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iMiAMi2014

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Posts posted by iMiAMi2014

  1. 4 minutes ago, VON VORTEX said:

    Hoping there isn't a stock pile in the fire ant Hill, otherwise this will take a while to clear. 

    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)

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  2. 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).

  3. 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.

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  4. 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.

    Gr21.jpg

    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.

  5. An additional limit on the duration of Factional Raids needs to be added. I constantly encounter a situation where (due to the inaccessibility of my base or the bugs getting stuck in the folds of the terrain) the bugs simply do not reach the base, and if they are not found and destroyed, the event continues indefinitely. Perhaps such a limit already exists, I waited for automatic cancellation for a maximum of a couple of in-game days (after which I reset the event by switching the factional reaction mode in the settings), but I think it would be logical to set a maximum of one in-game day.

  6. Adding trinkets to the game is a great idea, but combining these passive devices into one slot with an active Dandelion Tuft is a very poor implementation. Ideally, separate slots for passive and active devices are requested. Or at least leave the current slot for trinkets, and use the Dandelion Tuft directly from the inventory like consumables.

    It is categorically necessary to add information to the description of the Widow Dagger that it can also be used underwater (including for obtaining Pond Moss). Or at least move it to the Underwater crafting section.

    We need recipes for making Repair Glue from parts of new 1.0 creatures.

    And a huge request for the thousandth time - to add a clock and a compass to the main screen interface.

     

  7. About changing two one-handed items to one two-handed with a full inventory. Yes, it is not very convenient, but in general it is quite logical, since our inventory is of a fixed size. We want to put something in a backpack filled to the eyeballs - we have to throw something away. One solution to this problem would be to allocate two slots in the inventory for two-handed weapons. Аnd more clearly it would be the difference between two-handed and one-handed weapons.
    The fact that the item is reassigned from the hotkey during the upgrade is a clear illogicality. Although not critical, it is not often required to do this.
    As for using consumables and repairing equipment directly from / in the chest. Yes, the hotkey does not work, but the corresponding items are present in the context menu.

  8. About the termite king. It disappeared from me back in 0.13 (or maybe even earlier), in the oldest backup save on day 419th it is no longer there, and it appeared already in 0.14 on the 602nd day. Also I didn’t save intermediate saves at the time of the release of 0.14, so it’s difficult to say exactly how much of respawn he has now, but it’s definitely indecently large.

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