#sharing about my first playthrough :)
1 messages · Page 2 of 1
edit I DID take the shelter at the exit of farming arrays, I remember that one. there's no way to run through both half arrays and half outskirts without a stop.
... well maybe there is but i didn't risk it
_ _
It's crazy how fast can slugcat run once the world is well known even in hunter difficulty, I almost never had food issues due to all the monsters the game sent at me so I mostly didn't have a food plan and simply ate what I could get on the run
I refused to walk through the sky islands because it takes riding a fly bug and I just died way too much trying the first time
Same with walking the bottom of the wastes, the rot would have made my life hell
five pebbles i took a long route because i went for the safest path possible as I had skipped several shelters and was NOT willing to die in there and try again
You cna pass SI without a bug
As in either of the bridges?
I'd like to see that
... If it uses a weird mechanic like item boosting or things like that, I'm not interested though
maybe i'm not good enough or tried hard enough then xd
... anyway yeah it's crazy the distance one can run through in a single cycle if you're willing to try shipping shelters
Theres a Rain World Server Challeneg that makes use of it :333
Feeding on any monster was also extremely satisfying I'll miss that
Once thing's for sure, I'm addicted and I cannot stop XD
Rookie numbers >:3
22/34 is half more than you :3
I have every acheiv
oh
I also have one order of magnitude more than that 
Less than Igna, but time spent modding can't be fully counted by Steam 
i'm almost there, crossed 500 recently
Once the Watcher dlc releases, Im betting my playtime on RW is gonna pass 1000hrs
My first recorded game to pass 1000 collective hours
The only other game that could possibly be running for 1000hrs is Monster Hunter World Iceborne at about 700 hours
I already did everything I wanted to do there tho, including all achievements
i still need 3 more RW achievements
My pc is fauly and has been sent for repairs so i probably won't play again for several weeks
same..
i have above 300 hours in the game
Well, you finished the Hunter just in time 
The default Remix settings do work well for the MSC campaigns, but if you do want to look through them:
The Comprehensive Guide to the Remix Mod Settings
- Speedrun timer: Self-explanatory, not something non-speedrunners need to worry about.
- Hide rain timer in safe areas: Makes the Rain timer indicate whether or not the area you're in has an end-of-cycle effect.
- Loading screen tips: My least favorite part of the Remix mod. They only show up for the Survivor and the Monk IIRC, so it won't matter to you.
- Extra tutorials: Adds some extra tutorials. For tutorials, they really aren't the worst, and most of them only show up for the Survivor and the Monk anyways.
- Stronger bottomless pit indicators: makes the black gradient of doom™️ significantly more noticeable. Not a bad idea, but if you already know about the black gradient of doom™️ then it's probably not needed.
- Show underwater shortcuts: makes shortcuts more visible underwater. It's a nice change, and MSC is balanced around it, so I recommend it - though it also makes all shortcuts look slightly less interesting due to a bug

- Visual breath meter: A breath meter. It's less immersive™️ and you probably already have a good sense of your lung capacity, but it's an option.
- Slug senses: Makes creatures show up on the map. You might like that, you might not.
- Rain timer tick-tock: Adds an annoying ticking sound when the Rain timer is open. It's pointless, it sounds kinda annoying, and it's less immersive™️
- Fast map reveal: Lets you check the map quicker. IMHO the map being hard to use is a cool part of its design and it should stay that way

- Threat music visual pulse: A danger meter. Good if you play the game with music off for some reason, I suppose, but otherwise less immersive™️ and also sorta cheaty in areas with no threat music.
I love threat pulse because I frequently listen to other things that are louder than the threat music and forget it's there
Not really needed if you're listening to the game though
- Additional lizard voices: One of the cooler settings in Remix. It gives every species of lizard a unique voice, rather than just the three most common ones. It gives them a lot of personality, I highly recommend it.
- Vulnerable jellyfish: Allows jellyfish to be stabbed. I have no idea why this is a setting, and the wiki says it's bugged and doesn't work anyways

- New dynamic difficulty: Slightly changes one of the game's dynamic difficulty systems. Probably for the better, but it really doesn't matter anyways...
- Passage progress without Survivor: Allows some Passages to be obtained before you get the Survivor Passage. The main reason they're locked behind the Survivor in the first place is to not confuse new players, I think, so it makes a lot of sense for campaigns other than the Survivor/Monk IMHO. MSC is also balanced around it.
- Increased stun times: I don't really know what this setting does exactly, and have never used it. It sounds like it just makes the game easier.
- Extra throwing trajectories: Not nearly as much of a cheat as it sounds, and in fact I strongly recommend it. It allows spears to be thrown vertically in zero-gravity, changes one obscure piece of movement tech slightly, and does absolutely nothing else. This really should be in the base game.
- Pull spears from walls: This is insanely overpowered, both because of the obvious consequence-free spear-throwing and because it introduces new movement tech that allows you to ||climb sheer walls||. I don't recommend it.
- Alpha reds: From what I understand, Reds were scarier when the game was in alpha, but then got nerfed later in development. This setting undoes the nerf

- Item stems in Sandbox: Plants placed in Sandbox mode actually plant themselves. Does not affect story mode.
- Arena creatures cannot flee: Prevents creatures in Arena mode from escaping to their dens. Does not affect story mode.
Alpha reds are terrifying but very abusable
- Vanilla exploits: Un-fixes bugs and exploits from older versions of the game, most notably including a funny and definitely unintentional way to trivialize the karma system. Mostly only exists for speedrunners.
- Legacy tongue controls: Press throw to grapple instead of jump. Apparently it was like that in version 1.0? It sounds kinda awful, but, hey, it's an option

- Wall pouncing: Re-implements movement tech that was cut from the initial release of the game. I've never learned how to do it so I don't really know, but it sounds kinda fun if you like movement tech

Wall pounces are awesome when you do them intentionally and really annoying when you don't
wallpounces are fun when you actually know what causes them
- Faster shelter opening: Did you know that shelter doors skip most of their opening animation if you died last cycle? It's a neat QoL thing. This setting makes it always do that. IMHO it's less immersive™️
- Quieter gates/shelters: Exactly what it says it does. This game's sound design is really cool, I'm not sure why you would want to do this - but it's an option.
- Reduce screen shaking: A pretty standard accessibility feature.
- Stronger climbing grip: Prevents you from falling off poles when throwing spears. Makes the game easier, but not by much

- Breath time leniency: Makes swimming slightly easier, I guess? Never used it, not sure exactly what it does, probably not necessary.
- Jetfish item protection: Prevents jetfish from knocking things out of your hands. A nice QoL feature if you care about pearl-hunting...
- Key item tracking: Unique items (||colored pearls||) show up again if you lose them. They also show up on the map, but only if you have "Slug senses" enabled. I recommend keeping this one on, just in case.
- Key items on Passage: Unique items come with you when you Passage. MSC is balanced around this, and it's on by default, so I wouldn't consider it cheaty.
- Scavenger kill squad leniency: Makes the Scavengers slightly less vicious if you have the worst possible reputation. I'm not sure exactly how much it does that, but it's probably reasonable.
- Tweaked Rain Deer behavior: If you know what it does, it makes Rain Deer considerably less awful to deal with. If you don't, it arguably makes them worse. If you have "Extra tutorials" enabled, the game will tell you what it does - if you don't, it's near-impossible to find out and we should probably just tell you.
- No Hunter batfly auto-grabbing: Prevents the Hunter from grabbing batflies automatically. This feature should really be in the base game...
- No stealing Hunter back-spear: Prevents the Scavengers from stealing spears off of your back.
Iirc breath time leniency gives you a little extra time of swimming straight up if there's water close above you when your breath runs out
It barely actually applies, I don't think I've seen it make a meaningful difference
- Monk extended breath time: Brings the Monk closer to being an actual easy mode.
- Monk extra light assistance: Brings the Monk closer to being an actual easy mode.
- Wiggle out of grasps: Makes it possible to escape certain grasps by wiggling. It does make the game easier, but not nearly as much as it sounds - it doesn't help at all against most predators. The most notable thing it can help you escape is ||blueberry tentacles||.
- No randomized cycle durations: All cycles are maximum-length. Makes the game easier, obviously.
- Centipede pipe protection: Makes it easier to escape centipedes through pipes.
Aaaaaaaaaaaand everything in the "Major Assist" category is very self-explanatory and very cheaty. The game at least has the decency to warn you about the setting that removes the karma mechanic from the game-
(thankfully it's all disabled by default)
If you really wanna mess with settings there's a mod called MergeFix that fixes a few kinda annoying visual bugs, it might be worth bothering with 
https://steamcommunity.com/sharedfiles/filedetails/?id=2977508597
(you still shouldn't poke around with mods too much, though, the Workshop is full of MSC spoilers)
Vulnerable jellyfish was broken only if you don't have MSC enabled, and I believe it was fixed in a recent update. I recommend having it on for MSC.
I've heard wall pouncing was removed in the 1.5 update because one of the devs said most of the times they've done it was unintentional and it felt awkward. I must agree.
I regularly actually use wallpounces now lol, they're really handy in very specific spots
Vulnerable Jellyfish still does literally nothing in 1.9.15b and it did in 1.9.07b, regardless of whether MSC is enabled.
It's Jetfish Item Protection that required MSC to work pre-1.9.14, because it relied on a StunType of None being present, which was put into an MSC-added extension of the extendes enumerator
That's fully independent of the Remix option and,, <@&1064829582533984337> also
You can check the code, the only change is the Jellyfish's constructor is set to have the bool for being capable of being hit by weapons at true. This bool is already true by default and it just determines that there is an interaction with weapons of any sort.
This is still part of the vanilla category, any dlc content should be kept to absolute minimum regardless what it is
What I meant by that was, what in my message was considered a spoiler
Oh fair mb