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Sylvia Rose

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Everything posted by Sylvia Rose

  1. I second this. Its really annoying to craft these one at a time when you are almost always trying to make a bunch of them.
  2. Um, then what is the hot dog? Or the juice boxes? The one full of ants where a a BURG.L Chip and one of the Rotten Bee Armor pieces is?
  3. I was pretty sure I mapped swimming up to the jump key in the options... I'd have to double check that though. But I recall being able to swim on the surface in this jerky motion, constantly diving and resurfacing. One of the reasons I avoid exploring in the water.
  4. I haven't logged in to the latest update, but ladybugs easily became the rarest bug in the game for me.
  5. You actually play multiplayer? I must be the weird one for only wanting to play solo.
  6. You use Qz to repair tier 1 tools? Why? I always have a stack of sprig on me and grass is always within reach. The only thing you "have to stop and search for" is pebblets, and that barely takes any time. Tier 2, yes, repair those, because it takes MUCH longer to get the resources for them, comparatively (I'm looking at you, ladybug head!). Of course, I made it my top priority to upgrade my tools to tier 2 so I didn't spend long with the other stuff. Other players may not do that.
  7. Thanks, I hate it. If he's stuck there, I doubt he'll respawn. Mine has been there for days. Maybe try a gas arrow right above it? Don't know if gas penetrates water.
  8. I agree with @McSquirl Nugget that tier 1 items shouldn't be repair-able because of how easy it is to make new ones. When they break, they are taken out of your inventory, gone forever. Before the 8/26 patch I had only managed to find a single ladybug head because of how rarely they wanted to spawn. So I used it to make a tier 2 axe. I also saved every piece of quarztite I found in order to repair my higher tier stuff. In addition to that, I constantly carried around a tier 1 axe as well to reduce wear on my more expensive one, saving the t2 for weeds. I went through at least 10 pebble ax
  9. The way I do combat currently is, depending on the bug, an opening salvo of venom arrows. I can usually get 2 off before the bug is in my face (usually a spider). Then I swap to a 2-handed melee (mint mallet) and circle-strafe up against the bug in 3rd person. Being against your enemy gives you a smaller circle to strafe in, making your movements more time/cost effective. You get less strafe when you are further away. I only block when I see the bug start its attack animation, and even then its only a quick tap to get that perfect block (since it partially stuns the enemy). I guess when
  10. I agree they shouldn't fully heal instantly, but I think the developers are trying to "de-cheese" combat like this. One combat method seems to negate the other. Either combat stays as it, and melee is the way to go, or they change it and ranged becomes the way to go, because why risk going in close when you don't have to literally ever? I'm not sure there's a great solution here...
  11. Completely agree!! While the idea of hot-crafting is good, I think it could be WAY better. Hot-crafting should mean that you don't have to go to a different menu to craft it. If I say "craft a thing" and part of the recipe has hot-crafting items in it, then they should just be crafted automatically. Save me steps, like I think you were intending to, Grounded! Please! On that note, they should extend some of the hot-crafting to other items out there, like bandages and torches.
  12. I'll throw my 2 cents in here. One one hand: It is realistic for a bug to immediately run away from something it can't reach. Bugs rely on pure instinct, and they wouldn't survive if they just stood there and took hits for no reason. On the other hand: This realistic approach to bug intellect is really annoying when trying to shoot bugs because if you use the terrain to run around them, you will most likely aggro ANOTHER bug and die. Or else if you use the high ground they just run away, like you've said above. Personally I think this could be solved (a bit) by allowing you to
  13. Perhaps not wire. More likely a screw. I was just trying to think of something that would make sense to harvest from, component-wise. And yeah, you do have to suspend your disbelief a bit for things respawning. Though to be fair, the mints do NOT respawn currently, so maybe the metal stuff shouldn't either?
  14. Great ideas! Turning on/off at different times of the day, for a certain amount of time, is brilliant. Adds a completely new sense of danger! Bug parts stuck in the vents is a good idea too! Maybe only the "common" drops from bugs like legs; no mandibles or acid glands or boiling glands. Harvesting metal from components on the inside is nice; maybe a huge bundle of wire you have to use a tier 2 axe on, so that it doesn't break immersion as much when you can harvest it forever. (Or instead, each 24 hours a new piece of wire drops that you can harvest a few pieces out of before yo
  15. So, I really like the idea of the Mutations. Some are worded rather vaguely, however, leading me to have no idea what they are actually doing. I'd like to use this thread to have an in-depth discussion of the Mutations. What people think. What you like/dislike. Suggestions for future ones or changes to current ones. I'll start us off. Natural Explorer "With each landmark found you gain a better understanding of the lay of the land. Your tiny feet traverse the yard like it's the back of your hand." Well, first off I have no idea what this is even supposed to do. My first ide
  16. I just had an idea; what if there was an air conditioner somewhere on the far side of the yard. Perhaps by the sandbox so you couldn't get there until after you had some gear already (mid-game?) So what would be the point? Well, it would make for an interesting area to explore if you could get inside of it. Could be an "industrial" kind of area to break up all the other natural spots. Sparking wires, moving hazardous parts, leaky pools of (most-likely) freon, etc.). Maybe the scientists even put a lab inside of it to test "cold properties" or something. I know the inside of most AC u
  17. Ahh, never checked there. There's a drain north of the toxic zone / west of the active ant hill. Basically go towards the picnic table.
  18. It would be great to see randomly generated environments, but that would take far more development time as well as balancing/playtesting to make sure it all works as intended. I highly doubt we'll see this implemented on a large scale. I've suggested elsewhere (the dungeons thread) that we get mini-areas that are randomly generated that could be like daily quests and be thematically tied to the biome they are in (sandcastle in the sandbox, knothole in the tree, underwater cave in the pond, maybe an "industrial maze" if we ever get an air conditioner added to the backyard, etc.). But, agai
  19. Sure, they float, but unless they are near shore they might as well just sink or delete themselves from the game. Its far too much work to try to push them back out of water.
  20. @BushKillFalls I know this may not be super helpful because it sounds like you're already building your base up, but if you're having this much trouble with bugs I'd suggest building your foundation off the ground. Make your "foundation" a bunch of stem scaffolding with a single staircase entry (even better if your stairs are just slightly off the ground). Then build your "real" base on top of the scaffolding. I think you can put a grass floor on top of scaffolding and then clay on top of the grass, but I haven't experimented with clay much, so don't quote me on that. Secondly, I don't th
  21. Agreed. Trying to swim at the top of the water is a pain at best, which is why I have avoided exploring most of the water. Its honestly quite annoying that we can't carry planks/stems through water. Like, I get it, we're using both arms to swim, but then those materials are permanently lost in the water. Something's got to give, or I'll literally never explore near water. Its just too annoying currently.
  22. YESSSSSSSS. Give me a ladybug backpack for daaaaays!
  23. I turned the berry catcher into the world's most lazy base XD At this rate, we might as well cover up literally all the water in the game.
  24. Yup. The idea of them only works when you put a BUNCH of them down in one area. And you can totes use the acorn lids for mushroom gardens. I know its not much food (unless you build 2-3 of them next to each other), but when you wake up with an empty belly its a good way to refuel without using what you were going to eat during your adventures away from the base! Kind of like having a dew collector at every base.
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