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Rapportera problem med översättningen
More options for digging moats of freshwater and/or lava. It's pretty much impossible to do this right now, only viable option is seawater.
More variation to the Z-axis. Yes, deep caves (with more challenge) and perhaps homes with roofs.
A fix so that transmogrifying well-crafted items doesn't reset their durability (2.3.4?). Currently essence is only good for the milestones without Legendary Refresh mods.
Perhaps a way to tether tamed animals so I can sleep without them going wild and coming to wake me up every 10 minutes. I'm tired of having to kill everything or drag it hundreds of tiles away from my camp, only to get back and find something new to tame/drag.
I haven't experimented yet, but can we specify map seeds when we leave the current island so we can travel to other locations we've visited before? I guess the world map option covers this?
Such as a check to keep only selected window from fading out when not hovering.
Lock window to now close when pressing escape or otherwise anything except closing it directly.
Auto-Fill. Set a bag to auto fill and when you pickup an item of X type it will automatically enter it.
Maybe it's just me, but sometimes if I make a window smaller size and I drag an item to move it into the window, there's an area between the edge of the window and the "center" where releasing click doesn't actually move it and I have do it again. It'd be nice if this dead zone didn't exist.
I'm not sure I agree with this. There is a little swampland about most maps. Sometimes you can find snow, which can be a huge source. Then as soon as you go underground you find massive lakes. You can dig in gravel and sometimes expose water. You can also desalinate. So, between these sources I think there is enough.
I guess I shouldn't have framed it like a survival issue, sorry. It isn't, really. Aesthetic, maybe?
When's the last time you encountered an overworld freshwater lake? Something large enough to spawn fish (required for the collector milestone, btw)? It may be realistic to keep them rare on small islands, sure, but I'd like to see deep ponds or natural streams more often.
UI but i can't make it stay in one way, i hate it when i accidently change it's size or position. becuase of OCD, so i think it needs a locking or pinning feature. and also items in inventory is so messy with same type of items, so i wish one type of item only take one space in inventory, but when you hover your mouse on it or right-click on it, it shows you all of the same item with diffirent stats. it will make inventory way much more clear and easy to manage.
in my opinion a good and simple UI is very importent for a game, and this game still lack this elements, it's not mature yet. so hope you can focus on this more.
Multi-level dungeons which get harder the deeper you go. Need distinct up/down stairs. Not too many levels though, perhaps 3, 5 or 10 max?
More unique buildings and environmental setups, not just random gen terrain (eg cemetary with lots of ghosts, a well, rundown shack etc).
More mob types. Variety is always good!
For the creative types, consider coloured wool or some option for personalizing your base.
Keep it hard. Not just in the beginning, but all through the game if you can.
Perhaps some lore elements? Why are you there? What is this place?
that kind be first thing person thinks about or maybe like abandoned camp or town that has signs of life one time or another but they left it idle?
Scrollable Map: I need to be able to move around min zoomed map view so I can match with the decoded map window so I can work out where the treasure chests are.
Waypoints: I want to set waypoints and have a marker that always points to the selected waypoint.
Well or Water Tank: Buildable item that can be filled with lots of water.
Watchtower: A tall structure that can be built and manned to see over trees etc. Also can be used to fire ranged weapons.
Friendly NPCs: Villagers or Islanders whom I can recruit by giving food and water. I should be able to assign them to duties like - cut wood (put into assigned chest), stoke (take wood from assigned chest and stoke assigned fire when necessary), carve crops (carve assigned crops and put into chest - option to ignore fertile crops or crops in certain tiles), gather water (from sea or lake and put into water tank), desalinate water/purify water, mine (desired resource), man watchtower (give them a ranged weapon and ammo and assign them to a watchtower). You have to keep putting food/water into some assigned chest for the NPCs to collect or they will quit. NPCs will combat if assigned to fight as a job or in watchtower but will run if health is below a certain value (25%?). NPCs will go to assigned chest to look for bandages to heal if necessary.
Copper: a resource that can be mined.
Machinery: Machines that do stuff - need power, so need wires (hence copper), autocrafting machines taking items out of chests and put results into other chests or pipes or conveyor belts to other machines or chests. Generators that need coal/logs etc. Solar panels, batteries - may need another resource to build. eg: An assembly line that takes branches, stone, feathers and turns them into arrows. Gathering NPCs can be used to stock the input chests and the archer NPCs who man the watchtowers take the arrows from the output chest when they run out.
Animal farming: Chickens & Rabbits if caught and put into a farming pen can reproduce. Pigs (food), Sheep (wool - make fabric).
Transport: Go more than one space per turn! Horses. Bicycle. Cart. Wagon. Car. TANK (pew pew for insane level). Bulldozer/digger. Combine Harvester for big farms (gotta feed those NPCs).
That's all I can think of for now.