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Suggestion Box Sticky

A topic by Dasius created Jan 19, 2017 Views: 77,799 Replies: 1,111
Viewing posts 476 to 495 of 635 · Next page · Previous page · First page · Last page

how about new ingots?

Developer

Hey Saturn325,

I am hoping to add Alloys in the very near future. 

So hyped ! I already see the bronze alloy in my shop haha ! Thanks Dasius for being active.

(+1)

Hey, Dasius!
I must say, even in this stage of Alpha, the game is still pretty fun to play. Even more for someone like me - someone who loves (Medieval) styled games etc.. ^^
Anyway, I've come up with some suggestions that I would LOVE to see in the game, sooner or later :P

1) More weapon types -  now, I'm sure that you are planning on adding more weapons (weapon heads) for us to be able to make. I think it would be nice adding Flails, Halberdiers and maybe even War Hammers and Maces.

2) Woodworking - from what I've seen in the shop, you might be planning on adding woodworking. That is a great idea! Being able to make your own grips and such would be a nice way to save money. Also, if adding the possibility of making grips, why not add the posiibility of making Short Bows, Longbows, Crossbows and Shields (which I'm sure are going to be in the game quite soon) ? I know that bowmaking might not be the job for a blacksmith, but eh :P

3) Armor making? - This could either be a complex matter or just a simple "combine a few ingots and magically spawn an armor piece" one. Armors could be made from different metals, for example and therefore have multiple phases of creation (same as shields).

4) Of course, fixing bugs - Bugs like the ore/coal multiplying have already been reported enough. Also, I haven't really searched the forum for this, but I'm not able to sell Pickaxes.

Let me know your opinion ^^

Developer(+1)

Hey SirAxart,

Glad you are enjoying the game :)

I am looking into implementing flails in the game next to your other suggestions. Some of which are on my todo list. 

Thank you! 

Glad to know im on the right track.

Oh Oh. Rereading some of the suggestion posts reminded me about something.

Namely this one about its bows - Reminded me that the 3rd Small-blade/dagger model - The tiny "tip" blade

Totally looks like it could be an Arrowhead.

That + wood/rare wood = arrows (simple) (And maybe it'll be a few arrows? would probably be a pain making and selling arrows 1 at a time... althought BotW does it.... urgh... arrows.. Always need more.

Anyway.

Or

blade tip + wood + leaves = Arrows (little more complex and more... proper recipe?) (Smack a tree with Mallet, get leaves, smack a tree/log with hatchet, get wood) (or just add feathers in some way

(+2)

Hi....my suggestion is that the game automatically puts all graphic settings on low so that people can actually play because other wise the graphics crash their game before they can change the settings to low,where as this way people can get on the game then change settings higher.         Please consider this....or at least provide a way to change settings without going into the game.

Developer

Hey Tangoethan,

I took yoiur suggestions into consideration and will lower the default graphic settings.

Thank you!

(+1)

Hey i think it would be a good idea to have a tutorial or to be able to remove handles because it gets annoying to waste the handles

(+1)

you can remove handles, just take the item with the handle that you want to remove to the anvil and hit it

thank you jarhead I've having problems with that for a while

jars got the part about anvil

And you get a blueprint on top shelf or you can dip out to sandbox and see what works for you and then apply to shop mode

(+1)

I Think you can add some exp for this game but not the normal exp how : if you get 30 you recieve 30% of speed in forge. i mean that with the exp you make better the swords or hammers or whatever it is. :D

sorry for bad english xD

(+1)

And if You put an enchanting (or whatever it is writed)  way for swords how sell it to an Wizard and make him enchant the weapon then he will deliver you the weapon and this ... enchanting phase will upgrade the buy cost . :D

(+1)

A Tutorial straight from the up-go? When I booted up the game I had no idea what to do and still trying to figure it out.

Thanks!

there's a blueprint for a good number of items up on the top shelf.

Try sandbox mode to get a feel of how things work. Then apply to shop mode.

Could also try gut instinct. If you put something together and it doesnt say you made something... Then do it over differently...

If smithing was the roadblock.. You need hot ingots on the anvil to make selection

Theres a problem I have, maybe I'm using the wrong version or something, but I cant switch from making heads for shields when I press the Z key... Do I need some form of blueprint to change it? Or is there something I'm missing?

You'll need to also have ingots hot and ready on the anvil for that. (Which is what I was talking about for "smithing")

  1. Get ingots
  2. Place them on the forge and turn the bellows on
  3. wait for them to change from cooled (insert type) ingot to Heated
  4. Take the heated ingot and set it near the top of the anvil (rectangle area)
  5. It'll snap into place, however, they can stack ontop of each other, try and make sure to scootch them over a bit before dropping them
  6. Open Radial
    1. 1 Heated Ingot on anvil -> Shield accessories (no real use yet, also not included on part blueprint); Sword tab lights up and is selectable -> Small Blade (used in making daggers and Spears for now)
    2. 2 heated ingots on avil -> Shield edging (no use), Normal Blade/1h sword, All other tabs are lit; Blunt tab produces "Small hammer head" for 1h hammer (Mallet) and polehammer - axe tab produces "small axe head" for 1h axe (hatchet)
    3. 3 heated ingots -> Shield Tab still selectable, but no actual recipe exists (Hopefully eventually you'll be able to make full Metal shields and this will be the meat of it) - Large Blades (Greatsword), Large Blunts (Greathammer) and Large axes (First model is 2h axe (battle axe) and the second model is Pickaxe (strike a "heated" tool head to change models, just like if you were hitting the ingots))
  7. After Striking the heated ingots until an item is produced (they will make a striking sound if you're actually making them into something) - drag the tool head to the bowl of oil next to the anvil to immediately cool it off, and then you can take that and assemble it.
    1. this is where the Blueprint comes into play
      1. The Blueprint is a piece of Parchment/scroll paper up on the top, right shelf, you can see it when you're leaving your bedroom
        1. It'll show "Pole grip + small blade" (Spear/Polearm variant 1)
        2. "2h grip + 2h guard + large blade" (2h sword/ Greatsword)
        3. 1h grip + 1h guard + normal blade (1h sword)
        4. 1h grip + small blade (dagger/knife)
          1. Not Shown: Pickaxe, Polehammer,
        5. 2h grip + Large Blunt (Greathammer)
        6. 1h grip + small blunt (1h hammer (I call them Mallets))
        7. 1h grip + small axe (1h axe (Hatchet))
        8. 2h grip + large axe (2h axe (Battle Axe) (Note I suppose that technically this means Pixkaxe is shown, because it's a 2nd model of the large axe head, rather than its own selection... ) (Pickaxe is properly crafted with a 2h grip and pickaxe head, and can only be sold as such, The Blacksmith can wield any pickaxe head - whether its 1h, 2h, or pole)
          1. .
            1. Sub note... I just learned that if you move the Blueprint, or maybe it just does it on its own.... It duplicates itself multiply times... I tried to move my just not and had 6 of them jammed together, they moved slow, thought they were lagging the game but a customer came in
              1. You can incinerate the blueprint, which is good if this happens to you, maybe rule of thumb, Incinerate blueprint if you touch it and before you quit playing, just so it has less to stack and duplicate.

Thank you! This explains alot, now time to get smithing!

Ok- two questions, and this may seem stupid but I genuinely don't know.

1. How do I sell my weapons?

2. Can you make grips/guards?

(+1)

2) It is planned, but currently, no. - You buy grips from either shipping (window/chart near anvil and forge) or from partsmith Geofrey

when you buy from geofrey, there's a really uber cheap 1h/2h grip (1$/2$ respectively) however - Bear in mind you need to be verrrrrryy delicate shopping at his place currently

Use his shopping basket, and carefully set the grips inside, crouch, and pick it up gently, and then uncrouch and carry it out when you're ready

If you mess up, or decide one of the grips isn't affordable for you - Give up, and put the rest back too - If you have a pricing error - it'll ding you and call you a thief and mark all the grips as stolen (not entirely true, it might only mark a couple, but still), once the items are stolen, they're stolen forever.

1) you'll need to hand your weapons to NPCs who request them - you can set up some of them behind the tapestry on your counter, handle side in, and the NPCs will usually see them from the first and second shelf

If you haven't seen how to open shop yet, there's fine print on the door - you have to click the actual "Shop closed" plaque ontop of the door to change to open, just opening the door won't do it for npcs to come in.

___________


when You're selling just copper, it can be hard to make each day seem profitable and progressive - but I assure you, it won't always feel that way, copper is just the slowest tier (that said, I've been having trouble myself in 0.0.82 getting NPCs to desire my most expensive metal...)

The Main reason copper's so hard to progress through is because its so "cheap" and grips and guards are still required, almost as expensive.

Where a great sword gets you maybe 50 or so $, and costs about as much to make in copper

A great sword in tin is 1500 for the tin, and only 20ish for the rest - 10% of 1500 (mark up) is 150 -> easily paying for 4 more grips/guards, ontop of a replacement 3 tin

______________

Do not close the lid of the shopping basket, btw.

Well. You can, just don't have it lidded when you leave - it will trap the items forever - when the shopping basket crosses the threshhold of the store, It swaps the basket for a regular crate, The items inside must be free if they're to remain usable -

IF they're locked in the "Shopping basket" - That's what they'll remain because the "Shopping basket" erases itself from existence as it swaps out for a crate, leaving "Locked" until you "Unlock" the shopping basket, which doesn't exist to unlock.

(+1)

Thanks! I'll try this out now. Hopefully I don't have to come back!

(+1)

So, I have a really bad computer. Every game that uses UE4 doesn't run more than 15 FPS on my computer. Could you add lower settings to the graphics option? You could tell me how to change them manually.

I played on 600p Min setting, 10 FPS.

Spec- Core i3- 2100 3.1 GHZ, RAM 8 GB, GPU: AMD Radeon 5450 (dreadful), Case- Microwave.

I understand that Good games trades with great FPS.

- Thankyou and have a good day! ^^

Developer

Hey 360,

Sorry for the inconvenience. I did lower the settings for players with lower specs.  However, I can't guarantee that it will run better on your computer. 

(+1)

It would be nice to be able to talk to people walking by to tell them about your shop, maybe you see someone with full armor walking to a tavern and you tell him about your blacksmith shop with armor that is better then the stuff he's wearing. Other than that, progression feels a bit slow and gets boring fast, it would be nice to level up faster. I'm on day eleven with like 3 hours in the game and still on copper, very hard to feel a sense of progression, but you probably already knew  this. Good luck on development of the game, I hope to keep playing it. 

I mentioned this to a youtuber worried on the same problem, with tin being "so expensive"

once you get your first tin ingot - Progression becomes loads easier.

for one - Grips and guards - These are the primary grind in copper

If you didn't have to spend a fair bit on pole grips, or on both grips and guards - copper wouldn't likely be quite as slow - at copper, you're basically paying for both parts out of pocket, and relying on both to get you results.

but at tin, You're relying solely on Tin, as you will be in every other tier

Additionally, you won't struggle with stock as much after tin either, as you'll always be able to ring out a stack of copper to fill an order in a pinch, and grips and guards are a fraction of a higher-tier's ingot price - meaning more sales, meaning more spare change for misc, and more exp for more (I'd go with charisma honestly, it'll eventually mean a whole stack of a tier down in bonus funds, and that, gets you good stock/reserves.) stats

But yeah - Coppers main detractors are that its all you can use in terms of ingots, grips and guards rival its price, and you need both with every sale, and mark up is only 10%, and some change.

10% of tin is 5 copper ingots, just off the bat (500-> 550)

Or its a replacement rare grip and guard, along side the tin spent

the one tin, pays for the entire weapon - rather than the one copper, and its grip, and its guard, barely paying for itself.

And when you get to 1 ingot of the next tier, take a moment to look at your options.

if there's no ore for that tier, focus on fulfilling customer demands for those ingots, and reap the immediate replacement of them and slowly but much more steadily, climb to two ingots, then 3, then awhole stock full

Then 1 ingot of the next tier, rapidly builds to two, eventually it'll start rapidly building to three -and once again, check for ore There's no point in upgrading your hammer or pick if there's no use to be garnered from it, but on the flip side, you'll get an immediate, drastic boost if you can get to the pick, and there's 2+ veins waiting for you to plunder.

(+3)

Would it be possible to make the 'alt' rotation relative to the angle of the camera, rather than the angle of the object you're rotating? This just hit me as something that might make that mechanic feel more consistent, even though it's only really needed to get objects unstuck.

(+1)

Guess what has been changed in 0.0.82 :D

chiming in behind Slipcor for a differing point - rotation can help some things fit better into small places, like shoving an entire log into the smelter before hacking it to pieces so you don't have to chuck each piece in individually (once it's wedged in a small bit, use another log or crate to tap it in, like a mallet hammering in a peg)

Additionally, I like to stuff my smelter fully of ore, and then turn the box 45* so that it catches the ingots while I do other things

then I carry the box full of ingots to the forge, lit er up, and heat the entire box of goodies all at once, tilting it over towards me while I'm waiting so they're easier to grab out of it. (90* side rotate, open to anvil)

I also like setting delivery boxes ontop of crates so that most of the items fall into them, and then use the crate to dump them on a smaller area that the delivery box couldn't fit.

(+3)

I'd like a backpack, maybe not to start with, but one you can buy, as well as making the horse and cart progression based. Mining is great, I always love being able to save money in games like this, but it's really annoying and time consuming to drag ore up the mine shaft piece by piece, and it looks like some of it is despawning by the time I get back.

(+1)

in 0.0.82, the crates have lids so instead of a backpack you can now actually safely use crates - close them - carry and throw them around and keep your stuff :)

Ah, figured it out. That works just fine, thank you.

Well then, with that settled, the only thing I don't know if you're working on already is a lantern to carry around. That cave is really dark.

stick your lantern from Shop shelf into ore/mining crate, close lid, stuff ore ontop of lantern, close lid, return to door with lantern, in crate, and ore, in crate, and crate, in hand.

That doesn't sound convoluted and tedious at all.

(+1)

eh no worries, its a lot less convoluted than I made it sound, ....I think?

I have tried equip on the lantern, it is not tool number 4 - but anyway. You start with a lantern above the crafting bench

its pretty easy to just chuck it into your mining crate and close the lid - I don't think carrying the crate really slows you down, but if you feel it does, you can just lob the crate towards the cave (bonus: the lantern inside helps (potentially hurts) your throw, just have to throw it right)

Then just load up with whatever you can mine.

don't worry about "losing" space for ore

you can actually stack the ore higher now thanks to the lid, which will close through objects, locking them inside - so now the stack can be higher and you won't have to worry about it toppling over. (though maybe, some of "you" are daredevils and stacked it absurdly high anyway...)

Having the Lantern as tool 4 would be the only thing easier and better. (since you have your pick/hammer still out while carrying the crate, the light would still be out, and work far better than when its in the crate)

But, for now, having it in the crate is 100x better than just having a  lantern. (which we do have "just a lantern".. its above the crafting bench) because you can only carry one thing at a time... and the way I speak of gives you both light enough to see what you're doing and where you're going, and carrying both things

if you couldn't put it in the crate, you'd have to choose between carrying the lamp, or carrying your ore out of the cave, and that would be the real tedious thing.

(+1)

nearly forgot that I wanted to add a suggestion - Let us whack the crates we have with the hatchet tool

What whacking the crate with the hatchet will cause to happen -> Change crate dimensions.

Obviously I see the primary crate serves as ore/part transport, and that (maybe) balancing results in them being "smaller" to be more "limiting" in their convenience.

But I like to stick the delivery box onto a crate and smack it open, showering the crate with items - Most will usually land in it

If there was a "smaller" (height) but wider and longer (same size as base of delivery box) - i would be immensely happy

  • in short - Current --> square, equal in all dimensions. -> crate
  • Proposed
    • keep crate -> 1x1x1 (relatively speaking, not accurate measurement)
    • add "tub" /bin-> 1/2 (h) x 1 1/2 (W) x 1 1/2(L) - wide enough to allow all contents of basic delivery crate to just plop right in, no hassle, Lid it, move it. unlid it, use contents, lid it back up for later delivery receiving
    • Add "pallet"/bed - 1/4 the height - matching W/L  with the polearm/large delivery crate - line er up, pop her open, no hassle, lid, move, pray and praise the godsend - This would also assist for the Shopping basket/crate - as right now I pretty much just chuck his polearms out the front door instead of trying to weigh them on the crate scale. - yes. I have lost pole-grips this way... never finding where they've landed at times....
    • add a new "mega-crate", not liddable, can't fit it through cave door at all - this crate will be capable of easily having the basic square delivery box dropped inside of it and busted open  - Preventing mega orders from exploding in all directions (rotating it towards a wall/window will help 90% more with containing open-end explosion - allowing ease of order any and all ingots at the same time, but preventing the mega crate from being a "I'm just going to mine and carry the entire cave back in one box." (though one could argue a mega crate could be left outside, and the other crates piled into it, and then carried back.. alleviating the use of horse for mass transport (even though the horse is still neat, it's early, it's painful watching a crate blast off again * ting *
    • Possible others? - maybe one that is /really/ tall that we can slot a bunch of premade gear into and set it near counter so customers can easily grab "big" items without me needing to fumble it over things and hopefully not sending 8 (1) of the same item across the room, knocking hundreds of other weapons and parts (dozens) into a hot mess.
    • maybe /two/ really tall ones like that, one that accepts a lot of pole-grips (square/large opening "1x1") and one that accepts great swords (rectangle opening 1x2, but shorter as the sword is both shorter and needs less height to avoid toppling over)
(+2)

Put options in the start menu

(1 edit)

Hey Dasius,

I've been working hard on the My Little Blacksmith Shop Wikia over the last few days.

I've put in a lot of content, media, and even a bug/issue list over there. Check it out here!

I would greatly appreciate it if you found the time to check out our Wiki!

And to all the community members reading this: this wiki is for you, by you! I'm just a guy who enjoys playing this game, and thought I would help out the community by helping grow the wiki. Anybody can edit and add content, but if you'd like someone with a little more experience to do it, please message me your ideas in my message box.

If you have any problem with media or content I've posted on the MLBSS wiki, please let me know by messaging me here. I definitely want to be sure that this wiki isn't conflicting with anything copyright-related or anything you feel might detract from the gameplay or anything else.

Thanks for your time! Keep up the great work on My Little Blacksmith Shop, Dasius.

-lazyhippo

Developer

Hey LazyHippo, 

I had found your wiki a month or so ago and created a post and stickied it.. 

https://itch.io/t/92608/wiki

Thank you so much for creating it. Hopefully it will help people out. 

(+2)

Thanks Dasius! I just started working on the wiki about three or four days ago, trying to make major improvements to the layout and content. Your shout-outs will help the wiki's community grow, and when more and more people know about the wiki, it will sustain itself!

I wanted to credit NerdToob for the original creation of the site - and if you're out there NerdToob, I'm interested in helping you run it as an Admin.

Thanks again for the awesome indie game, Dasius! Keep up the fantastic work.

Hey lazyhippo! Thanks it's been way too long! I'm so happy to see where this game has come in these years! Thanks for taking over the wiki it's come a long way and looks incredible!

(+1)

you should add in a way to make it multiplayer like 2v2 battles or 1v1v1v1 and what the battles do is that who makes more money in 5 mins or something

and also going to different like demensions

if you know what I mean


(+1)

"Battle" is something that has been shot down befoore - albeit, not multiplayer wise.

If Multiplayer were added (which usually isn't something a small team for a singleplayer-esque game does)

I'd imagine it'd be more so, co-op, 1-4 (pushing it) and the essential reasoning would be specialization and multitasking.

Example

Making it so in Co-op/multiplayer, and further down the developement road

Where friends/players/teammates/etc - would have to choose "Armorsmith" or "Weaponsmith" or "Miner" kinda things.

One would be off mining or tending the counter.

The others would be toiling away at the hammer, and there'd likely be a 2nd anvil - or potentially Both buildings we currently see would have to be owned, and the 3rd or 4th person (the miner) would have to help both locations, running back and forth (So instead of Str ever being a stat the Miner would use, he'd primarily be all charisma and agility - while the other two were mostly str and int, with a hint of agility)

The only way battle would fit into that, if it was strictly a "Who can get and fill the requests of the most customers in a day/week/month"

But Bosses, Monsters in the cave, "battle" with us wielding some form of weapon - Has been mentioned, and "shot down" (Paraphrase: "Simple casual blacksmith game, maybe if I make another game I'll put that in there")

(+1)

Left a mention of this on my bug list cause I lost an item to it, its not really technically a bug as much as it is a.. technical flaw...

Suggested Alternatives for Incinerator Location.

  1. Add on/off Button to Incinerator
  2. Add an On/off, and change location so that it is detached from the shop, far away from any surfaces that items on the other side may or may not glitch into.
  3. Just change location , maybe giving it some form of housing that separates it more.

Hey Y´all

I have a problem that comes up every now and then when I press P when I lvl up... My character looks straight up and I can´t select anything. I don´t know what to do or search on to find the problem. 

Thank you all for your time.

http://mlbs.slipcor.net/ Reset Player model

https://itch.io/t/129731/character-sheet-fix

These correlate to using your Horse/Wagon, Also. Use them at your own risk and save before doing anything important with them.

Thank you sir

can we please have acces to the options in the main menu 

(+1)

if possible, either set a turn angle limit to the wagon, or make the front wheels smaller so when the cart turns, the wheels dont clip through the wagon and send your load flying

(+1)

I would like to see armour implemented,maybe you can put items on shelves and the people would just come in buy it and leave, unless they dont see what they want already made, maybe the ability to melt ingots and fuse them into compunds.But the biggest issue for me right now is performance, i beleive that the performance should be better if possible, the graphics look like they are easily runnable, but dont run well. Just some little suggestions, i love the game though, great work! :)

(+1)

Graphics: Turn Foliage down, or off

Foliage is the least pure in terms of "Graphics" - and the "Less pure" something is graphically, the more it has additional stress associated with it - and Foliage, is the main antagonist for performance issues.

Low is off - anything above is still partially on. - Personally I never have things like Foliage on. - And in almost any game, additional separate foliage is usually laggy, but as a result, it's also once of the easiest to look for and go "Well that's useless bs, so Off woo huge performance gain!"

as for the rest of the comment.

Most of those have been mentioned.

Alloys, for example

was at the top of this page before (and after) you added this post.

armor is acknowledged  - but not currently being worked on - Shields are being worked on however, and "repairing" (I assume repair orders to fix an npcs weapon/armor/shield) has also been acknowledged

Shelving recognition/more space/storage has been acknowledged too - maybe worked on, in some ways. - The NPCs see about a 15* or so cone in front of them, starting from behind their head and ended just at the edge of the back of your counter -

items in that cone can be grabbed for if they match tier and type - Foreign Tiers however can cause an NPC to freeze though - They'll try and grab for the type - but its the wrong tier, and they'll remain staring at that specific item - until it is removed from their reach

Example - You have a customer asking for "tin" "Greatsword"

and have a copper greatsword on the counter - He'll look at "Greatsword" and lock on, only to see "copper" =/= "tin"

No matter how close to the npc you place the Tin Greatsword, he'll still be locked onto the copper one, and refuse to take the tin one, -so like I said, until copper one is removed from their sight/reach - at which point they'll immediately take the correct one.... provided more wrong ones are not closer and also in sight - They'll see the one closest first.

There used to be more area the npcs could see - but the code wasn't behaving well and was eventually disabled/removed but I saw a reply on that topic where Dasius said that he mighta actually seen what was going wrong and might know how to fix it - but the feature isn't really being worked on atm.

You can look over at Trello for what's being worked on or accepted/acknowledged features

(1 edit) (+1)

Okay I didnt see that thanks for the dope reply man, Could not have been politer. But i still think that a game like this should run smoother, I can run games like rainbow at medium low settings with solid 50 frames, h1z1 medium settings solid 60,. on this game im hitting 20 - 50 depending where im looking. I am not sure if its me or the game, but im more confident in saying its the game.

Maybe there soemthing else i can do to increase fps, im already pre much lowest settings with low resolution windowed mode.

(+1)

is the save new, old version, or aged?

If you've been playing for a while you may try clearing the orders filled board every once in a while (right when you load up and after 10 or so orders)

You /could/ try deleting the orders completed code from save file but.... I don't really know how or if that'd cause any damage. - so unless you figure out how, don't recommend.

Additionally if you've been woodcutting for a while - You might have several dozens of trees with several dozens of stacked trees spawned on them.

You can completely, including fuel which may not be desirable remove the duplication by opening Save file with notepad++ and searching for and replacing all instances of "Nature" with any other 6 letter word (For example Naturd, or Dragon)

Nature is the sub-asset category for all things Touched by you involving wood. - Tree-base (0-100%) (Tree's do not become "Tree base" until you strike them with your axe for the first time, and they start at 100% after the first hit, and then start chopping down.) (Deleting tree bases will not remove trees, they remove the duplicated trees. Trees are spawned by engine, not save game.) Log (1-100%) and "chopped wood" (firewood) (1-100%)


Whatever keeps the "0%" tree-base from properly removing itself from save file

and later restores it to "100%" is also the same bug that restores 1-100% coal and Firewood to "100%" on reload.


Additionally as I was just informing someone else - If you've been saving and reloading alot - Also Delete the Blueprint near Greatsword display.

It duplicates, and I don't exactly know whether its just, anytime you reload, or when its touched by something - and if its not moved "much" it spawns a new one into the old one almost perfectly. - you could have 13+ of them occupying the same physical area - causing a mess of engine stress  - You can incinerate these once you know how to build stuff and do so every reload.


It could be Unreal Engine. Some people have complained UE4/UE just doesn't work well on their computers, no matter the game.

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