Witch Tool for the Job

Announcements of major changes to Salem.

Re: Witch Tool for the Job

Postby summertime » Sat Nov 01, 2014 12:30 am

Anyone knows what the new caterpillar effect is?
what does Jack-o-lamp do?
how do you craft raggy dolls? (cant find it anyhwere among my crafting options)
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Re: Witch Tool for the Job

Postby Hose » Sat Nov 01, 2014 12:38 am

are 3 ticks with 244 digging power good?
My dog walks me to the park and doggy styles me, if you find that weird you're an arrogant gender-assuming bloodthirsty gun-loving cisgender bestial sexist incestuous white-previlege misogynistic biased raped privileged Nazi slave owner terrorist lesbian.
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Re: Witch Tool for the Job

Postby Rololas » Sat Nov 01, 2014 12:50 am

sooo... who crashed the server?
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Re: Witch Tool for the Job

Postby JohnCarver » Sat Nov 01, 2014 1:04 am

Rololas wrote:sooo... who crashed the server?


A beaver
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Witch Tool for the Job

Postby NordErdTod » Sat Nov 01, 2014 1:11 am

Please make a hotfix for toolbelts so they are not a part of the inventory anymore - just right click on them and then "open" them as a container, smth like that )
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Re: Witch Tool for the Job

Postby JerrySpringer » Sat Nov 01, 2014 1:20 am

How long does it take for aggravated assault scent to expire?
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Re: Witch Tool for the Job

Postby JohnCarver » Sat Nov 01, 2014 1:27 am

NordErdTod wrote:Please make a hotfix for toolbelts so they are not a part of the inventory anymore - just right click on them and then "open" them as a container, smth like that )


That seems far more cumbersome. Although the more i think about it i may hotfix porting with tools in them
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Witch Tool for the Job

Postby summertime » Sat Nov 01, 2014 1:41 am

JohnCarver wrote:
NordErdTod wrote:Please make a hotfix for toolbelts so they are not a part of the inventory anymore - just right click on them and then "open" them as a container, smth like that )


That seems far more cumbersome. Although the more i think about it i may hotfix porting with tools in them


if you hotfix that way, plz nerf the slots then :/
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Re: Witch Tool for the Job

Postby summertime » Sat Nov 01, 2014 1:47 am

just tested:
"Tomatoes now count as any plant.
Onions now count as any plant.
Radishes now count as any plant.
Carrots now count as any plant."

this does not give the "any plant" category any buff through variable food "buff" >.<
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Re: Witch Tool for the Job

Postby DarkNacht » Sat Nov 01, 2014 1:48 am

JohnCarver wrote:
NordErdTod wrote:Please make a hotfix for toolbelts so they are not a part of the inventory anymore - just right click on them and then "open" them as a container, smth like that )


That seems far more cumbersome. Although the more i think about it i may hotfix porting with tools in them

Yes we need to be able to port with them or they are way too expensive, and they do need to be separate from your inventory.
They should also hold thing like rope and torches. Weapons would be nice too but that might be too much and the slots would need to be reduced then.
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