Testing 194 - Report issues here

Found overlapping tooltips:

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I understand the ‘need’ to make a block not drop itself if the secondary resource drops…however, chopping a 20 block tree down and only getting 10 wood is pretty bad feeling :stuck_out_tongue:
Is there no way the game detects if a block is player placed or world gen? :\

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After completing an objective, I immediately pressed ‘J’ like suggested by the tooltip and the journal UI looked like this:

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I can’t pin (right click) any of the general feats.
I can only pin timed feats.

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Yes. Generated trees can be one block, which drop another tree block that looks and behaves identically, but will not produce any extra drops.

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I think you misunderstood my main point, but that’s okay.

When you’re chopping a tree down, obviously you get wood, and atm you may get sap INSTEAD of wood. That’s great unless you simply want wood.
I was trying to get some wood only and out of 20 trunk blocks I only managed to get 10.

So this change is to prevent people constantly placing and bashing a block to get the secondary resource without having to go find more of the blocks.

Now I ask if it could be set so that player placed blocks simply cannot drop secondary resources and that wild blocks go back to dropping themselves AND a secondary resource (where rng decrees it, as it was).
This is assuming the game/server knows that a block is placed by a player rather than world generated.

Does this make sense @james?

4 Likes

I know you misunderstood my solution. It addresses the your completely. (detecting if a block is player placed, or generated)

Example:

Tree is made out of 20 "original" wood. (i.e; trees that the world generates)

Each "original" wood block will drop 1 "normal" wood, and maybe a special drop (sap, bark, etc.)

The "normal" wood only drops itself.

Ergo, you would always get 20 wood, but you can’t then take those and break them continuously to farm sap and berries.

You can then take this one step further, and instead of having a different item, you have a flag for each item which denotes if it is original or not. This is harder to implement (Databases, world formats, etc. might need modification), but there should be very little that can go wrong doing it this way, and it will be trivially transferrable to other blocks as well.

This problem is solvable, but the ease of a solution heavily depends on how boundless is coded. Seeing this solution, it is probably just a stop gap measure until they can implement something better.

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I too would prefer this. Or an option to voluntarily give up secondary resources if you’re hunting for just the block type. I can see why a defense against macros is needed but the current proposal is a solution which punishes everyone with (again) needing more time to achieve the same thing, in order to prevent a subset of players abusing the systems. I think there’s another way to solve this, some suggestions here are good!

5 Likes

Same for me. I’m also concerned that the landscape is going to be far more decimated than it already gets in populated areas because players are having to cut down all the trees, instead of just some, to actually get the blocks they need.

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I’m relatively glad my concern is voiced by others, I thought I was just being a bit picky :stuck_out_tongue:

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The forge animation shows that it is upgrading one boon but ends up upgrading another:

Forge%20wrong%20effect%20applied

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Slingbow names still say charger and repeater despite the change

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Out of interest - did you have either of the skills unlocked? I thought I noted last night that they were all “balanced” until I took the charger skill, then they all said “charger” instead.

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I have the charger skill, but some say repeater as you can see in the pics and some say charger
It might also just be the smart stack names that are wrong, idk
Edit: no, its the item names too

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Hmm, interesting. The ones in my inventory and some shop stands I looked at definitely started as balanced but changed to charger. I’ll check on a character I haven’t spent skills on yet and do it in a shop, see if I get the same as you.

Edit: I get a mix of results: (No skills)

In inventory - Diamond = Heavy Charger / Sapphire & Ruby = Balanced Charger
In a shop stand - Gold = Heavy Repeater / Diamond = Heavy Charger / Iron = Heavy / Copper = Swift

Maybe old items kept old names? If so I guess wouldn’t be a problem at launch as they’ll be gone.

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When you switch a tool in your hand mid animation, the visuals don’t change but the tool does under the hood.

Take an Axe, punch wood, switch axe for a hammer (e.g. with mouse wheel) while the animation of the axe is still running.
Boom: you got an axe that has the properties of a hammer! (e.g. is effective against stone)
(Not really because it’s just a visiual bug … but, you know …)

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Chiseling with a Stone Chisel makes no sound.
(Besides the swinging sound that you also hear when hitting into the air.)
(I didn’t test other Chisels yet, low level character :blush:)

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I don’t know if it counts as a bug nor is it specific to this release, but when you stand to close to a machine when interacting with it, this can happen:

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I think the resources distribution isn’t working right. I can’t find coal in caves ( just some soft coal once in awhile), found a lot of ancient tech remnant on solum really fast around 200 under 30 min, tech component at altitude 53, gold and silver ores really high in altitude.

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This didn’t seem right… I saw that my beacon didn’t have a flame so I panicked and ran over there but it apparently has 5 weeks… I don’t think the flame should be out


[update] ummmm…

I didn’t actually do anything to it… so… Nevermind! lol

1 Like