No need to apologize. Feel free to ask as many questions as you'd like. :)
Regarding the sickle, they only use one attack at a time, so I'd recommend using just one, and putting some other item in the other hand.
No need to apologize. Feel free to ask as many questions as you'd like. :)
Regarding the sickle, they only use one attack at a time, so I'd recommend using just one, and putting some other item in the other hand.
Looking forward to trying this out!
Hope you enjoy!
Yes! More content~ ヾ(・ω・*)ノ
Q(._. Q)
Good evening (or morning, or... day?!)!
Today's patch has some great fixes and tuning changes, but it also has some new rooms. Well, the Tavern won't be new to some of you as, once upon a time, it used to be a room in the game. But enough reminiscing! Let's take a look.
Tavern Room
It's time to re-enable this room as I am starting to feel like it has an actual purpose. That is, to improve the spirits (heh) of the masses. Right now, the Tavern has one job you can give it, and that's, "Relax With Drink." Entities will grab a drink, and go sit at a seat in the ...
Read more External link →Is it related to the game automatically populating the permitted item list with food and beverage items that correspond to residents' diet? I ran into that with animal enclosures, homes, prisons and my somnic pools.
If it's enabled, then any time an entity moves into a building, the building's storage preferences seem to be updated to include everything that the entity is permitted to eat, which led to my pasture becoming the default storage location for all my carrots, instead of my kitchen.
Annoying, but you can edit the properties of the building to prevent it.
This was my first guess too. Though, when you try to edit those items, there's supposed to be a popup telling you the list is populated by the diets.
Thanks for the feedback! :)
- Sounds great!
- Ya, that makes sense. I do worry that players will feel like they should rely on this when in reality the AI should be better at getting them to go eat/drink/sleep. Ya know?
- I'm currently tuning up/fixing some little things related to this. The experience should feel much better after that.
- Oh interesting! That would be cool.
- I think there is some confusion here. It is set by default to "Items In World: Required Seed > 0 -> 1" which means, if the seeds for the job are more than one, make a planting job. EDIT: I did notice that there is some incorrect text for the popup which talks about queueing. The next patch has a change to make all that clearer.
Also, I am referring to the beta which you might not be playing at all?
Thanks for the feedback! :)
That's awesome! It is intended to be able to have lots of different races in your settlement if you choose. However, I will be making the management of captured entities more challenging. More psychological stuff, escape attempts, diseases if living conditions aren't great, etc. Also, if you treat them properly, you'll be able to make them full citizens. So, take advantage of how easy it is now! haha
Nice!
It totally makes sense for zombies to decay over time, I'm just not sure I'd call it age.
Ya, I think that's fair. I'm starting to lean towards them living forever age-wise, but they decay to being just skeletons. And the risk/reward trade-off is they can potentially give your settlers diseases if they aren't protected.
I like your style :) Would love to see more!
Thank you! I'll keep expanding this base and share some more.
What is the purpose of having a small box of water? (Edit: I meant the 4x4 space) Just curious or is it just like design or do you get water from it (but then does it run out)
Easy access to water, but it's mostly just visual.
Damn, the amount of work you already have put into this game is astounding! To see some of your goals for the future in various notes is mind boggling!! Thank you for all of the work you put into this awesome game!
Thanks for the support. You all keep me going! :)
Hi everyone!
Hope you are having a great start to your weekends.
I've just uploaded version 0.11.0.8 and this one is more of a content patch for once. There's a bunch of stuff I haven't added to the Ardyn expansion yet, and, now, I'm working on adding these things. And, it's not only the Ardyn race that I'm focusing on for content. I'm working on lots of stuff for the Humans and, especially, the Ancients.
Resurrection
You'll notice the Arcana research tech tree is a bit sparse. I've moved a lot of stuff over to the Ancient tech tree, to round out...
Read more External link →I haven't implemented their gameplay mechanics yet, so, no, they probably can't.
Are you playing the main version 0.10.0.21? or beta? I'd love to see your save if you're playing the beta. They should be procreating as long as they have homes, so it sounds like some mid-to-late-game bug.
Ok I’ve found a possible bug for this. Putting out a patch this afternoon.
Are you playing the main version 0.10.0.21? or beta? I'd love to see your save if you're playing the beta. They should be procreating as long as they have homes, so it sounds like some mid-to-late-game bug.
Did you use the capture job on the cages with the cows/bandits?
The Ardyn aren't supposed to get Human migrant waves. I'll need to fix this. Thanks for letting me know!
Can human build library?
Yep! Just need to unlock it in the Saga window.