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iMiAMi2014

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Everything posted by iMiAMi2014

  1. Are you get Ash Cement recipe? Made it and analyzed Ash Cement?
  2. All of the above is a consequence of one big problem. Absolutely few slots in the inventory. Mega Molars solve it very poorly, because we are much more concerned with the number of slots in the inventory for non-stackable (or just various) resources than the size of the stack. Ultimately, this forces us to run to the base and back for a significant part of the time to free up inventory or constantly solve the question: what can be thrown out of it in order to pick up a more valuable resource that has turned up along the way. The simple exploration mode practically unavailable, only a variant of a targeted campaign for one or two resources.
  3. All 3 Super Mix.R are not displayed in data/places (are not included in List of Landmarks) and are not visible on the map, but it is necessary to complete events to defend them.
  4. There are recipes for crafting Platings and Whetstones from respawning resources, what's the problem? But I agree about the need to add marble and quartzite for scanning.
  5. It's not really a bug, it's just a nuance of the game. Beetles on the way to the base can get stuck somewhere, stumble upon free-standing buildings (and start destroying them), etc. As a result, after some time, without seeing them at the base, we can either receive a corresponding message about the completion of the raid, or the raid may even hang. The last option is especially unpleasant. I already wrote in some post on this topic that it makes sense to add a time limit for the raid to the game.
  6. All the listed recipes were found, both totems even decorate the roof of my house, but only now I noticed that for some reason in Data/Stuff/Recipe Notes I have two absolutely identical Water-Logged Recipes (and one Frostbitten Recipe, total - 3 recipes), maybe this is the whole point? I think I figured out what could be wrong. Some of the recipes I received before the release of the game, now I ran to check the ant totem, got it again and it was added to the list. Looks like the rest need to be reassembled. Took both recipes of totems, as a result received the same 99%, but now a recommendation about mutations. It remains to wait a patch on this account...
  7. Thank you to everyone who responded. What confuses me in my situation is the presence of the yard research message instead of a similar one about obtaining mutations. Essentially I either have the wrong message displayed, or I just have a buggy save where the condition received/explored doesn't count in the game when calculating progress. I hope it's the former, but I don't want to use cooperative mode to test it, so I'll wait for a patch that actually removes the mutation requirement.
  8. In my opinion, there is currently an overabundance of Brittle stones, a sufficient amount of Sturdy, and a categorical lack of Supreme. As a result, to improve the balance, it makes sense to add to the game only the possibility of mutual transformation of stones (in both directions) and, perhaps, adjust the places of recipes unlocking. Everything else (respawn, changing the recipes themselves, the number of upgrade steps) does not make much sense.
  9. Not received 3 gold cards and multiplayer mutation. The rest of the list - received. As a result I get 99% and advice to explore the yard. So you still need all the gold cards, or does the fix for mutations promised in the previous patch not work?
  10. You're right, they only spawn after killing a significant number of black worker ants. For 1000+ gaming days in my game I observed the appearance of their eggs on the radar only 2 times. According to my observations before patch 1.05, it was most profitable to destroy ants on the surface near the trash can. I'm afraid that after the patch, their number in this area will greatly decrease due to the lack of food there (did not check), and clearing only the anthill is not enough to spawn eggs. Also, the number of black ants near the shed does not affect the spawning of eggs at all. Luckily, their eggs are one of the most useless items in the game, they are only used to make an Omelant, which can be replaced with more powerfull Quesadillantlion.
  11. "Loading a save will now cleanup ant hills that have too much food stashed in them causing framerate drops." A very strange solution to the problem, eliminating the consequence, and not its cause. With such a solution, we will definitely face a repetition of the problem after some time. Players will look for a new place of accumulate pieces of food (or something similar), and developers will waste time adding it to the list for cleaning. Wouldn't it be easier (and more reliable) to simply turn on the self-destruction of these items after some time, as is already happening with cut grass, stems, etc.?
  12. It works for a while, and then a pile appears in front of the fence and grows at the same speed.
  13. And how did you determine that there was no bleeding without having any visual display of the debuff on the mob? By the lack of a decrease in the mob's healthbar between hits? But without exact values, it is impossible to say for sure that there was no proc, perhaps we simply did not wait for it. And yes, I absolutely agree that we really need all these values in the game, not vague descriptions of 'more/less', 'has a chance', 'slightly', etc. And indicators of buffs / debuffs for both the character (always) and the enemy (in combat). To be able to experiment with builds and check their efficiency.
  14. Сrits with Assassin's armor do not guarantee bleeding, only have a chance to cause bleeding. Considering that we do not know the values of proc probabilities, bleeding damage, debuff duration, it is difficult to check the whether the debuff works.
  15. Thanks for the information, so I just have to keep fighting the probability theory...
  16. Maybe I'm just very unlucky, but since the release of patch 1.03 I have not dropped a single golden card, although I have been purposefully engaged in obtaining them almost all the time. I would be grateful if someone who received gold card after 1.04 note this in this thread to understand if this is bad luck or a potential bug.
  17. There are exactly 4 of them (but one is something like a miniboss without respawn). What annoys me more with this dagger is the lack of any information in the game that it is needed to farming Pond Moss.
  18. There are several of them all over the map.
  19. I suspect this won't help. Graphics settings, even in theory, cannot affect the lags associated with this pile (there is simply an outrageous number of game objects in one place for a game engine).
  20. How? We are definitely talking about the same thing - chest icons? They are generally in no way connected with the map and display options on it.
  21. You hope in vain, fire ants have a similar stock pile. It's in the room with Hot Chachas Candy. But there stocks accumulate even more slowly than in red ants. And according to my observations, lags are affected only by a pile at the trash can, underground stocks only interfere with the movement of the character with direct contact. Although, maybe this is a consequence of their different sizes (300+/150/50 in my case)
  22. And indicators of completion of production too
  23. It's not just about sealing haze. The game has a huge number of secrets, for which there are no hints (keys to chests, conditions for opening locked doors, trinkets, etc.). You can only find them by chance or with the help of Google. But the game has a lot of notes and audio recordings, which are great not only for immersion in the game world, but also as a source of such tips. Or as an option - additional functions of the SCA.B (similar to the search for molars).
  24. It seems to me that the number of enemies in this zone is completely excessive. This turns any movement around the zone into one almost continuous battle, which in no way contributes to increasing interest in exploring the zone, finding secrets, building, etc. And the point here is not so much the complexity of the battles (although the enemies are high-level), but their number, you don’t have time to finish one battle, after a couple of steps another begins (and it’s impossible to run away, for example, from mosquitoes, remaining within the zone). I think it makes sense to somehow solve this problem. For example, make the fire worker ants neutral (like the red ones) and roughly halve the number of all other aggressive mobs.
  25. After the update, a strange impassable ribbon appeared from west to east across the entire map on the border of the upper courtyard. You can walk under or over the tape. Clarification. The tape appears at a point south of the Samsquanch Dirt Bike (closer to the stone wall of the upper yard) and goes due east to the intersection with the wall, where it disappears. In this area, it is impassable (you can go straight through it). It then spawns north of the pagoda in a pond and goes north (screenshot) to an intersection with wooden pillars, where it disappears. This section is passable. Updated. Another similar (impassable) ribbon stretches from a point near the field station (to the northeast of the Upper Yard Ascent) west to the very border of the map.

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