's you kill
  7. Reread the in-game notes so far. The haze is a multipurpose weed killer)fungicide. The haze has nothing to do with the fungus and critters other than it's attempting to stop the spread of the fungus. When you turn off the gas you remove the only thing stopping the fungus. In all honesty the whole yard needs to be tested and heat treaded to the soil below 30cm or 1 foot reaches 52°c or 125°f. Heck wouldn't be surprised if something similar is gonna be endgame especially since the watcher went to the quarantined labs. Include scene of burgle falling into chems with terminator soundtrack giving a spatula up.
  8. That may cause problems in combat. As long as it's off during threat detection that should be a good idea
  9. Only if you have an unfilled stack though. I could see it get frustrating if their inventory gets over crowde Example empty inventory none gets picked up 1 fiber in inventory picks up until full stack Full stack in inventory nothing is picked up Full stack plus incomplete stack the incomplete gets filled
  10. Marabunta and driver ants are the ones that the super nasty ones. Marabunta the soldiers have oversized mandibles(think antlion jaws on a ant) they lacerate the animals body while the workers will begin tissue extraction on the living creature. Drivers are known as the army ant. They are the locust of the ant world moving in a flood that makes everything run and those that are two slow better be armored or the get eaten
  11. To be fair he did post this back in July. Also mantids, butterflies, moths and grasshoppers are gonna keep trickling in. That's a good thing as it let's the devs know hey we really want these items/mobs.
  12. The only nitpik I have with your list is the sizing. A log pile could have a whole dungeon in the tunnels insects like borers leave behind. Restricting it to the furrows between the lumber stacks seems a unnecessary limitation. The same size limitation is in some the others. We are tiny the flowerbed is already in game with mulch and the hostas where the plants are spread out and the hedge is being treated more to the jungle though lacking in exploration of the biome and focusing on a lab. Everything though over all is great and I would like it though you might wanna replace the cooler with a minfridge or a deep freezer
  13. I want bait arrows Silk+ant egg+arrow=bait arrow. Spawns a confused ant where it lands
  14. We need an ant predator in the game. Something that specifically stalks them around the nest. I think a small toads would fit the bill. With the distance from the pond to the ant areas it should work or since the area is drier maybe have a wandering lizard. There are many small lizards that live in the gardens and along the walls of houses. Wouldn't advise skinks as they would get to large to be a proper player fight unless you climb on top. This is what made me think of this. As I think it describe my current save file
  15. Oddly enough the used human cells to make the muscle sprouts. The infection though is the raw science and the fact that it mutates whatever it touches. That's how the fungus was mutated. Also given the pink footprints leaving the oak lab and muddy footprints that entered the pondlab we probably have some mutated exscientist roaming the yard
  16. Oh that's because the game now does rarified parts. Before this update you could receive 1 gas bag. Boiler gland, ladybug head, mandibles or acid gland from the respective mobs now since the have been rarified that dropped it from a near 60% to maybe 10% an a high side estimate. Your absolutely right that needs to be fixed. I would understand if they maid the weapon choice destroy the items (mace to head makes mandible/head unsalvageable) but other than that removing a body part from the drop list makes it seem you fought deformed critters
  17. It's worth the cost........especially with the self repair mutation. I killed everything in the sandbox twice over to get it. It is a bit over powered once fully forged. If they reduce the cost it would probably get nerfed to no longer be as good
  18. Can we put pet hats on the stuffed versions we make. I don't really bother with pets as they tend to get stuck in rocks, plants, below ground etc and leave as they starve and go feral.....
  19. It doesn't work. The problem is it's inconsistent. For an experiment I made a cruise structure inside I placed 3 baskets and two chest and filled each one with sets of clover armour, 2 dandelion fluffs, pebblet axe and hammer. 1 load all chest normal 2. Chest 1, basket 3 shown degradation in fluff reset with new fluff 3. No change 4 no change 5. Contents in all baskets show degradation Reload 5a no degradation Reload 5b degradation in all chest present no more than one item Doesn't appear to be triggered by any condition other than Murphy's law
  20. Naahhh just fine as it is we some more mutations not messing up what people already like and use. Arguably the swords current mutation is best as you never have to repair it making the mosquito needly better than most their 3 maces. If anything I would say shoot for bug based mutations and not some damage done.
  21. That's odd put that under bugs. Mine cycles through for all light sources of the same type.
  22. Also did you click the fix insect locations option post update. They don't respawn unless killed or force despawn
  23. Can you fix your post. No one will take you seriously posting black text on blackish background
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