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mdf25

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Everything posted by mdf25

  1. Perfect blocking the wolf spider is not too bad. You need to just watch for the lower crouches to predict the faster bite attack. If you perfect block all attacks and stay close I notice he tends to cycle just through his slower bite which is very easy to block, so getting the timing down will help a lot there. Moving too far back will make him jump attack but that is also a very easy perfect block too. If all else fails, green machine smoothie spam.
  2. I find 6 to 8 jumping pads ie enough to connect most ziplines together as I think there is a cap on max speed. Having zips that high up probably means you spend more times getting up than the benefit you get from acceleration, but i bet that tower looks real nice
  3. I'd love a minimap. Could be a BURG.L unlock. I don't think the game necessarily needs it, something the devs could more easily implement for now would be if the game didn't mute the sound in the menus. so you could hear if you were getting into combat. I think that's the main issue with having to look in the menus, since you're never sure if something's trying to rip your face off. I would recommend setting up some trail markers in the meantime, since they can really help you with navigating some areas without even needing to consult the map. I trail mark my base, all big bug locations like stinkbugs and spiders, and some important areas like the juice boxes, ant hills, etc. This makes navigation a ton easier at least for me. With markers off though I am clueless haha.
  4. You still can, best thing to do is to pick a patch of grass much further away from the immediate areas you've set to farm around your base. Then just have a chopping day, get all the fiber you need, stuff it in a chest, you're good. There's thousands of grass blades so you shouldn't run short anytime soon. Though I would like to see an option to cut up grass planks into fiber too which would solve this immediate issue. You could even set up a zipline there after the hedge chip is handed in, and that would make getting to and from the grass chopping area much easier. There is also the under construction area besides the haze biome, you could get tons of fiber there without it impacting much in the playable area of the backyard. No bugs there really either so makes it a lot nicer to chop in peace. There are some areas abundant with plant fiber on the ground also, like the area under the hot dog box with the rotten larva blade. You will find sprigs and fiber there a lot, making it a great area to farm those. You probably knew that already but may be useful for others
  5. This would be nice if you could have some cargo transport. I'd like to see something like that. Currently I am doing some workarounds by making huge zipline towers with bounce web elevators, that's usually a good way to get up top and transport 8 things across long distances. EG the weed stems are all over the oak area and flowerbed but I want to build in the flooded area where ther are hardly any, so the zipline helps a ton with that Though I do die if I miss the jump
  6. I think we should be able to retrieve a vrass seed or two from a chopped up stump. Then we can plant it and have the grass grow where we desire it. Same with weeds and dandelions so we can farm stems too.
  7. I would like to see a craftable pulley anchor that, when attached to either end of a zipline, would pull the rope like a conveyor. It would require double the rope since it needs a closed loop, but then the player could hold on and pull themselves in either direction. The device could then be powered so it pulls the rope automatically, allowing even faster travel.
  8. I'd love a sled too. Perhaps the way you carry stems could be 2 rows of 5 instead of 1 big row of 10. Wouldn't quite work for grass but that's thinner anyway so wouldn't look so odd. Maybe the mutant one could increase how much you can pull.
  9. MutAnt: Obtained by BURG.L for 3000 / 4000 / 5000 points. Unlocked with Anthill Chip. T1: Ant armor allows you to haul 2 more items when all 3 pieces are equipped. T2: Ant smoothies give you +4 hauling capacity instead of +2 and lasts twice as long. T3: When hauling more than 10 items, move 10% faster per item hauled above 10. Efficient Packer: Unlocked after having your backpack fikled completely for 1 hour / 2 hours / 4 hours. T1: Items stack to 12 max stack instead of 10. Arrows stack to 25 instead of 20. T2: Items stack to 15 max stack instead of 10. Arrows stack to 30 instead of 20. T3: Items stack to 20 max stack instead of 10. Arrows stack to 40 instead of 20. Maintenance Micromanager: 3 levels, unlocked by breaking a tool or weapon 10 / 30 / 50 times T1: Tool durability increased by 25%. T2: Tool durability increased by 50%. All tools that need 2 or more quartzite now require 1 less quartzite to repair. T3: All tools now only need 1 quartzite to repair. Stabber: Unlocked by killing enemies with spears. 3 tiers each dealing more damage. Slasher: Same as above but with blades. Immunity: Gained after being poisoned 5 / 20 / 50 times. Poison effects last 75% / 50% / 25% as long. Arachnageddon: Deal more damage to and receive less damage from spiders. 3 levels.
  10. I hope to see a craftable holster belt that decouples toolbelt slots from bag slots in the future. Would make a nice progression. Maybe a mutation that increases stack sizes to 12, 15, 20 over 3 levels as well you can buy from BURG.L...
  11. Monthly updates are what are planned at least for now. Looking forward to October for more cool things, having a blast ziplining the backyard
  12. There are some balances sure but to me feels pretty good. Spider fang dagger got a nice buff to damage so is actually worth using over the larva blade.
  13. As of the latest patch you can now remove the stump of grass to stop it from regrowing
  14. That works as well. Maybe as well as mutations, there's a Traits tab where you select permanent traits to apply to your character. Unlike mutations, traits can't be undone. Each has a positive and negative aspect.
  15. I think the bark from the oak tree could make for a very useful resource. It's hardy and tough so would be perfect to craft armor with as well as for building sturdier structures. To get the bark from the tree you would need to make a T3 axe. The material for the axe could be the mandibles of the Dampwood Termite, some bug rubber, berry leather, and ladybug parts. Termites inhabit a secret area that can be found inside the hollow of the oak tree. Underneath where the wolfspider sleeps could be a mint covering a hole that leads to a series of underground tunnels. Makes sense since the tree has roots going into the pond so they would have the correct type of diet and living conditions. The termite itself would be neutral to the player until attacked or if the player has plant matter in their inventory. It would have the attacking power similar to that of an orbweaver but has a much higher stun chance and faster attack cycle like the rapid soldier ant attack. Its HP would be on par with orbweavers but it would resist attacks from T2 or lower weapons, meaning the player would need a T3 mallet to have a good chance of killing it so it can't be encountered early. The axe would be capable of cutting into the oak tree and oak branch which would drop out large bark shavings every 5 hits or so. The shavings would need to be manually carried and can make the toughest walls and doors. Additionally you could put the bark onto a saw table (termite mandible, ant parts, acorn tops clay, woven silk) that slowlt cuts 1 bark chunk into 3 bark fragments. The fragments can then be sawed again into planks, to be turned into decorations like a chair seat, table, etc, or used directly in the T3 Treethorn Armor (pieces require bark fragments, thorns, tree sap, woven silk) that has better defense than ladybug armor. Each piece gives a Spiky buff, inflicting 1%/2%/3% recoil damage to an enemy's max health when their attack hits. All 3 pieces give the Thorny Touch buff that lets you run into enemies to hurt them.
  16. I like the cooking pot idea, could definitely give the canteen more usefulness to transfer water from storage to the pot. Currently i never use canteens since the dew drops right into storage.
  17. Yup a dagger fly could be awesome. House flies could also be a thing in the area too and if we get to explore the house too. Maybe regular house flies could go around sucking up dew and juice drops giving the player extra considerations when making dew collectors - now they have to be defended from the fly
  18. You could make a long 2H spear or cut the stem in half on a machine to make a shorter 1H version. Agreed long spears would be great for spiders to keep them at bay.
  19. Description: When the player is holding one or more grass planks/weed stems, riding a zipline with them shows the player not holding the line itself with the free hand, and moving their body as if they are running. Steps to Reproduce the Issue: - Construct a zipline. - Chop down grass/dandelion/huskyweed - Pick up one or more planks/stems - Go to the zipline and ride it - Player animation is broken since he is not gripping the zipline, though he can still ride it just fine.
  20. Description: After placing a building object too close to a bounce web, it will repeatedly play its bounce sound and animation. Steps to Reproduce the Issue: - Build a bounce web. I put mine on a foundation topped with a grass floor. - Next to it, build a building such as a zipline so that it slightly overlaps. You'll hear it make a ping sound when the building overlaps in the blueprint. - Complete the construction. - PING PING PING PING PING...
  21. They are quite extteme sure. Just some ideas to throw around and ofc values can be adjusted. Personally I would play as Hoops with the changes as I like to block over circling around enemies, so I wouldn't see the movement penalties as something to worry about. For Pete he could make use of lighter weapons and his exclusive smoothie to succeed in melee combat, so he can recover stam quick enough. Most bugs don't take too much from a mint mallet before they die anyway. Though that could definitely change. Another thing is that each character could specialise in a weapon type. Eg Max likes 2H, Willow likes harvest tools, Pete prefers spear and bows, Hoops prefers blades. That could be another less intrusive way to add variation without breaking the multiplayer experience.
  22. I think it would be quite cool if we were able to have each of the four teens have different traits. They would be buffed in one area in particular, but have a drawback to their character as well. Here were some ideas for each character... MAX: Since Max seems like he's optimistic and from what I envision, quite into sports, he could have the following traits. Perks: - 50% more Max Stamina - 3 extra items to base Hauling Capacity - Deal 15% more damage to bugs with melee weapons. Detriments: - Hunger and thirst drain 30% faster. - Armor offers 20% less defensive capability. WILLOW: To me, Willow seems like she's in a situation she doesn't like or want to adapt to readily and would be the type to avoid combat when possible. But, she does seem resourceful and able to take care of herself. Perks: - 20% faster run speed. - Harvestable items and bugs give 50% extra resources. - 50% resistance to poison. Detriments: - 30% less damage dealt to bugs. - 20% more damage received from bugs. PETE: Pete has scout training and seems like he is the intellectual of the group, but he is the least athletic of the bunch. He would be able to make more use of crafting ingredients than others. Perks: - Crafting recipes are cheaper. - BURG.L quests and science nodes give double the raw science. - Exclusive crafting of the Vitality Smoothie that recovers health and stamina by 40%. (Aphid Honeydew, Poison Gland, Acid Gland) Detriments: - Harvesting resources takes 30% longer. - Wearing armor causes stamina to regenerate 50% slower. HOOPS: Hoops seems like the most optimistic and happy-go-lucky of the group, but this also makes her less aware of real threats and dangers in her attempts to stay positive. Perks: - Food and water go down 50% slower. - 50% extra Max Health. - Successful perfect blocks reduce cost of next attack by 50%. Detriments: - 15% lower movement speed. - Armor benefits have their buff and set bonus effects halved.
  23. Description: After hitting a berry and breaking it, hitting a chunk will make a splashing water sound. Steps to Reproduce the Issue: - Go to the hedge biome and knock a berry down. - Chop the berry up with an axe. - Hit the berry chunks still on the ground. - Splashing sound will play. DxDiag.txt
  24. Additional Info 2: Dying, sleeping, then returning the burgl chip seems to fix this problem.
  25. Additional information: Going back to the lab causes the Hedge biome and music to play. However on exiting the lab, once again the biome is registered as Unknown when trying to save. Steps to reproduce: - Completely exit the laboratory and drop to the floor. - Climb up the hedge the original way and zipline into the laboratory. - The Hedge music now plays, not the Secret Lab music. Attempting to save here will give 'Hedge' as the biome. - Walk outside the hedge lab onto some branches and stay relatively close. The Secret Lab music now plays, and attempting to save here will give 'Secret Lab' biome. - Go back into the hedge lab. The Hedge music now plays again. - Walk down the regular exit route to the lab, come out to where the fungus leads you down to the ground level - The Secret Lab music now plays. Attempting to save here will give the 'Unknown' biome. I think what is happening here is that somewhere in the lab, the game is messing up on the boundary between what is considered Hedge and what is considered Secret Lab, eventually reversing the two biome allocations. But then after exiting and dropping, it doesn't register any biome since all biome allocations are now out of whack.
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