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Darena

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Everything posted by Darena

  1. After trying to use the map for navigation and marking areas of interest, I have noticed a desync between the markers you place and where they actually seem to mark out. I will place a marker and travel to it, only to find myself in a different place than what I marked. This, for example, has happened many times when trying to go to an ants nest entrance; the marker will leave me standing in the middle of a field of grass, with not even any ants around to suggest where the entrance might be. The resource tracker is also messed up, as going to the locations it shows is *very* vague, often requiring a lot more travel to find what you went in search of. Milk Molar locations on the map are inaccurate as well, though since the map doesn't show underground layers or elevation on said markers, there's no real way to know if what I'm looking for is above me or below me in some tunnel I don't know about. I think a part of the fix here could be something simple like an up or down arrow, suggesting if something is above or below your current elevation. If this seems like it gives away to much or is too 'easy', Ominent is supposed to be a high tech company, right? Add in a quest to activate some sort of device of theirs that would give you more accurate information on items hidden around the map. This would make sense, and allow you to add some level of challenge to gaining this ability.
  2. When a building part is placed inside of, or close on top of, the ground surface, all respawns in that area should be shut down. This should include plants, resource points like Acorns, insect or animal spawn points such as for Larvae... everything. The points are *not* removed, and if the building part is moved, the respawn timers will be reset, allowing things to grow and spawn there again normally. ALL building parts should be included in this, but especially foundations, scaffolding, and floors should have this effect, along with any other 'base level' building blocks that a player might use as a foundation for the rest of the base to be constructed on.
  3. In my recent gameplay (it wasn't happening all the time, but seems to be doing so increasingly as I play) the Aphids have been appearing stuck in place and seemingly standing upside down in the air, close to the ground. I do not know why this is happening, but it might have something to do with them spawning low enough to the ground to clip through it and thus trying to stand on the underside of the ground surface. While stuck like this, they will chirp constantly, and sometimes jump, vanishing 'up' into the ground, then coming back into view. There also seem to be a few of them now underneath some of the foundations of my base, where they are both stuck and invisible, chirping incessantly. They can be killed, which causes them to drop the ground normally, but I'm pretty sure this is not how they are meant to function.
  4. As the title says. Drying racks should be able to pull material from nearby storage, rather than the current pattern of grabbing the thing you want to dry, taking it to the rack, putting it on the hooks and the re-depositing the remainder. I would even go so far as to say a bit of pre-sorting could be applied to the drying rack, where when you look at it to decide what you want to add to it, it only shows what *can* be added to it, instead of all the things you have in your inventory that can't. This is similar to how the station that makes thread doesn't show you rocks, or food in its list of things you can make using it; only the web and plant fiber.
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  5. Keeping it short, whenever a player uses hot deposit, instead of just cramming things into chest with the same items, items should also sort themselves out, maintaining some kind of order inside the chests. Hot deposit seems like it was designed to allow players to quickly empty their inventories into chest and continue exploring, but the sheer mess it makes inside the chest almost defeats this purpose.
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