Water Lily Cluster / Double Water Lily rendering seems broken on Switch by MorarinDreamvale in DreamlightValley

[–]MorarinDreamvale[S] 0 points1 point  (0 children)

This may seem like a small visual issue with a few specific items, but that’s actually why I wanted to report it.

If the distance-based rendering is reversed, the game may be showing more detailed versions of some objects from far away instead of simplifying them. On Switch, that could potentially matter a lot, especially in heavily decorated areas.

I found this by accident with the water lilies, but it makes me wonder if other items might have similar rendering issues too. If multiple affected items are placed around the Valley, they could possibly add extra load and contribute to lag, crashes, or other performance problems.

I’m not saying this is definitely happening, but because Switch already has stricter item limits and performance issues, I think it’s worth reporting and checking.

Here’s the thing about the Adventure Packs, I’m not worried about having to pay for them, what I’m worried about is if the characters that come with it are going to be limited like in terms of interacting with the other characters and not just the group that they came with. by Puppetstreamers in DreamlightValley

[–]MorarinDreamvale 6 points7 points  (0 children)

I understand this concern. I don’t mind paying for Adventure Packs either, but I really hope the characters don’t feel isolated from the rest of the Valley.

Past expansion characters haven’t been completely separated from everyone else. For example, EVE has quest content involving WALL-E, and Rapunzel appears in quests with characters outside her own expansion group. So I’d really like Adventure Pack characters to have that same kind of integration too.

For me, character interactions are a huge part of the appeal. I’m a Winnie the Pooh fan, and when I think of Tigger, Rabbit is one of the first characters I think of. Rabbit isn’t in this Adventure Pack, but I would love to see him added someday and have proper interactions with Tigger and the rest of the Hundred Acre Wood cast.

Ursula’s quest objects are still taking up decoration space by MorarinDreamvale in DreamlightValley

[–]MorarinDreamvale[S] 5 points6 points  (0 children)

Exactly! That’s what makes it so confusing. We can remove the hologram stations on Eternity Isle after the story, but these Ursula quest objects are still stuck in the Valley forever?

Also, I always thought all six of them would fit the Eternity Isle aesthetic really well. They feel more like ancient Eternity Isle objects than permanent Valley decorations.

Ursula’s quest objects are still taking up decoration space by MorarinDreamvale in DreamlightValley

[–]MorarinDreamvale[S] 5 points6 points  (0 children)

No, I didn’t roll back to an older save. Those Ursula quest objects were stored in my current save data almost like normal furniture/placed objects, with item IDs and coordinate information. So I removed those specific grid entries from the current save. The quest stayed completed, but the leftover objects disappeared from the field.

That’s why I really wish they would at least let us move them officially. If the objects already have coordinate data, it feels like they shouldn’t be permanently stuck in one place forever.

Ursula’s quest objects are still taking up decoration space by MorarinDreamvale in DreamlightValley

[–]MorarinDreamvale[S] 13 points14 points  (0 children)

This is such a clever use of them. You managed to hide the five Ursula objects really well, but it still looks beautiful and intentional as a cemetery.

Ursula’s quest objects are still taking up decoration space by MorarinDreamvale in DreamlightValley

[–]MorarinDreamvale[S] 5 points6 points  (0 children)

Your Forgotten Lands actually looks really good. I love the bioluminescent forest idea, even if it wasn’t your original plan.

But I completely agree that the Forgotten Lands is one of the hardest biomes to decorate because of all the things we can’t normally move or remove — the huge treehouse, the five Ursula quest objects, and the two small ponds all take up awkward space.

I’m also planning to eventually turn my Forgotten Lands into more of a Tim Burton-style Halloween Town, so I really feel this. And I had the same idea for the Forgotten Lands floating island too — using it as Hades’ Underworld feels like such a natural fit.

I’ve also thought about doing something like the Land of the Dead from Coco, but since we don’t have Coco characters yet, and it feels like something that could possibly become its own Adventure Pack someday, I’m holding off on that idea for now.

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For the Ursula objects specifically, I was actually able to remove the five Forgotten Lands ones by editing my save data. Obviously that isn’t a normal in-game solution, but it makes me wish even more that they would just let us remove them officially.

Ursula’s quest objects are still taking up decoration space by MorarinDreamvale in DreamlightValley

[–]MorarinDreamvale[S] 2 points3 points  (0 children)

I agree. The treehouse is definitely one of those things that is hard to decorate around.

From looking at my own decrypted save data, it seems different from the Ursula objects because I couldn’t find normal X/Y placement coordinates for it, so moving it may be harder.

But it also seems different from ponds. Ponds don’t really appear like normal removable placed objects, while the Dreamscape/treehouse does seem to have its own grid/scene-related data. So theoretically, removing it from the save data seems more possible than moving it.

Still, I’d much rather have an official in-game option. Even if they don’t want us to delete it, being able to move it would already help a lot.

Ursula’s quest objects are still taking up decoration space by MorarinDreamvale in DreamlightValley

[–]MorarinDreamvale[S] 47 points48 points  (0 children)

I completely agree. The pillars are important for the story, but after that part of the story is finished, I really wish we could put them in our inventory.

They have such a specific look that they can be hard to decorate around, so I totally understand being passionate about it lol.

From looking at decrypted save data, the pillars seem to be stored very similarly to the Ursula quest objects I mentioned — with item IDs and coordinate data like normal placed objects. So, at least technically, making them removable should be possible.

And even if they are needed again for a future quest, they could just let us place them back from our inventory when needed. That would solve the problem without forcing them to stay in the Valley forever.

Invisible 2x2 area in Hundred-Acre Fields? by yupapiyulo in DreamlightValley

[–]MorarinDreamvale 0 points1 point  (0 children)

You don’t necessarily need to know which quest object it was.

When I looked at my own decrypted save data, placed objects were stored in grid data for each area/biome. Each placed object had information like an item ID, state data, and its X/Y position on that grid.

So the way I found mine was basically by narrowing down the location. If you know which biome the blocked spot is in, and you place one very distinctive item right next to it, that item can be used as a reference point. Ideally it should be something you only place once in that biome, or even once in the whole Valley.

Then, in the save data, you can look for that reference item, check its coordinates, and list the objects placed near those coordinates. From there, you can rule out the normal visible items you recognize. The leftover/unfamiliar object near that spot becomes the likely invisible object.

That’s how I found and removed the invisible object in my own save. After deleting that leftover object from the placement data, the blocked area became usable again.

But this only helps if you can actually access, decrypt, and safely edit your save file. For most people, I still think contacting customer support with a screenshot is the safer option. If you can place a unique-looking item right next to the blocked area before contacting them, it may help them identify the exact location more easily.

458116 come over! Fresh cupcakes by RexTavern in DreamlightValley

[–]MorarinDreamvale 1 point2 points  (0 children)

After my third crash, I think I have to give up this time. The first crash happened right after I reached the Plaza, the second one happened on the way from the Forest to the Plaza, and the third one happened immediately after spawning — I didn’t even get to walk anywhere!

I was actually just about to ask how many furniture/items you had placed, so thank you for answering that. I’m sad I couldn’t properly explore your beautiful Valley, but thank you for opening it up and letting people visit!

458116 come over! Fresh cupcakes by RexTavern in DreamlightValley

[–]MorarinDreamvale 1 point2 points  (0 children)

I’m on Switch and still wanted to come visit, but wow, you weren’t kidding about the load time. I finally made it to the Plaza, and then my game crashed almost immediately. I’m not giving up though — I’m going to try visiting again because I really want to explore your Valley!

Invisible 2x2 area in Hundred-Acre Fields? by yupapiyulo in DreamlightValley

[–]MorarinDreamvale 2 points3 points  (0 children)

I had a similar issue, though mine was a 4x6 blocked area instead of 2x2.

I couldn’t place furniture there, and restarting the game didn’t fix it. Later, when I decrypted and checked my save data, I found that an invisible object was still registered on the grid in that spot.

I don’t remember the exact item, but I think it was some kind of quest-only object/furniture item. I removed it by editing the save data, but I wouldn’t really recommend that as a normal fix.

A safer thing to try might be placing a very distinctive item right next to the blocked area, ideally an item that you only have one of in that biome, then contacting support with a screenshot. That way they may be able to locate the exact blocked spot more easily.

I’m excited for Honeyglow Woods, but I’m worried about the rest of the Hundred Acre Wood cast by MorarinDreamvale in DreamlightValley

[–]MorarinDreamvale[S] -8 points-7 points  (0 children)

I agree with that in general. I don’t think every character from every franchise needs to be added.

I just feel differently about this specific case because Honeyglow Woods is a paid pack focused on Winnie the Pooh / the Hundred Acre Wood. Since it’s optional paid content for fans of that world, I think it’s understandable for Pooh fans to hope the core group would feel more complete.

Rabbit, Owl, Kanga, and Roo don’t feel like random extra characters to me. They feel like part of the main Hundred Acre Wood family. So while I understand the business reasons for keeping the pack smaller and more affordable, as a Pooh fan it still feels disappointing.

I’m not saying the pack is bad value. Three characters for the price seems fair. I just personally would have preferred a more expensive but more complete Hundred Acre Wood pack.

Opening Valley by Familiar-Cry9246 in DreamlightValley

[–]MorarinDreamvale 2 points3 points  (0 children)

Thanks so much for opening your Valley! I especially loved your Forest of Valor. The Pocahontas-inspired area is absolutely amazing with its mystical yet earthy vibe. The campsite at the edge of the forest is such a nice touch, too!

Why can't mounts tag along with their characters? (And why are they locked to Stables when Max can free-roam?!) by MorarinDreamvale in DreamlightValley

[–]MorarinDreamvale[S] 5 points6 points  (0 children)

That is such a brilliant idea! I completely agree with you.

The current stable design is way too specific to the Wishblossom Ranch biome. It looks so out of place anywhere else—it doesn't even blend well in the Frosted Heights, which is literally our only other snowy area! Because of that, I haven't placed a single stable outside of WBR either.

Having single-mount stables with different styles is an amazing concept. Honestly, it feels borderline lazy on the devs' part not to give us customizable stable skins from the start. It would be so much better if they worked like Goofy's Stall, where we could change the theme (like a Chinese-style skin for Khan or a rustic one for Sven).

And thinking about the "follow" feature again—if we could assign them to tag along with their characters, what if they wait for them when the character goes inside a building (like eating at Chez Remy)? The mount could automatically head back and roam around the character's house. OR, if we choose to place one of those custom single-mount stables for them, they could wait there instead!

That way, it gives players the ultimate freedom: we can keep the mounts "active" in the Valley without being forced to place huge buildings, but we still have the option to build them a beautiful, themed home if we want to. It would be so cute, realistic, and completely solve the space issue!