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riverofroses

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About riverofroses

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  1. Honestly, I thought scaffolding was needed to make second level houses at first. I had used a ton of scaffolding to hold up the perimeter of my second floor in my base, before I realized that there are no... I don't know what you would call it, but like a stem scaffolding that can go under the grass planks and attach to other scaffolding to support the floor above it, without attaching to the wall, meant to attach to the ones that already exist (which attach to the floor/walls.) It made sense to me, like "oh right, well I'll need a support for the grass floor upstairs," but turns out I didn't need it at all, it holds itself up. Which I mean is great because that means less building material needed, but it does feel a little incomplete, like that should exist. ETA: SUPPORT BEAMS. That was the word I was looking for. I thought we would have stem support beams available but we do not.
  2. That's pretty genius, I never thought to move holders like that. It would be a lot faster than what I'm doing now LOL. But I totally agree with you. I hate how slow I am forced to walk when moving stuff around my base. It's a big base and I got places to be! If I had to guess, I'd assume they did it on purpose because they knew players could move the plank holders while full, and that's their way of balancing it, because it makes all the stuff like HumAnt armor bonus and the Worker's Comp smoothie less useful. I think a good compromise would be to allow us to walk normally and/or run when moving furniture, but if the grass plank has X number of planks stored in it (one? half?), then you get the speed deduction. Could also be added to empty/full chests for a similar effect. That way, there's still a reason to use HumAnt and Worker's Comp.
  3. I am experiencing the same issue as OP on PC. The trail markers will stay after sleeping, but not reloading a save file. They can be reset by either entering and leaving the marker menu or re-selecting an icon. DxDiag_riverofroses.txt
  4. This guide is so thorough, I wish I had it last night with my friend! It would be awesome if you could make the text into a hyperlink, or consider posting the guide here with post formatting and pictures under spoiler tags. I do think people should take one slime lantern with them if it's their first time down there, I think it's easy to get lost your first time and run out of light, so having one as a backup is a good idea IMO. Thanks for this guide!
  5. I have the same issue with the ant hill marker on my new save file that I did not have with my old save file; both files were made before the 0.8 update. DxDiag attached. DxDiag_riverofroses.txt
  6. Hello Grounded team, as your local arachnophobe, I would like to report a bug (haha, but no really) with the Diving Bell Spiders. After looting a Diving Bell Spider on the highest arachnophobe setting (5), instead of breaking apart into two separate pieces like the Wolf Spider and Orb Weaver, the Diving Bell Spider reverts back to the spider corpse instead. This is a pretty big oversight for arachnophobes, I screamed the first time it happened lol. I was able to handle it because my arachnophobia isn't too bad once they're dead but it would definitely trigger some other people, they're freaky! This has only been tested in multiplayer with AP level 5 so that is included in the steps to recreate, but could also possibly also be broken on single player, and other levels of arachnophobia. I am playing on PC, Windows 10, with specs attached. Steps to recreate: 1. Launch Grounded 2. Choose arachnophobia mode 5 in your accessibility settings 3. Choose to host an online game of a previous save file 4. Once in the game, make your way over to the pond 5. Locate, attack, and kill a diving bell spider 6. Loot the diving bell spider 7. Observe as the two arachnophobia orbs revert to the corpse model of an actual spider I would normally include media in a bug report, but... I'm too scared. DxDiag_DIVINGBELLSPIDERGLITCH.txt
  7. Is it possible for us to get button re-mapping on an XBox controller that is contextual? There are so many things you can do in this game and only so many buttons on my controller. Remapping doesn't quite work, due to how 1 button can do many things in different contexts; for example, I think the Y button to hide trail markers is totally useless, I never touch it. So I want to remap Y outside of the inventory menu to be able to switch between 1st and 3rd persons, as I use that a lot. But, due to how button mapping in this game works, if I try to change camera view toggle to Y, the game says it will clear ALL commands mapped to that button. In order to have Y switch camera views, I can no longer do anything else with that button, like moving buildings and consuming items. This doesn't make any sense to me, as it's already mapped with multiple functions by default. Plus, I can't even access the new photo mode on my controller. Also can't seem to find it in the start menu or inventory, so it essentially locks me out of the photo mode. I posted this to the official subreddit originally but since I'm not sure how often the devs check there and this is pretty important to me, I'm posting it here too!
  8. +1 I agree, although the sound that bothers me the most is the screeching noises orb weavers make, insect buzzing noises is by and large a very common misophonia trigger. I don't think it's too much to ask to have that be available. It could be a toggle to replace the noise with something less buzzing, like how spider sounds are replaced. Or a slider in the menu to adjust creature sounds, which could further be split into "buzzing creature volume", "arachnid creature volume", and "other creature volume" which would be a blanket volume slider for everything else. Even though I have the arachnophobia mode turned on, the noises don't seem to be an improvement, I can't seem to tell much of a difference, maybe it's bugged, idk? But being able to turn down the spider sounds specifically would be nice for arachnophobia, too.
  9. I don't usually post to game forums, but my friend and I love playing this game so much, we can spend hours together in this beautiful world Obsidian has crafted for us. So I really wanted to sign up and give my input on what to see in future updates. My friend and I both play on PC; they play with a KB+M, I play with an Xbox Series S controller. I'll go through my thoughts one by one. I'm a bit of a slow reader so I skipped to the last page of this thread, and so if I repeat anything already suggested, consider it a +1 from me! As @PhilKill2 already said, one thing my friend and I are always wanting is a minimap. I can see the argument against it, but I think it would be cool if you could toggle it in the settings. The menu is kind of cumbersome to get through even with a controller, and the map is something I am constantly having to bring up even when utilizing markers. I have a hard time with spacial orientation and even after hours of gameplay I have a really hard time figuring out where I am without using the map at some point in my journey. We like the idea of being able to "farm" aphids. Looking at the Grounded Feature Board, I see something called "Insect Pets Phase 1: Aphids" and I'm not sure what that will entail, but I like these ideas: being able to lure them into a fenced off area, using them to farm meat and aphid dew, and also having to protect them from ladybugs and ants. My friend was quite disappointed to hop into Creative mode and see that there are no bug spawns. We both hoped it would be similar to another game, where you would have the ability to craft and have non-hostile mobs, and it also sounded perfect for a future photo mode, to be able to get cool shots set up with bugs. We would love the ability to have Creative mode with non-hostile mobs (although, maybe they could become hostile if you attack first?) A list of bugs we'd be thrilled to see added to the game, even if the idea of some of them terrify us: mantids, butterflies, and centipedes; as well as seasonal bugs, like june beetles during the day and cicadas at night in the summer. Cicada shells would be an interesting material to craft with. They also aren't all bugs, we also discussed worms after rain, and seasonal frogs in the pond during summer, after a spring of tadpoles. One idea that I love is being able to reach the picnic table, and the wood being infested with termites, which is that region's ant replacement. I see that Weather is already on the Feature Board, but I hope that seasons are too. Maybe not extreme winter with snow as that might be too difficult and kill most insects, but a light frost would be neat. One complaint we have is that our first server was set to Medium difficulty, and at a certain point we were kind of stuck in a rut because we couldn't get strong enough to take on more powerful bugs like wolf spiders. Actually, my friend almost wanted to stop playing due to how often they were being massacred en masse by groups of mosquitos. We were also both wearing acorn armor in this instance. So we made a new Mild save and it's almost too easy. It is still very fun, obviously, as we spend hours playing it, but we don't hold much fear if at all for the mobs. Maybe we're just bad players lol, but the spike in difficulty seems pretty extreme to us? We would love to see a system that scales difficulty based on the amount of players with a hard limit set by the server host. I actually end up changing my SCA.B themes quite often for fun and would love even more! I would like more diverse colours, too.There was one SCA.B suggestion I have that is new, which is the ability to play music tracks. We would really like to be able to swim while holding grass planks or weed stems. This is just a flavor text thing, but me and my friend was really hoping that if we both pressed X on BURG.L at the same time, we could revive him faster. We wanted to help him together, lol! Also, at one point in the game, my friend played as Max and I as Pete. I was halfway across the map, and Max triggered the explosion of the Oak Lab. This triggered Pete and Max's dialogue, but the dialogue is saying Pete pressed the button. I assume this is because there isn't more dialogue yet to work with, or is a bug. But, we would love to see more interactions like that. Right now the voice lines are pretty repetitive and we savour all the little moments when the kids talk to each other and interact. Maybe branching dialogue options depending on if other characters are in the lobby while there's a dialogue currently going. So that if it's just characters A and B, the dialogue ends, but if character C is in the server, there's more dialogue. The kids all have personality even with the little lines we have so far and we'd love to hear more of them interacting. Finally, it would be cool to have a way to purify dirty water, as well as more food sources that require higher tiers to mine, like totally unbranded nacho cheese flavor-blasted tortilla chips (cough), or a blue electrolyte sports drink that gives you a small, temporary boost to stamina. If you made it here, thanks for giving my post a read and listening to my input. I'm looking forward to whatever you guys are gonna put out!
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