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iMiAMi2014

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Everything posted by iMiAMi2014

  1. Guaranteed drops are not a good idea, but a trinket that increases the chance of getting gold cards (and the amount of loot from mobs along the way) would be very interesting.
  2. Too complicated and confusing. A couple of rules are enough. 1. The resource will not spawn only when cutting down its stump. 2. The resource will not spawn when a foundation is placed in its place.
  3. Rather than a chest toggle, more of a latch for specific items in the inventory, preventing them from moving to their respective chests.
  4. 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.
  5. 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.
  6. The problem is only in Grounded, in other games everything is fine? Have you tried uninstalling LGS? Ideally, I would try on a clean installed Windows (and without LGS).
  7. Looks like a problem with the mouse software settings. Is Logitech G HUB (or equivalent) installed? Is there some kind of "sniper" profile loading that automatically lowers mouse sensitivity?
  8. Has anyone got a Gold Creature Card from looting killed bodies after 0.14? Updated. I'm sorry, I finally got a gold card, but there was a suspicion that they now drop out only in the process of completing BURG.L Hunter Quests?
  9. The problem is not so much in the instant death of weevils (there are not so many of them running around the map at a time), but in the fact that their remains do not disappear after a set time interval (at least for the ingame week, I did not check further).
  10. 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.
  11. I fully support, especially about the compass and clock. I already wrote a comment about this once, but without results. And ideally, these devices would be added through crafting or at least purchase.
  12. 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.
  13. It looks more like a bug, not so much related to the spawning of dead weevils, but to the spawn timeout. Because there are a lot of places on the map where weevils didn’t meet before 0.14, and now there are heaps of their remains. Plus, a huge number of aphids appeared, which run in flocks of 10 or more. Рlus the termite king respawns over 100 in-game days. Something broke in 0.14 with the respawn timeout of individual creatures
  14. As for completely broken weapons / armor - I agree. Ideally, they should stay equipped (but no bonuses). Or at least, there should be a clearly visible notification of its loss (but without a marker on the map - it's too easy). As for the quick access panel in the form of real inventory slots - debatable. The existing panel in the form of links is quite logical. As for floating items in the inventory - I agree, it would be very convenient to be able to assign a specific slot to a specific item. Or maybe add sorting options to the inventory interface by item type / tier / quality etc. As for a bunch of body movements when changing weapons / armor from a chest - for this purpose the game has armor dummy and weapon wall mount with a very convenient interface that allows you to reequip 'in one click'. It is reasonable to use the chest only for storing rarely used or archival items at all.
  15. You yourself answered your own question. In the game - easily, but then the question arises: why produce a bunch of belts and / or backpacks, if you can simply increase the capacity of one virtual inventory (displayed on the character in the form of a backpack). In reality, both options are unfeasible in terms of weight and size parameters. A game is always more or less a convention, even if it is a survival simulator. There is no point in complicating it with decisions that do not correspond to reality anyway. PS It is worth considering a couple of points. Firstly, with an equal total number of inventory slots, one universal slot is much more profitable than several specialized ones. And secondly, the option of a single inventory with the possibility of its expansion is much easier to implement technically than several specialized inventories.
  16. Not the best idea. The problem of lack of space in the inventory, indeed, exists, but to solve it, it is more reasonable to simply add a mechanism for expanding it. And as for the 'unreality' of placing the entire arsenal in a backpack, a toolbelt (or something similar) is no better.
  17. In connection with jumps, there is a more significant problem. These are bugs flying into the sky or into textures that jumped at the moment they were damaged. Moreover, a beetle that has fallen into textures in this way becomes completely inaccessible, reducing their number in the world forever.
  18. Taking into account the categorical lack of space in the inventory, it is more reasonable not to split the repair glue into two types, but to leave one type, but significantly complicate its recipes using high-level components used for the production of both armor and weapons. And along the way - it's clearly time to introduce the possibility of expanding the inventory, which is clearly expected, judging by the unused empty space in the interface.
  19. It would be great to add a clock to the SCA.R (with current game time), and a compass or minimap. Purchased with science or crafted. And also change the interface of the Jerky Rack to a similar one to a Spinning Wheel etc.

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