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AugspaCussh

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Posts posted by AugspaCussh

  1. 36 minutes ago, Boneless pizza said:

    add some kusarigama in the game, and they might work as climbing picks and weapons. 

    download (19).jpeg

    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!

    • Like 1
  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.

    • Like 2
  4. 1 hour ago, ScritchOwl said:

    Ha. I love the city of spiders idea. Albeit I am picturing a hybrid of a DND campaign and the movie eight legged freaks. 

     

    One of the residents could be the tarantula species that keeps a frog as a pet to guard it's eggs

    Lolth would approve

  5. 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.

    • Like 1
  6. 2 hours ago, PliantWalkJojo said:

    In don't starve, they average the time when stacking. Although convenient, that makes little sense in reality.

    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?

  7. On 8/27/2021 at 8:06 AM, Kribat said:

    Meat should be stackable.

     

     

    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.

  8. On 8/26/2021 at 5:27 PM, ScritchOwl said:

    Maybe give a perk instead. Like how brood mother gives you mama genes. Either have it block the damage to your clothing or give you immunity to the fog or heck maybe include a blueprint that gives your armour immunity like ladybug face mask+

     

    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.

    • Like 1
  9. On 8/26/2021 at 3:08 PM, Cringe said:

    To counter that it could have a boss arena similar to the Broodmother, and the arena could be haze free and the Mantis could have a move where it just slices through some mushrooms to create a low visibility spore cloud or maybe it temporarily releases some extra thick haze from itself that's only around for a bit, could enter a hit and run phase while it's like that too, just some ideas though since that would mean there's not a built-in enrage timer but the boss would still be able to give the same "there's something in the fog" vibes. also not related directly to what you said just the boss but since it's living in the haze which is also a fungal area the summon item for the haze boss should be a mix of bug the infecting fungus.

    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.

    • Like 1
  10. 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.

    • Thanks 1
  11. On 8/22/2020 at 10:34 AM, Rooks Nemesis said:

    Oh and that tunnel near the Rash figurines, has an extremely Rare and one of a kind 4 leafed clover at the end.... Currently you cant do anything with it.. Cant cut it down.. Nothing..

    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

  12. 14 hours ago, ScritchOwl said:

    Augspacussh lower option is present on the Xbox as well

    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

  13. 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

  14. 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!

    • Like 1
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