Jump to content

mdf25

Members
  • Posts

    67
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by mdf25

  1. And another one! I seem to be on a roll today. Description: After you enter the observation pod, coming out of the pod again and standing in the doorway will cause the door to close on you, but not push you back. I was holding a bow about to shoot some berries down from there when it happened. Steps to Reproduce the Issue: - Exit the hedge lab and go into the observation pod - Turn around once inside and face the door. - Equip bow and hold LMB to ready a shot. - Walk towards the door and stand just before the edge of the pod. - Let the door close on the player. - The player is now stuck. DxDiag.txt
  2. Hi guys Bug report for you, This one has a save file example and screenshots. Description: After completing the Jungle Temple BURG.L quest and pulling the lever to divert power, leaving the laboratory and saving results in an Unknown biome being displayed. The music remains that of the hedge laboratory theme (the dark, spooky theme for here and Oak laboratory). Oddly enough, returning to the laboratory results in 'Secret Lab' reappearing as the biome name for your save, but trying to leave the hedge again results in the same issue. Steps to Reproduce the Issue: - Load up included save file - Exit the lab a little ways. Walk around on the branches a bit or fall to the ground. - Make a save game. When far enough from the hedge, Unknown will appear. (ID-79FEBD564CF929BE2558CAAC3D2F98F1)(AUTOSAVE-2).zip DxDiag.txt
  3. Hi guys Bug report for you, sorry I couldn't include my save file as I hadn't got autosave enabled. Description: When in the Hedge zone, shooting blueberries down from their spots can sometimes cause a CTD. It seems the berry is random but mine happened from somewhere around the hedge ascent, just before the Punch-O box. Steps to Reproduce the Issue: Go to Hedge zone Shoot blueberries down May not happen always, I have shot down about 100 of the berries over the course of the game I'm in and only seen this crash happen twice. DxDiag.txt
  4. More spider types would be cool. Change the fallen plant pot to contain a funnel web spider and some areas could have black widows. A moth boss could be nice since we have larva already. It could hamg around a random light each night. Would also love to get some stag beetle armor. Could be the T3 defensive oriented upgrade to ladybug armor
  5. You could also make arrows from weed stem pieces, quartzite for tips, woven webbing and feathers. Could be the T3 one where you'd need to place weed stems through a sawmill workstation to turn them into usable consistent pieces.
  6. I think something like this would be nice. I think instead of on the stone wall it would need to be in a cool ice box which could be its own mini biome. Here you could have some half rotten food with maggots and larvae infesting it, and you'd see fly eggs too that you could also use for bratburst. Of course a spider or two here since this is a feasting ground for them. Maybe the location of the ice box could be near the hedge to explain the abundance of spiders there. You'd enter the ice box through a tiny crack at the bottom and have to traverse through the ice and water at the bottom and slowly climb your way up to the straw. There could be plastic in there that could be harvested to make a T3 plastic blade, causing enemies to bleed, slightly faster and less damage than the poison effect but stacks up the more you slash. T2 fly armor set could also be useful. Each of the 3 pieces could give you the Airborne Acceleration buff that allows you to move faster when jumping and have defense slightly worse than spider armor. All 3 pieces give you the Glider ability, allowing you to slowly descend from high places like a dandelion tuft but can control your direction better, of course giving you all movement bonuses too.
  7. Can confirm this happens to me also. Specs if needed PC, Win 8.1 Pro, i7 4790k @ 4.6GHz, SSD, 16GB DDR3 @ 1666 MHz, 2x EVGA 970 SLI
  8. Seems my other armor takes no damage but all of the durability loss goes to the headgear.
  9. Can confirm I've seen this too. Also seen soldier and worker ants around the western ant hill follow the player to a certain point but not engage the player in combat, just follow them and stare you down. But yeah lots of aphids jumping in one place, and other creatures just getting stuck in the ground. Saw 4 aphids jumping in unison around a grass blade, I think they were summoning their almighty aphid god to smite me. Needless to say I ended that quickly
  10. Was thinking spider grips as chest as that covers chest and arms. Visually you would see it add covering to the arms. Gnats are quite easy prey so thought if you look like a gnat then the hostile bugs will be more interested. I suppose by track i meant aggro from further away as opposed to wolf spider tracking. I like off the wall playstyles personally, high risk high reward type of thing
  11. We have a lot of resources that could be made into new weapons and armor for the game. Here's just some ideas. Standalone gear: Berry Leather Vest: This is a standalone T2 piece of gear that increases your resistance to damage. as well as give a defense boost. It has the same defensive capability as the grub vest and would be awesome as we currently have no standalone chest pieces, only for head and feet. Spider Pants: A standalone T2 piece of gear. Allows the player to jump much higher. Gnat Facemask: This is a standalone piece of T1 gear that allows you to see in the dark but makes bugs track you from further away. Spider Grips: A T2 attachment for the chest slot that allows you to climb up steeper surfaces but offers little protection. Armor sets: Petal Armor: A T1 offensive armor set made from flower petals as the main ingredient. Each piece grants a defense slightly worse than grub armor. Wearing each piece makes attacks consume less stamina. Wearing the set gives the Graceful Caress buff, allowing you to dodge an unblocked attack 30% of the time. Dewbug Armor: A T2 defensive armor set made from aphid honeydew, sap and stinkbug parts. Each piece grants a defense on par with acorn armor. Wearing each piece gives you 1/3 poison resistance. Wearing all 3 pieces gives you the Airtight buff, which makes you immune to stinkbug gas. Silk Armor: A T2 balance armor set made from spider silk, spider webbing and spider parts. Each piece grants a defense slightly better than acorn but worse than spider armor. Wearing each piece gives you a +10% chance to land a critical hit. Wearing all 3 pieces gives you the Webbed buff, which slows down an attacker if they land a hit on you. Weed Armor: A T2 offensive armor set made from weed stems, spider silk and larva spikes. Each piece grants a defense on par with grub armor. Wearing each piece gives you +10% attack reach, allowing your attacks to hit targets further away. Wearing all 3 pieces gives you the Battle Ready buff, which makes regular blocking worse, but grants a higher attack power and faster attack speed on heavy weapons. Thornberry Armor: A T2 defensive armor set made from berry leather, thorns and bombardier parts. Each piece grants a defense on par with grub armor. Wearing each piece gives you a 1/3 chance to damage the attacker if the attack is unblocked. Wearing all 3 pieces gives you the Pointy buff, which allows you to do 3x damage with spears and 10x recoil damage on perfect block. As there are now a lot of T2 armors, spider and ladybug armor could then be classed as T3. Weapons: Quartzite Spear: A T2 spear made from quartizite, berry leather and a weed stem. Has slightly better attack than a regular pebblet spear, but a much longer reach. ... mre coming soon
  12. So far loving the 0.3 changes, very very awesome stuff! So first off, I think in the hedge area we need more harvestable foliage and resources. I see some pebblets under there and a tiny amount of plant fibers, but we could for example harvest some of the leaves that are there for additional fibers, and there could be fallen weed debris that could be harvested with a T2 axe for stems. Lots of junk gets brushed under hedges over time so makes sense to have less barren spots. Add more spiders on the ground and perhaps a wolf spider den down there in a cavern type place. Currently it's all about the lab and the BURG.L chip, after that the only reason I ever return is for berry leather and that may be only one extra time. Berry chunks should be able to be consumed to restore a medium amount of hunger and a small amount of thirst. Currently their only use is the berry leather and hedge lord smoothies, but makes perfect sense you could eat them. Love the web sacs. Those are a really awesome addition, and I like the game of chance. Perhaps make some of them give a chance for a 'wolf spider jr' to come out as well as spiderlings, or maybe find a dead worker ant or gnat or mite inside one instead of just having the parts in a sack. Durability of the spider fang dagger seems really low. Perhaps raise by 50% since it breaks real fast and requires 3 quartzite to repair, not 2.
  13. I think bugs need attacks to deal with the skirting around which trigger randomly, but not always. Currently their attack animation continues even though you step aside. Something to cosider is that all bugs have only 1 weak spot that may not be the side or back, where they either can't hurt you if that's where you are, or you deal critical damage to them. Ladybug: Trying to go behind it, it will rapidly spin and knock into you, stunning you. Its weak spot is on its back between the crack of its shell, where it cannot harm you but will try to shake you off. Poking this area with a spear causes critical damage. Wolf spider: Trying to go behind it will make it jump to the side and turn to face you again, possibly squashing you as it lands. Its weak point is a club or hammer to its eye which will stun it temporarily sometimes and stop its attack cycle. Since the wolf spider is so large, even a perfect block won't prevent damage and the only true way to block is to time your attacks to theirs and smack their eyes to break their attack first. Stinkbug: Running behind it causes the bug to sometimes gas immediately without chargeup. It will sometimes hover to crush you if you keep trying to sidestep it, but that is also its weak spot, its belly. A hammer to the belly region as it tries to land will repel it, and sometimes stun it. Soldier ant: Their weak spot is their behind, but they will ram you as you try to go around them sometimes to stun you. Jumping over them is the better strategy. Orbweaver: if you run behind it, they will shoot webbing and proceed to bite you in rapid succession, not stopping even if blocked. Their weak point like the wolf spider is their eyes, but hammering its legs can cause them to slow down and give you time to sidestep before they attack. Bombardier beetle: If you get behind them they will spray boiling liquid at you, and trying to sidestep will make them rapidly rotate and spray in a circle around them. Their weak spot is that shooting point though, so smacking the gland with a hammer or club will temporarily disable it from shooting. The best thing is to get on its back gland so it can't angle it to hit you.
  14. I agree all things that can happen to us should also be inflictable too. Love the zombie fungus explosion idea. Perhaps to avoid too much realism ruining fun, status ailments can only happen after a cooldown and only a certain amount can be inflicted at once. Mild: 1 ailment, 1 day cooldown. Medium: 2 ailments, 12 hour cooldown. Woah!: 4 ailments, 4 hour cooldown. With stinkbug gas I was thinking it repels smaller bugs but stinkbugs hunt you more actively after you get gassed as their stench marks you as a threat. Less a realism thing more a game gimmick More realistic wolf spider bites I also like. That could be another thing that is on Woah! as well.
  15. I had some ideas for some power generation and powered traps and weapons that could be fun to use and build... SOLAR BANK: This will be one of the renewable power generation methods. Crafted from bug rubber (insulators), smooth quartzite (quartzite + pebblet, the panel), ant parts (sturdy mechanical fastenings) and clay (foundation), they produce power during the daytime. WINDMILL: The windmill is a renewable energy producer that does better in higher or more open areas but not well in other areas. Crafted from bee wings (since we are getting bees), ant parts (mechanical fastenings) stinkbug parts (the tall vane section) and bug rubber (insulation) STATIC TURBINE: Harnesses power from static electricity generated by bodies rubbing against it. You can attract fuzzy creatures like gnats and mites to generate power by rubbing their bodies against it, or walk against the generator yourself to make energy. Crafted with mite fuzz, gnat fuzz (the static parts that absorb static), smooth quartzite (enclosure), bug rubber (insulation) and nectar (food to attract gnats and mites to rub on it) STEM BURNER: A build that burns stems into weed coal. Crafted with pebblets, dry grass, clay and quartzite. Deposit stems inside, it spits out 10 weed coal per stem burned. Keeps bees and gnats away too. COAL BURNER: Burns weed coal to produce power. If placed next to a stem burner, the coal will be deposited automatically. Crafted with smooth quartzite, clay, boiling glands (catalyst to produce higher heat) and gas glands (waste capture) Now some uses... GRUBATTERY: Stores energy. Crafted with grub hide (housing), bug rubber (insulation), grub goo (glue to hold parts), and acid glands (battery acid). BUG LIGHT: A powered light like a smaller one found by the oak tree. Attracts gnats and later the mosquito. Crafted with spider thread (ties the light together), smooth quartzite (glass panes), ant mandibles (the frame) and stinkbug parts (the tower) ZAPPER LIGHT: Same as the bug light but zaps the bugs that touch it. Crafted with ant mandibles, spider thread, smooth quartzite, stinkbug parts, and larva spikes (carries a charge) ANTROID: A wired robotic ant trap that attacks other bugs that come near, or captures tiny bugs by trapping with mandibles. Selectable operating mode Capture, Attack, Auto (kills larger bugs, traps small ones). Requires ant parts, ant head, ant mandibles, wire fragment (obtained by hacking the open wire sections at the lasers or outlets), bug rubber. VENOM TRAP: An automated bear trap esque device made of spider fangs. Stuns and poisons any bug that steps on it and auto resets. Crafted with spider fangs, spider parts, spider silk, bug rubber, ant parts. ATTRACTOR: Attracts whatever larger bug you wish to by burning an item inside to produce a smell. Eg Bees: nectar. Wolf spiders: Poison glands. Stinkbugs: Dry grass. Bombardiers: mite fuzz. Etc etc. Uses energy to produce necessary heat to burn the item. Crafted with quartzite, bug rubber, pebblets, clay and clover leaves. LADYBUG OVEN: Same as the cooking spit but can make 6 items at once instead of 3 and is closed so ants can't smell it. Crafted with smooth quartzite, wire fragments, boiling glands, ladybug parts. ICEBOX: A freezer to prevent raw meat from spoiling whilst powered. Crafted with smooth quartzite, wire fragments, berry leather, bug rubber.
  16. Hypothermia works also in place of the cold For the settings on difficulty I would think that Mild has no ailments, Medium has food poisoning, the wet/cold, and fatigue, then all other ailments at 50% potency. Woah! has everything.
  17. I think that we need some medical survival aspects to flesh out the experience a bit. We see lots of items that have very limited uses but could have lots of medical applications. Here's some things to consider for ailments and progression/cures. WET: Going into water will make your character get wet. Slows you down when out of water until you dry. Leads to common cold if you get wet for extended periods at night or don't dry in time. Staying in sunlight dries you faster, staying next to a lit spit dries you fastest. COMMON COLD: The cold will slow you down and occasionally make you sneeze. Dehydrates you 15% faster and drinks fill your water meter 10% less. Gles away after a while but can be cured by drinking flower tea, crafted on the spit using flower petals, aphid honeydew and water from a canteen. BLEEDOUT: Getting struck by a larger enemy can cause your character to slowly bleed out and lose health over time. Sap makes the bleeding stop for an in game hour, cures after 4 in game hours or when using a fiber bandage. FATIGUE: Exhausting the stamina meter will lead to fatigue. Each time the stamina meter is exhausted, the player's maximum stamina is decreased by 1%. After 50% max stamina loss the player will start to slow down, attacks are slower and blocking is less effective. After 95% max stamina loss, the player has a random chance to fall asleep on the spot, risking being attacked. Cures are sleeping (restores fully) and sitting down (restores 20% per minute up to a max of 80%). Crafting grub goo coffee prevents any max stamina loss and gives +20% max stamina for 4 in game hours (grub goo, pollen, boiling gland) DEEP GASHES: The largest insects may have a chance to inflict deep gashes if you have sustained damage repeatedly in a short time. The only cure is a thorn stitching (thorn, sap, spider silk) which will close the wounds. Having a deep gash will also inflict bleedout occasionally, and additionally cut max health in half whilst active. A new mutation can be introduced to prevent gashes and bleedout. FRACTURE: Large creatures can fracture your bones when attacks are not perfectly blocked, or from a large fall. Fractures can only be healed by rest after applying a berry cast (berry leather, crude rope, bug rubber) and staying out of stamina-draining activities for 8 ingame hours. Fractures slow movement and exhausting stamina drains health by 7% to a min of 25%. The UNCRACKABLE buff prevents fracturing of bones. VENOM: The wolf spider's venom could be less damaging but now lasts until it is waited out or cured. Venom slows stamina regeneration, slows down the player, and drains health by 1% every 20 seconds. It can be cured using spider antivenom (1 spider fang, 1 raw aphid meat, 2 sap) which reduces the wait time from 12 in game hours to 1 in game hour. FOOD POISONING: Eating raw or rotten meat, drinking dirty water can lead to food poisoning. Stamina recovers slower, and all physical activities cosr 30% more stamina. Eating more food whilst having food poisoning is only 20% as effective. Cured by waiting it out for 1 ingame day. Drinking insect tea (plant fiber, aphid honeydew, spider parts) reduces wait time to 1 ingane hour. IMPALED: The infected mite projectiles can impale you 5% of the time, which bypasses all armor protection bonuses. Whilst impaled, the player's armor bonuses are negated and max health drains to 50%. Sprinting and other stamina draining activities also hurt whilst impaled. To cure impalement you need to pull it out manually whilst having a fiber bandage handy to stop the bleedout. This will hurt you but you can optionally visit BURG.L and he can remove it with no drawbacks, costing 10 raw science. You can also impale bugs too, using spears and arrows, slowing down their attacks and causing most to flee, bar spiders and ladybugs. PHEREMONES: Getting hit by a worker or soldier ant can leave a pheremone trail on you. Whilst this is active, ants will continually try to hunt you and all ants including workers attack on sight. HUMANT prevents this and going into water removes the pheremones if you have them. Using ant lotion (ant parts, grub goo, sap) will prevent you from getting pheremones for 1 in game day. STINKY: Getting gassed by a stinkbug leaves its smell on you, attracting more stinkbugs. Whilst active, stinkbugs will actively hunt you and spawn more frequently, and smaller bugs will run away long before you see them. To remove the stink, you need to use berry mint soap (berry chunk, nectar, mint chunk) or stay in water for 3 in game hours to wash it out. Goes away on its own after 1 in game day. FRESH DEFENSE can prevent you from getting stinky. FUNGAL GROWTHS: Getting hit by infected creatures can leave spores on you that slowly grow into deadly fungus. At stage 1, nothing happens and spores can be washed off in water. At stage 2 the fungus takes root in your skin, draining your food and water meters 2 times faster and slowing stamina regeneration. You can wash this off with berry mint soap. At stage 3 the fungus is now in your flesh and bloodstream, sapping your health. At its final stage the fungus has eaten away at your flesh until only the skeleton remains. Cures for stage 3 and beyond can only be found from BURG.L where he literally zaps it out of you.
×
×
  • Create New...