Aloft
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Tips for Aloft
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[EA version 0.3.3.22] Buried treasure, mysterious map symbols, big vs. small islands, console commands, and more.
   
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Buried Tray-zhaarrrr!
Use your Dorkip anywhere you find stones in the shape of an X, or O, or at the intersection of two arrows (may take a few tries). This will reveal a "Lost Chest" full of loot (often quite valuable).

Not all buried treasure will be so obvious, though!
引用自 Ines
I found a hidden chest using the dorkip on a single flower, wasn't even close to a tree or any rock formation

One place you may or may not think to look to dig: under rocks piled like grave sites, marked by a mossy oar like a headstone -- especially if there are two headstone-oars crossed

引用自 Loading Screen Tips
Standalone flowers, rock circles, windstone triangles, and other environmental hints mark buried chest locations that can be dug up with the dorkip!

Players who make a habit of finding all the buried treasure have no trouble with resources (in fact, the minor inconvenience is where to put all this stuff). If you skip the chest, however, you will find yourself lacking (or even absent) some necessary items.
Glider Scouts
If you're having trouble navigating or exploring an island on foot, take to the air! While gliding, the engine can't render as much, making it easier to spot valuable resources and those buried treasure locations. Hold RMB to slow down your glide; this will make it easier to search, as well as make precision landings.

On the subject of gliding: there are a few situations where gliding can be dangerous:
  • when you've traveled so far by glider that you leave the archipelago
  • when you've flown too high
  • during storms (with or without lightning)
When this happens, a threatening bar comes up. If it fills to completion, you will lose control of your glider and start falling. Sometimes (if you are high enough), you can recover; otherwise, you get the "Must Head Home" screen (respawn).

Big vs. Small Islands
When choosing a home island, consider the size. Small islands can go faster with fewer sails, but have very limited capacity for animals. Large islands can carry more fur babies, but cost more resources to move efficiently.

I prefer a medium-small size with about a dozen sails (when I can afford them), but I also like the simplicity of a tiny island with one or two sails & only a half-dozen producing animals (sheep, pheasants, etc). Of course, I've also got a few enormous, sprawling "city-sized" islands that could be fun to build grandiose designs upon. Hmm, choices...

Obviously, I must have one of each. At least.
(See Ines' handy guide on Claiming New Home Islands)
Adding to Your Furry Family
When you befriend an animal and teleport it back home, it may get stuck inside of rocks or walls. This is an issue that the devs have fixed, so if you're experiencing it update the game. In the meantime, press F1 to bring up the console and type "noclip on 3" to allow you to ignore collision so you can retrieve the animals. When done, open the console again and type "noclip off".

If you collect too many animals, there will be an icon above their heads saying they are overcrowded (the icon is sometimes used to mean "Multiplayer" in other games -- three heads crowded together). Overcrowded animals will not produce any useful products (wool, eggs, feathers, or milk). The number of animals you can carry is determined by island size. I have an IBI (Itty-Bitty Island) that can only hold 8 producing animals, while my larger islands have a capacity at least in the dozens (I don't know -- I haven't hit it yet).

Transferring Animals to a New Island
The easiest way to transfer animals is with a Leaf Landing Pad, obtained from an early Learning Stone. If, however, you want a different way:

After you have claimed a new island, follow these steps:
  • Find a nearby uninhabited, uncorrupted island (the "intermediate")
  • Swap islands back to your old one:
    • TAB > Home Island Menu > "Put Home Island Away"
    • Spawn Home Island > (old island)
  • Park old home above intermediate for easy animal transferral via gravity
  • Transfer desired animals to intermediate island one at a time
  • Swap back to most recently claimed island
  • Park new home below intermediate
  • Transfer desired animals to new home island using gravity
Mysterious Map Symbols
You probably have opened the Table-Map and noticed a set of strange, unexplained symbols in the upper-right corner. It looks like a legend, but there's no labels describing what they mean! This is a very undocumented feature that took some fuggering for me to understand.

Beacons To Categorize Islands
These symbols are intended to be "make your own meaning" map markers. You can learn a blueprint for Beacons that will allow you to create totem poles that include one of these symbols*. If you do, the map will then recognize that island, though it won't be immediately apparent, since the symbol doesn't show up at the island you marked with a beacon. To find the marked island, you have to click on the thing that looks like a legend. This will dim all islands that do not have that mark on them, and highlight the one(s) that do have the selected mark. The X above the symbols will turn off all the symbols, returning the map to default view.

* Note that the recipes for each beacon are different, but all require dyes, many of which are a bit difficult to make (especially the triangular symbol, which requires dye made from ultra-rare Purple Moonbloom flowers)

So, looking at the "legend" we see seven symbols. The top one isn't really a symbol, but a "disable" button. The middle five correspond to five beacons we can place on islands to "sort" them. But what's that wacky seventh symbol? It shows up on the map as well, and the islands that have that symbol have pre-placed beacons.

The Atlas Symbol
The devs have reserved this "Atlas" symbol for themselves. Since this symbol appears on their pre-placed beacons, on the table-map, and on the Atlas stones themselves, I feel that it's safe to say that this symbol is the Atlas symbol. Presumably, if you use an Atlas at the table-map, it will lead you to one of these pre-marked islands.

Note: Not every island that has an Atlas stone will also have a beacon marking the island.

One of my creative mode characters used the table-map to reveal 23 Atlas-marked islands before it said "no more". I'm guessing that means there are 23 per world.
Console Commands
Open the console by pressing F1. Commands include:
  • killnodes
  • noclip on 3 / noclip off
  • debuginfo on / debuginfo off
  • glidercamautorotate off

Bugged Corruption
I have not experienced it, but many people report islands that cannot be cleansed of Corruption. If you open the console and type "killnodes" this may solve your problem. Theoretically, this has been fixed, so this command should not be necessary on recently-made worlds.

Stuck In Between a Rock & a Hard Place
If you or your animals wind up inside walls or solid rock, you can open the console and type "noclip on 3", then go get the animal, then type "noclip off" when you're done.

Debug Info for Fun & Profit Bug Reporting
Sometimes you want to tell someone about an island you found, perhaps because you need to report a bug. To identify the island, type the console command "debuginfo on" and search through this intimidating wall of text to find the JSON ID for the island.

Glider Auto-Camera
If you're having trouble fighting the Camera while gliding, you can type "glidercamautorotate off".
Did you try...?
The old "turn it off and turn it back on" trick works for home islands, too! If ever you get your island stuck (won't go up, down, or forward no matter how you turn the wheel), or if it's just inconvenient to travel back to it, you can always despawn and respawn the island. Nothing will be lost, and you'll save yourself time and frustration. This is especially useful if you try to teleport an animal back home, but you are told that it's too far away.
Puzzles
(NEW to version 0.3.3.18+ -- this section is still in development)

HALP! Is this puzzle broken?
So, the new update introduced puzzles. The first few puzzles you encounter are literally as simple as "Pull the obtrusive lever to open the cage in front of it." This lulls the player into a false sense of security: "Oh, this game's got these kind of 'puzzles.'"

Then they get harder.

I have not gotten very far into my current play-through, but I can see the designers got clever with many of the puzzle designs. Judging by the forum activity, these can cause a lot of frustration for some players. My little bits of advice:
  • You may see a series of large circles near the puzzle goal. Each circle will be dim until a corresponding mechanism is activated (pressure plate, lever, ball-in-slot, etc).
  • Some puzzles require careful timing and precise glider motion.
  • Many puzzles involve a Big Brass Ball that can be picked up. It took me an embarrassing amount of time to figure out how to put it down (LMB)! Place the ball on top of a much smaller brass bezel (you may need to search to find this bezel).
  • Search the environment carefully. Some puzzles show subtle clues. Perhaps the brass ball is in the bushes. Look up, behind, under, or inside.
  • You may need destroy some ruins with your hammer to uncover parts of the puzzle.
  • Or try clearing some underbrush with your Sickle.

The Forum may help:

Puzzles Are Optional, so Don't Get Frustrated With Them
Remember that you can always walk away. From what I've seen, every puzzle is optional, and it's not worth the frustration. If you're not having fun solving the puzzle, just stay calm & sail on.