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Mod wish list
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Axus
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I just can't wait...
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Hashy
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Update Notes Version 1.11.0.0
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W. Merry_
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Wishlist for 1.7!
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MFX_Media
I Kinda Fail 님이 먼저 게시:
1. New farm maps: Desert and Swamp.

- Desert: A very challenging farm. It has some Mining and Foraging features, but Farming is very difficult and Fishing is impossible due to there being no water sources whatsoever. Sprinklers don't work at all, but Robin can dig you a well to refill your watering can; otherwise you'll have to walk to the river in the forest, or build a kitchen sink. Wild cacti and palm trees grow regularly. You start with 10 cacti, ready to harvest for food, and 1 new one will randomly spawn in an empty tile per week. Chopping a cactus down will fully refill your watering can and provide 3 cactus fruit. Once Calico Desert is unlocked, cacti can be grown year round, including Winter. Finally, like how the Riverlands starts with a smoker, the Desert farm will start with a bone mill. You have a small quarry like the one on Ginger Island, so you'll have plenty of clay and fertilizer. Grass still spreads on this farm, but at half speed; on rainy days, it spreads as normal. In terms of decorations, the farm will have cow skulls and large creature remains sticking out of the dirt in various places. There's a few small cracks in the earth to obstruct movement and crop fields, but otherwise, 90% of the farm is plantable soil. As of 1.7, all farms will be able to plant coconuts into palm trees.

- Swamp: A strange farm with some mild challenges. The farm is riddled with vines and ponds, as well as "grass" tiles that can't be planted on. Clay spawns easier on this farm. All water sources on this map (river, ponds) have DOUBLE range for irrigated crops like rice and taro, and both crops can grow year round, and have a small chance of spawning naturally along the river if no other crops are planted there. The farmer will start with 3 crab pots, and will have a TON of room for crab pots. The farm won't start with any oak, maple, or pine trees, but they can be grown here. Instead, the green rain trees will grow naturally, including the fiddlehead fern trees. Moss grows twice as fast on this farm. The vines that grow are a new obstacle, like weeds, that must be chopped with the axe or the scythe, and give fiber. Each mushroom log on this farm will give +1 of the appropriate yield; if it normally gives 3 Chanterelle, now it gives 4.

2. Silo upgrades. Silo 1 is as normal: 100 stone, 10 clay, 5 copper bars. Silo 2 holds 500 hay: 250 stone, 10 clay, 5 iron bars. Silo 3 holds 800 hay: 500 stone, 10 clay, 5 gold bars.

3. Retaining soil is changed to be like the deluxe retaining soil. While the deluxe soil keeps crops watered for a full season, basic and quality retaining soil have a chance of keeping crops watered. This becomes useless *immediately* upon having an upgraded watering can. If you're watering 5 crops at a time, and each crop has a 33% chance of staying watered... If 3 of the 5 need water, you're still probably going to need to water the whole row. So they should be changed so quality soil keeps it watered for a full week, and basic for 3 days. This would be a HUGE energy save in the early game, and lessen the priority to rush sprinklers. Would also be a nice boost on farms like the Beach where sprinklers don't work.

4. Recipe reshuffle. Learning recipes from the Queen of Sauce in year 1 like Cole Slaw that you can't use until year 2 is dumb. Spring should have recipes that use parsnips, potatoes, eggs and milk - a good incentive to get animals early. I recently found out you can buy the Hashbrowns recipe from the Saloon to make Dish O' The Sea in Spring Y1, so it made catching The Legend a breeze! Things like Carp Surprise would be pretty useful if you caught them while at a low Fishing level, but as is, you don't unlock it until year 2... when you probably can make Sashimi, or have better food sources anyways. I want more things like unlocking Trout Soup right around the time of the Trout Derby, or Cranberry Candy around the time you grow cranberries.

5. Some sort of change to Magnetism. As is, right now an Iridium Band is basically essential, even if you don't need a light source, because the Magnetism boost is so good. Miner's Treat is a good example, because it boosts Mining AND Magnetism, and you can easily cook it OR get it in the mines. Something for Foraging would be nice, as by end game, chopping trees faster than the tree falls is possible, so a lot of doubling back to grab wood is needed. A book passive effect for a minor Magnetism boost, and have the book be loved by Maru would be nice. Or even just tweaking the existing rings, or base Magnetism a bit. In the early game, you basically need to be on top of the item to pick it up. Maybe also adding the glow/magnet effect to the Ring of Yoba would make it a more defensive version of the Iridium Band, with the IB being for 10% damage boost and RoY being for a chance not to die.

1: There is a swamp farm on Nexus, it looks interesting, but a bit messy. Like the ideas you have about these biomes.

2: Agree, silos should be upgradeable. As it's now, you kind of don't need silos. Just a chest inside coop/barn and fill that with hay. Silo should be cheaper to construct as well - maybe even an option to start with one.

4: Couldn't agree more! More randomness to that show - recipes are randomly given.
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controls
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calico corgi
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Event Invitation Code
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Norre
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Does friendship decrease in this game?
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FERE
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Blueprints
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see you later
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CS2 overwatch?
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Iron
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Berzzerker
295,045,431개 중 1~10개 표시 중