Patch 2.2.3 Throwing a Bone

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Re: Patch 2.2.3 Throwing a Bone

Postby MaxPlanck » Mon Jan 22, 2018 5:54 pm

Jesus Taipon. Just take the bee stings like a man and drink turkey blood if you don't wanna switch sets.
(Or put a house next to your bee skeps and stop complaining the mannequin decays outside unless you've been spamming bee skeps in a mine too)
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Re: Patch 2.2.3 Throwing a Bone

Postby Ghoul » Mon Jan 22, 2018 6:22 pm

Taipion wrote:
MarpTarpton wrote: There is a hat in the works to help prevent damage associated with handling bees.

Oh please no... o.o

A hat that is useful only for one purpose, needs to be equipped just for that, which means many clicks for nothing.

And further add that mannequins decay when placed where the bee skeps usually are.

Either remove out-of-house-decay for mannequins, or don't just add a bee-hat for generating additional clicks, because Salem already has enough of those.


just make a plugin for auto switching hats for apiarian purposes ¦]
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Re: Patch 2.2.3 Throwing a Bone

Postby JohnCarver » Mon Jan 22, 2018 6:27 pm

Teoki wrote:Unmounted Forage was already rarely useful and its speed barely acceptable. Now it's an agony. I'll forget its existence until a mount. Too bad also because the moving animation is nice.


The next patch will hopefully have more movement changes and more movement modes.

Digging into Forage though.
Lets say you live near a tiny tiny crag outcropping and want to gather a lot of gneiss from it. You could run over and over it with wander or some such gathering the few that would spawn. OR alternatively you could 'forage' through that tiny patch and pick up more than enough in less time even with the movement speed. That is its intention. When you are 'specifically' looking for one thing or a series of things in an area that is limited as a biome.

Wander buffs your ability to find forage-ables as well, and should be the go-to choice if you 'could care less' what you find but are just out for a stroll gathering various things that strike your fancy.
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Re: Patch 2.2.3 Throwing a Bone

Postby Rifmaster » Mon Jan 22, 2018 6:52 pm

Didn't the last patch say it lowered the amount of clovers in a clover roll? It still takes 2 atm.
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Clover Roll now takes one CLover.
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Re: Patch 2.2.3 Throwing a Bone

Postby MarpTarpton » Mon Jan 22, 2018 6:53 pm

Taipion wrote:
Either remove out-of-house-decay for mannequins, or don't just add a bee-hat for generating additional clicks, because Salem already has enough of those.


lol are those the only options then? Take the damage if you don't want to wear the protective gear. Way fewer clicks that way.
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Re: Patch 2.2.3 Throwing a Bone

Postby Heffernan » Mon Jan 22, 2018 7:00 pm

btw. will soil digging sets ever be fixed?
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Re: Patch 2.2.3 Throwing a Bone

Postby Dallane » Mon Jan 22, 2018 8:42 pm

Taipion wrote:Either remove out-of-house-decay for mannequins, or don't just add a bee-hat for generating additional clicks, because Salem already has enough of those.


Why don't you just "plugin" the problem away
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Re: Patch 2.2.3 Throwing a Bone

Postby Taipion » Mon Jan 22, 2018 9:37 pm

JohnCarver wrote:
Ghoul wrote:P.S. what made you go back on skeleton persistence?


Once the heads are ripped off they essentially 'persist' in the world through the skull. My primary concern here was just that dead players still leave 'some' mark on the world.


As much as I appreciate a solution to the skeleton problem, there are a few open questions.

I would have expected the remains (skull) to persist permanently, but if you destroy skull-made furniture it's just *poof*.
I had expected it to work more like graves.

But then again there are also other "things" that might interfere with such intentions.

So it is now possible to completely remove a players corps form the game without using any tricks, intended, right?

Maybe at least make it so, that:
- if you destroy or salvage a skull-made furniture (or its build sign), then the skull spawns on the ground (this also opens up the possibility to raid/loot skulls without having to cart a dozen or so chairs/tables around^^)
- the skull itself does not despawn when placed on the ground under any circumstances
- the skull does not go *poof* when dropped on water (to prevent someone from quickly disposing a skull to protect the deceased characters inheritors)
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Re: Patch 2.2.3 Throwing a Bone

Postby Nsuidara » Mon Jan 22, 2018 10:18 pm

Can we got into System Chat info how many insp regen when wakeup ? (sometime loading more longer then msg...)
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Re: Patch 2.2.3 Throwing a Bone

Postby Ghoul » Mon Jan 22, 2018 10:30 pm

Nsuidara wrote:Can we got into System Chat info how many insp regen when wakeup ? (sometime loading more longer then msg...)

+1
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