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Everything posted by AugspaCussh

  1. I would love to see this!!! I'm personally more partial to a Kusarijitte, but that's just because it's a bit more realistic to use IRL than the version with a kama. In game however, bring it on!
  2. Does the error message say "unsupported" or "obstructed"? If the pieces are "unsupported" there is a way to trick the game into letting you build there: place column blueprints from the ground (or floor) to the spot you want to build your new floor. Having the column blueprint won't instantly let you build, but it will let you place the floor blueprint. keep placing floor blueprints around it until you get to a wall or other structure. Build the piece that touches the wall (since that should be enough to make it 'supported'), then build all other floor pieces outward from the first. Now just destroy the column blueprints and you should be good to go.
  3. This is a great idea and I am all about transporting big quantities of water, however all standing water currently in the game has the prefix 'nasty'. If we had a way to filter water, or perhaps there was a game mechanic that produced more than a drop of fresh water at a time (rainstorms, turning on the sprinkler, tapping a garden hose, etc), then this idea would be a must have. If this came to pass, I'd like to be able to add lilypad wax to blueprints (mainly floors and walls, possibly foundations and ceilings) to make them waterproof. Then we could create our own pools of fresh water.
  4. I think the only time you would need to migrate is when switching from Xbox to Steam or vice versa. Switching from game pass to full purchase should be automatic, at least it was for me when I cancelled my game pass and purchased a few of the games I downloaded while it was active, though not Grounded specifically, so I could be wrong.
  5. I'd say a simple solution is to make it based on total damage done with said weapon. 1k = tier 1, 2.5k = tier 2, 5k = tier 3. This would also allow harvesting to count toward damage mastery.
  6. Hmm... I'll have to check that out. I'm on PC, but I have a controller, so hopefully that'll work. Thanks for the heads up
  7. Also while we're at it: we need to be able to flip the curved mushroom door, because I want to be able to make a curved mushroom double door! It would also be nice to flip the acorn staircase so it ascends counter-clockwise
  8. Complete with an actual Menzoberranzan (originally made for a D&D game the teens were playing before they were shrunken), please!
  9. That happened to me, and I had to sign out of the xbox app, then it let me sign in on steam. Hope this helps
  10. You can stand on a grass plank that is floating on water. This allows you to create somewhat of a bridge, as drop one into the water, walk across it, drop a second, step onto the second and pick up the first, rinse, repeat. It's not an amazing solution, but it's a lot faster than pushing them around in the water
  11. Yeah, it's definitely not a game-breaker, but it just seems kind of counter productive to create a spoiling mechanic as somewhat of a consequence for not using the meat while it was good, then create a couple of situational uses for spoiled meat, then completely nullify all of that work by basically allowing you to keep raw meat indefinitely, as long as you periodically mix fresh in with the old stuff. I feel that since this is a survival game, spoiling meat should feel somewhat inevitable, at least until you build a jerky rack.
  12. I haven't played the don't starve series, but I think I'd have mixed feelings about averaging timers, tbh. Do all pieces in the stack adopt the new average when a new piece is added? Like if I have a piece that is seconds from spoiling and I add a fresh piece, will both pieces now have about half the timer?
  13. I'd be okay with a little platform that could hold a storage chest, or a pallet (stems or grass planks)... I also think we should be able to upgrade to the cool mechanical-looking zipline anchors in the hedge lab, but they should be motorized, allowing travel either way.
  14. I really like nearly all of your suggestions, and I would actually even like raw meat to be stackable, but I can tell you why it isn't: The timer. When a bug is killed that drops raw meat, a timer begins. Because it's nearly impossible to have multiple pieces with the same exact timer, most games that have a spoiling mechanic just make the meat non-stackable.
  15. The last part is similar to my thoughts on it. It would be cool if we could discover alternate recipes for the same armor, but the new ingredients add new buffs at the expense of the old one. Ideally, the set buff would remain unchanged, but you could customize the individual buff per piece depending on which recipe you use. To use the ladybug faceplate for example: instead of the ladybug head, use a stinkbug part to give a bit less defense overall, but haze immunity instead of block strength.
  16. Giving it an area inside the haze (like a boss room) would work very nicely. I'd also be really excited to see different phases of the boss, including one where the room fills with haze. In fact, there could even be a mechanic built around that, where you have to ventilate the room somehow (perhaps an exhaust fan above that requires a switch somewhere in the room to activate). I hope we do see something like this in game, because these ideas sound like an exciting boss fight tbh.
  17. I didn't know about that actually... have you tried to burn random stuff? Can raw meat be cooked by dropping it on the ground under the beam?
  18. That's perfectly reasonable. If it moves as fast as we sprint, but doesn't drain stamina for it, that would be enough for me
  19. I would really like to see mounts in the game, it would be a lot of fun to ride a ladybug around! I do have a concern though, and it's the fact that the faster a player can traverse the map, the smaller the map becomes. We can already get somewhat impressive speed with natural explorer grade 2 + full spider gear, so while I really want to see bug mounts in game, I also hope the devs have some plan to avoid letting the player shred all the content in mere minutes, due to being able to cross the backyard in no time flat.
  20. That's true, and you can't even build in the little alcove that the clover is in, however when you first visit it, you are awarded with the Coup de Grass mutation (which is one of the top tier mutations imo), so it's definitely worth a visit at some point during each playthrough
  21. I feel like the title 'nutcracker' should only be awarded for the big 1000 spot. That's the reference (and the humor, tbh), so that's a title people are most likely to work towards. I think the other titles should all have different verbs, such as 'nutcruncher' or 'nutsmasher' or 'nutwhomper' Great idea though! I'm always down for more achievements to hunt!
  22. I didn't mean to imply that these options weren't on Xbox as well as PC. My apologies if that's what you got from my post. I meant to say that I don't know the keybind for it on controller. I also didn't realize the original post is a year old. For some reason I thought it was posted in July 2021, not July 2020 lol
  23. On PC, you can simply highlight a stack in your inventory and press 'R' to move the whole stack to the container and vice versa, so I'm certain there is a similar function for controller, though I don't know what button it is by default. When dropping a stack, you can right-click on it to bring up a small dropdown menu which will let you drop 1, drop stack, trash 1, or trash stack. Again, not sure about the keybinds on controller. Hope this helped
  24. From what I've seen, the crow always drops a small feather (worth 1 feather piece) when it lands on the Northwest laser. In fact, from my base on top of the baseball, feathers that fall off the crow are visible as they fall to the ground. The bigger feathers that fall when the crow takes off can also be seen, though depending on the path the crow took, they may fall too far for a visual. Keep at it! I'm sure you've just experienced bad RNG, which can't stay bad forever!
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