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Showing results for tags 'mutations'.
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Pets are an amazing part of this game that are extremely underutilized. They act as a storage unit, provide buffs, and travel with you as an adorable companion. These are great features for a pet to have but they dont do them well. The buffs they provide range from pretty great, to outright useless buffs. The storage is useful, but one minute your collecting things off the ground and the next your accidentally throwing gear into its inventory cause it walked into your crosshair. Speaking of their pathing, they constantly push you off whatever your building and can easily, accidentally kill you. Finally, the lack of variety for this little travel companion. There are 6 pets, and 4 helmets. FOUR!!! All the helmets do is increase their healthpool so why not add variety. As for the pets, why no pet spiders? What if to tame a spider you had to get a spider egg as a lucky drop from an egg sack and/or a special spider miniboss that summons through waft invasions. Then to tame the spider you had to feed it another pet. The ability to pick up and move your pets, along with the ability to set them to stay mode or wander mode, would be a great QOL change. The customization aspect of both the pet house and the pet should exist. Maybe an upgradable size for the pethouse using higher level materials. How about different types of pethouses to match the pets that is purely cosmetic. The accidental accessing of inventory could be easily fixed using a toggle button in your own inventory next to the pet inventory button. The issue of pathing could be fixed by turning of its collision. Then no matter where it moves, it won't be interfering with the player in a negative way. Finally buffs, please just make them usefull. They can be for extremely niche situations, and that would be amazing. The gnat is literally useless as of now, except for being extremely cute, because of the change to dandelion tufts. The hauling strength is good and in combination with red ant armor is perfect for building. In fact, all of the ant babies have very useful buffs. That is why I wish that same usefulness was seen with the other pets in the game. If all pets are unlocked, then why not reward the players with mutation that allows for your pet to have your armor and/or mutation bonuses. If balancing is a concern, then make a way for players to upgrade their pets using a renewable, or limited, high tier materials and/or a leveling system for each individual pet. The leveling could involve experience points, a friendship score, certain items to be fed to them, or a combination of the sorts. Maybe if maxed out on friendship and fed fungus snacks, it could become an infected variant. Pets that take weirdly specific requirements to obtain, almost like easter eggs, would be both engaging and rewarding to many players. Overall, pets were one of my favorite parts of the game when i started but quickly took a backseat after obtaining them. With some changes to the quality of what players are rewarded with for interacting with the mechanic, pets would easily move to my, and many other players', number one spot. People love small little critters that remind them of their pets in real life and, if done right, could easily draw in many new players to this already intricate and engaging game.
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In-game already have coziness at max (level 5), but achievement and other stuff like mutations have not been unlocked for me, and my friend with whom I share the "backyard / save file" (I'm the owner of the file) got the achievement, the mutation and recipes, therefore, I have access only for the recipes thanks that he got the max coziness stuff, but only that, no mutations nor achievement for me. What is required for me to get this working? (this is my last missing achievement/mutation of the game so far ).
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- grounded
- coziness level problem
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Natural Explorer mutation isn't working properly. Sometimes Natural Explorer deactivates even when you are not in combat. Also when you disable Natural Explorer while in combat it slows you down twice.
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So I've unlocked the mutations and have even gotten to phase 3 with some of them. But I've noticed there is no difference when I have them on vs off. So I tested it with another person in my game with the stamina mutation, he started sprinting at the same time as I did, he did not have the mutation on and I had phase 3 of the mutation. We both ran out of stamina at the same time and recovered at the same rate. So basically the mutations don't work. Really disappointing to have a mechanic of the game that just doesn't work. This game was in early access for so long, you would think they would have patched these issues by now.
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It would be really cool to have more land rights, I noticed building on cans or boxes isn't allowed and also its really disappointing that you can't build a base at the 4 leaf clover, it'd be epic to have a ladder up to the surface and be a cave person. More pets like a gnat/tamale big insects but make them difficult to get e.g pet larva also would be amazing I know there's new enemies being added. Tier 2 glider made from Berry leather for long distances. Being able to go I side the house as a dlc or a separate map with whole new insects like daddy long leg spiders dust mites, fleas, flies, maybe a cat that chases you, maybe an ability to dig up the ground to make your own tunnels. Maybe a pebble Launcher similar to the fatman from fallout. Tier 3 shields or shields from the ladybug wings, maybe grass jump shoes. Potentially an elevator with stone counter weights. Slugs, snails and worms. Maybe caterpillar that'll eat your grass house. Ear wigs similar to larva, centipedes. Dragonfly and their wings maybe for the glider. Throwing thistles. Maybe a skinner outfit and knife for double harvests of insects. Water purifier like a pot for the fire. Ability to grow weeds in the garden patch like you can for other plants in the game. Possibly a weather system so rain and the drops can damage you. More map changing options like the shovel near the picnic table/insecticide canister, maybe be able to flood areas with the sprinklers. A stink bug gas thrower (like a flame thrower but for gas). More chest options maybe like a cabinet/dresser. Maybe Berry leather air foundation like the buoyancy platform but for the sky. Maybe the oak tree can have a tree house and that becomes a huge explorable area. More mutations and possiblly have more active at one. Flying mode for creative or a winged outfit that acts a little like a jetpack maybe use the stink bug gas with a coal to make fuel and ignition. Repeater crossbow (less damage than regular cross bow but still more damage than a insect bow. Compound bow for really quick firing. A bike from stems as the frame and acorn wheels. Leaf kayak and paddles.
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Greetings Folks, Let me first apologize if this has suggested previously, my cursory search yielded nothing. Second, I apologize to the console gamers, I am an OLD school PC gamer (pencil and paper before that) and my suggestions will reflect this. I don't believe I would be alone in requesting that mutation profiles be made available in a future update. Example: I want to kill a bee and start my attack with a bow and the mutations Sharpshooter, Cardio Fan and Natural Explorer; as the bee closes the gap I want to switch from the Sharpshooter mutation to Barbarian or Javelineer without opening the menu, just as the Hot Pouch allows for hot swapping weapons/gear assignable to the numbers 1-8, a second or sub- Hot pouch could do the same for mutation combinations using the modifier keys CTRL, ALT or SHIFT; so as the bee(s) close(s) the gap, I could quickly and easily switch from Sharpshooter, Cardio Fan and Natural Explorer to Barbarian etc.. etc.. by simply pressing SHIFT-2 or Javelineer etc.. etc.. by pressing SHIFT-3.