Salem V1.2 Exploring the Bowels

Announcements of major changes to Salem.

Re: Salem V1.2 Exploring the Bowels

Postby JohnCarver » Tue Feb 16, 2016 4:16 am

Minipatch #3
*The contents of the Whale intestines now persist through server restarts.
*Windmills now make a minor creaking noise as they turn.
*Firearms requires more C&D and S&E.
*UI window for Fish Trap now reads Shellfish Trap.
*Classic Sofas and Nightstands can be carried in and out of houses (to allow you to switch between them). THIS DOES NOT MEAN THAT THEY WILL NOT DECAY OUTSIDE. DO not leave your furniture outside or it will become ruined!
*Players may no longer log out in whales.
*There now exists a Table in Boston that operates like a Nighstand but cannot be carried.
*Laced Porcupine spines can now be administered directly to yourself.
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: Salem V1.2 Exploring the Bowels

Postby Zapt13 » Tue Feb 16, 2016 4:29 am

HDHB wrote:
Zapt13 wrote:Anybody make a wood knot with 2 of those?


not worth it


I pulled 3 of these off my first pile after the patch. I'm not sure how rare they are, but I always like to think about the possibilities. Like making a coal clamp only out of unscathed wood. Or a wood knot with 1 of these and a coffin plank, or a box with only coffin planks... Never had the guts to waste the resources, though.
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Re: Salem V1.2 Exploring the Bowels

Postby HDHB » Tue Feb 16, 2016 4:37 am

Zapt13 wrote:
HDHB wrote:
Zapt13 wrote:Anybody make a wood knot with 2 of those?


not worth it


I pulled 3 of these off my first pile after the patch. I'm not sure how rare they are, but I always like to think about the possibilities. Like making a coal clamp only out of unscathed wood. Or a wood knot with 1 of these and a coffin plank, or a box with only coffin planks... Never had the guts to waste the resources, though.


I wanted to express that using 2 of those doesn't benefit the wood knot in any way, it's just a generic wood knot made of wasted resources ;)
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Re: Salem V1.2 Exploring the Bowels

Postby Paradoxyc » Tue Feb 16, 2016 4:43 am

JohnCarver wrote:Minipatch #3
*The contents of the Whale intestines now persist through server restarts.
*Windmills now make a minor creaking noise as they turn.
*Firearms requires more C&D and S&E.
*UI window for Fish Trap now reads Shellfish Trap.
*Classic Sofas and Nightstands can be carried in and out of houses (to allow you to switch between them). THIS DOES NOT MEAN THAT THEY WILL NOT DECAY OUTSIDE. DO not leave your furniture outside or it will become ruined!
*Players may no longer log out in whales.
*There now exists a Table in Boston that operates like a Nighstand but cannot be carried.
*Laced Porcupine spines can now be administered directly to yourself.


Can we carry feasting tables outside? And do they decay outdoors as well?
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Re: Salem V1.2 Exploring the Bowels

Postby JohnCarver » Tue Feb 16, 2016 4:47 am

I just did the store stuff for now.
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: Salem V1.2 Exploring the Bowels

Postby Paradoxyc » Tue Feb 16, 2016 5:37 am

JohnCarver wrote:I just did the store stuff for now.


Would it be possible to take Feasting Tables outdoors? I have been wanting to have a party with some friends and it would be nice to be able to carry the table outside for the party. It would only be for about thirty minutes, so I don't think it would decay if we are using it.
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Re: Salem V1.2 Exploring the Bowels

Postby DeepSixed » Tue Feb 16, 2016 6:15 am

HDHB wrote:
Zapt13 wrote:Anybody make a wood knot with 2 of those?

not worth it

I pulled 3 of these off my first pile after the patch. I'm not sure how rare they are, but I always like to think about the possibilities. Like making a coal clamp only out of unscathed wood. Or a wood knot with 1 of these and a coffin plank, or a box with only coffin planks... Never had the guts to waste the resources, though.


I wanted to express that using 2 of those doesn't benefit the wood knot in any way, it's just a generic wood knot made of wasted resources ;)

"Ghost' suggests... IDK.. maybe under Blood Moon?

I collected a handful of the new inspirations... Ghost in the Grain..save a few and see.

Coffin plank not considered eligible for wood knot. Wonder if Ghost in Grain elligible for Davy's Locker... idk... seems much more 'in line' with inspiration? Out of Ghostfish atm... or I'd test and share.
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Re: Salem V1.2 Exploring the Bowels

Postby JohnCarver » Tue Feb 16, 2016 8:42 am

Minipatch #4
---------------------------------------------
*New Food Recipe: Fish Tacos
*New Food Recipe: Pumpkinbutter
*Breaded fish fillets are now a frying pan recipe and require 2 parts corn oil in place of sugar.
*Farmers Omelette no longer requires an argopelter egg.
*Potato Salad now requires bell peppers instead of onions.
*Stew has been moved from Domesticated Meats to Potato Food Group.

Popham
----------
*The amount of steaks you get form domesticated animals has been nerfed significantly to accommodate the new balance changes to domesticated meats.
*New Food Recipe: Slow Roast.
*New Food Recipe: Scary Stroganoff
*New Food Recipe: Meatballs
*Curious Curry has been rebalanced.
*Frontier Stew has been rebalanced.
*Tasty Taco has been rebalanced.
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: Salem V1.2 Exploring the Bowels

Postby Argentis » Tue Feb 16, 2016 11:43 am

"Pulling the tail on a salamander will no longer have him jump from the box he is in to your inventory. He will now stay in his container and the tail will appear in your inventory."

Why don't you make it so the salamander jumps out of the container and starts to run around ;p
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Re: Salem V1.2 Exploring the Bowels

Postby JohnCarver » Tue Feb 16, 2016 6:42 pm

Argentis wrote:"Pulling the tail on a salamander will no longer have him jump from the box he is in to your inventory. He will now stay in his container and the tail will appear in your inventory."

Why don't you make it so the salamander jumps out of the container and starts to run around ;p


Yes. Will make priority.
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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