![]() And on a much more important tactic: Seamoth fragments also consist of Glass, and MVB fragments consist of Lubricant - in addition to them also having Titanium. It seems weird that two vastly-different sized fragments give the exact same amount of Titanium. do we really need even more unnecessary Titanium at our disposal?Īnd while we're on that subject, can the "duplicate fragment scans award Titanium x2" rule be adjusted as well? For one, it seems silly that duplicate Power Transmitter fragments (so small!) give Titanium x2, but duplicate Scanner Room fragments (much larger with more surface area) also gives the same amount of Titanium. If the proposed changes go through, could we have the Metal Salvage removed from the game, or at least TONE DOWN the spawn frequency of them? I mean, if we're to have a 250% chance of Titanium appearing across all outcroppings in the game. ![]() Do we really need a 50% chance of Titanium across all of the outcroppings? I mean, I realize that Titanium is used for pretty much the course of the game, and later-game items like vehicles also require Titanium Ingots, which in turn requires lots of Titanium Ore. I do have a concern with the proposed changes, though. I greatly approve of this suggested change! I can't tell you how frustrating it is to keep getting Titanium/Lead when you need Copper, or the vast amounts of Gold I leave on the ocean floor due to not having a high demand for it, even with the recipe change for Computer Chips - these proposals would definitely make getting unnecessary resources less frustrating and make it so specific outcroppings are more specific for particular ore types. If anyone can figure this out please tell me.ĥ2651 /main 21:59:30 Maxim Vigovsky Coral_reef_small_deco_07 fix, Stalker_02 tooth Stalker_02 tooth is obviously the new Stalker Tooth model, but I don't know what "Coral_reef_small_deco_07" is. ![]() There was also this checkin, which talks about model/texture updaters. I also suggest spawning some limestone on walls in safe shallows. I suggest greatly simplifying what's inside breakable resources. We're not doing a particularly great job at communicating that there is are different types of outcrops yielding different types of materials.ĭisregarding the two giant coral tubes we're not spawning any outcrops in safe shallows, making it difficult for new players to get familiar with the concept of outcrops in the first place. The safe worked really well.īreakable resources like limestone outcrops are an important cornerstone of gathering materials. Kind of going back to the placeholder safe with these crates. If they came with a crate around them that might help. Oh another theory that came up was that constructor fragments are hard to spot. I can also provide analytics data from actual players for verification. I think the locations are exactly as they should be, but perhaps the chances of randomly encountering a constructor fragment in kelp forest should be a bit higher. The biggest issue seemed to be that constructor fragments spawn in kelp forest, which people tend to avoid like the plague because it's dangerous, whereas seamoth fragments spawn in grassy plateaus, which is relatively easy to navigate. When you configure and deploy the workflow, it will run on Pipedream's servers 24x7 for free.52548 /main 08:35:14 Simon Chylinski beacon sound now has smaller radius and is muffled inside basesĥ2567 /main/kiel_LostRiverMaterialUpdate 17:34:39 Kiel McDonald Lost River Base Exterior material updatesĥ2568 /main/Added some cyclops SFX, made cyclops decoy button fade again 17:57:11 Scott Thunelius Added some cyclops SFX, made cyclops decoy button fade againĥ2580 /main/Slava - Optimizations 2/SubmersibleHUD 21:20:10 Vyacheslav Sedovich New Camera Drone and Cyclops Camera HUD WIPĥ2593 /main 11:36:39 Igor Popov Removed / replaced all eco event emitters and eco event based creature actions.ĥ2598 /main 13:43:15 Igor Popov fixed bug where cutefish commands breaks tool animationĥ2605 /main/Slava - Optimizations 2/SubmersibleHUD 17:37:05 Vyacheslav Sedovich Got rid of distracting depth / crush depth value separator (was erroneously perceived as shifted compass arrow).ĥ2609 /main/Minor, but extensive, text tweaks 20:12:11 Tom Jubert Improved lifepod UI texts (lifepod screen, naming conventions etc) Improved names of organisms and scannable objectsĮven though there are more constructor fragments in the world than seamoth fragments, during our internal playtests we found that most of us completed the seamoth blueprint sooner. ![]() This integration creates a workflow with a PostgreSQL trigger and Trello action. ![]()
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