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      Rhymes with Play 132 - A New Reign: Heart of the Ruins Beta Update   03/29/2017

      Join the Klei team as we discuss and play Heart of the Ruins, the latest BETA update for Don't Starve Together: A New Reign, this Thursday, March 30th at 3:30 PM PDT (10:30 PM UTC), only on the Rhymes with Play Dev Cast on Twitch. Where is it?
      On our official Twitch channel here:
      http://www.twitch.tv/kleientertainment
       
      Times:
      11:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
       
      When is it?
      Thursday, March 30th at 3:30 PM PDT (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:
      http://www.worldtimebuddy.com

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  1. Let the plant fight begin ! Spoilers warning : https://docs.google.com/spreadsheets/d/1C2ZXPtjIkSwRw0x3iJSYSzx21buHl_1LhzRzXxkzf-o/edit?usp=sharing So basically Bristle Blossoms require a cooler environment and longer growth but they are a better choice in the long run. I hope some players find this useful ^^ Notes : Meal Lice can be cooked (requires water & power) to double the amount of calories. As of patch 211197 Mealwood does not produce seeds (you can however harvest early to get a seed back and replant - but much micro) Bristle Berries take 10x less space per Kcal to store !
  2. Calories. The fuel that makes your Duplicants work. Measured in kilo calories (kcal), each Duplicant burns 1000 kcal per Cycle and eats accordingly. How much a Duplicant will eat can be set in Vitals tab. Range is from 0 to 1500 kcal with 100 increments and "Until full" . This resource aims to provide a list of where and how you can get some, the most accurate it can be at the time of an update. Updated 26/03/2017 for TU-211417. TL;DR: Cook or rot meal lice, grow Bristle Blossoms. Beginning The game will provide you 20 000 kcal in Field rations (enjoy the tasty chalk) at start. This means you have at least 6 cycles of food for your whole starting crew to find more. Hunting Meat is the name of the game and there... is not much of it. Currently only a Hatch will drop 2 units upon a death. One unit weights 1 kg and is worth 1000 kcal. Unused assets suggest a reproducing Pacu fish and automatic fishing station. Gathering You can live of the land... ehm asteroid and it is a good boost at the beginning, but plants in natural soil grow much slower than their planted counterparts and are easily affected by the temperature of surrounding biomes. Rate of growth is 5%/cycle for Mealwood and 3% for Bristle Blossom. Wild growing plants don't require fertilizer and if a seed is left on a natural tile, it will plant itself after several cycles. Muckroot A single harvest plant you can find in your starting biome or as a buried object. It produces a single fruit worth of 1 000 kcal. Since Thermal Update a Hatch no longer drops Muckroot from eating Abyssalite. Farming Bring out the straw hat and a banjo, it's time to set up fields. Or pots to be precise. Farming pots should be one of your first research and are constructed from either Dirt or Clay. Be careful to check their temperature, a pot made of 125 °C Clay will wipe out your farm. Speaking of heat, different plants thrive in different temperatures and going out of their comfort zone will stifle them. Their growth is stopped but otherwise they are fine. Going too much farther will outright kill them, revert to a seed and sometimes get your Duplicants into an infinite cycle where they will put a new seed in for it to be dropped out immediately and ask for new seed. If troubled by heat, you should thing about setting your farm in an insulated area and perhaps even a cooling system. Seeds to start your farm are found either as buried objects in soil or by digging up the whole plant in nature. Mealwood A sturdy plant/animal that thrives in wide temperature range 10.0 °C - 30.0 °C. Initial growth 5 cycles, subsequent harvests 2.5 cycles, 3 harvests from a plant. Produces 15 units of Meal Lice, each providing 100 kcal and can be farther cooked. With 450 kcal/cycle it is a decent choice just no longer the best one. You need about 2.3 plants to feed Duplicant. It no longer provides new seed after the final harvest, making it a finite resource. Bristle Blossom After the most recent patch the, pardon the pun, "Brittle Blossom" went from a rather finicky fruit plant, that lived only in temperature range 12.5 °C - 22.5 °C and ridiculous fertilizer needs to the champion of the farm with a temperature range -23 °C - 23 °C, less ferilizer and double yield. Initial growth 10 cycles, subsequent harvests 2 cycles, 5 harvests from a plant. Produces 2 Bristle Berries worth of 1 000 kcal. With 555.5 kcal/cycle it currently is the best food source requiring less than 2 plants to feed a Duplicant. Requires 4 kg of Fertilizer/cycle and drops a new seed when it's fruit is eaten. Note: If you don't want to harvest plants manually, a grown up plant will drop the fruit and restart it's cycle itself after a time. It seems to vary during it's lifespan but worst case is 2 cycles before entering "old" stage and another 2 cycles to drop the fruit. This significantly rises the plant/Duplicant ratio. Fertilized plants continue to consume fertilizer in old or stifled stage. Cooking It's a barbie time! Run microbes or lice through a press, flip them on a grill and serve with a cold Bristle Blossom juice. Ah to live the life of a Duplicant. Microbe Musher Your basic tool for making food out of nothing. Or rather lots of something, water to be precise. Currently has 2 recipes: Mush bar - 1000 kcal made out of 75 kg of Dirt and Water each, carries a risk of Diarrhea Liceloaf - 1000 kcal made out of 5 Meal lice (500 kcal) and 50 kg of Water With the addition of Geysers and fixes to water loss, cooking is a viable choice, just not a necessary one. Mush bar is a good fallback option should you take your time with farming or faced a catastrophe. Liceloaf effectively doubles a yield of a single Mealwood plant and with enough water I encourage you to use this recipe. If any Lice is still moving, just hit it over the edge of the table or something. Oh? You were not provided with a mess table? Well use your imagination, you are sitting on something, right? Cooking Station Advanced station with a single recipe - Fried mush bar. Takes 2 mush bars and fries them to remove the Diarrhea risk. Contrary to it's description, it actually produces 2 fried bars, each worth 1000 kcal. The heat it produces seems to be more manageable then previous builds, depends on it's surroundings. Storage, Spoilage and Surroundings Following is included how it is in current situation but it is prone to change because of bugs, exploits and balancing. Food Storage Can't leave the food lying around, Dupe, that just invites germs. And not those juicy ones your mama puts into Mushbars. Food tab provides two storage solutions for your food supply Ration box - basic accessory taking 2x2 space with a capacity of 150 kg. A storage locker for edibles. Fridge - requires unlocking by research. Capacity 100 kg, takes 1x2 space a requires 120W energy. Keeps food inside refrigerated. Note: Due certain behaviors described further and ability to diagonally aces closed areas current preferred methods of storage are build in sterile atmosphere, mainly Vacuum or CO2. Food Spoiling I told you not to leave the food around. Under normal circumstances, an edible item will rot after 8 cycles. That will turn it into a rotted item that is sweepable but does not have a visible category in storage compactors. The conversion ration is 1:1 in kg. After another cycle Rot will turn into a Polluted dirt 1:1. But the real number is slightly low, because the polluted dirt will immediately start emitting polluted oxygen and lose mass. Rotting process can be delayed or even stopped by: Refrigeration - food kept under 4 °C is considered to be refrigerated Sterility - keeping food in sterile atmosphere (hydrogen, CO2, chlorine) Either of these should slow the spoiling rate of food, but in current build a sterile atmosphere stops it completely. The intended use is probably for both these modifiers together to do that. Spoiling is accelerated by surrounding item in polluted atmosphere (polluted oxygen). Note: If lacking other means of producing fertilizer, Meal lice is an effective item to rot, because you are losing only 100 kcal per kg. It however takes some management for duplicants not to eat it instead (storage behind permission access perhaps) Food Surroundings Various food related items have an impact on decor so this is included here for the sake of completion. Ration Box - +5 in 1 tile radius Refrigerator - +10 in 2 tile radius Microbe Musher - -15 in 3 tile radius Planter box - -10 in 2 tile radius Cooking station - no listed decor change Mealwood plant - -10 in 2 tile radius Bristle Blossom plant - +15 in 2 tile radius Note: In current build, items with negative decor constructed from materials with a buff to decor have that bonus applied in negative way, further worsening the decor of an item. Fertilizer production Coming Soon TM. Found some errors? Have questions? Let me know.
  3. I saw a warning blip regarding a food shortage and noticed a major issue with my "Edibles". Check the upper right. Has anyone else experienced this?
  4. As an upgrade to the algae terrarium, why not build a large-scale photobioreactor? With neon green glass tubes, integrated pumps, bubbles, and maybe even a fish in a tank, I'm sure it would make for some great artwork. I'm picturing this as an advanced building that is part of a multi-building system, similar to the hydrogen generator and the air conditioner. Requires power, light, and a constant supply of CO2, fertilizer, and fresh water. Not to mention some algae to get it going. Works best if intake water is exactly 25°C Produces oxygen and some excess algae. If its needs aren't met then the algal culture dies and needs to be restocked. The reactor takes a cycle or two to breed back up to the required biomass. I also think that algae should be an ingredient in mushbars and that algae terrariums should not require restocking of algae after the starter culture if you take good care of them. I was also thinking that as an advanced building the PBR could have additional photosynthesis tubes (like liquid pipe, but clear with green stuff inside). The tubing would have to run under lighting and back to the PBR main building, forming a raceway. The longer the raceway, the greater the resources produced and the greater the resources the PBR consumes. But in ONI I think this could more easily be represented by just building additional PBR buildings in the same room. I also was thinking that the PBR might consume the carbonated water produced by the carbon scrubber, but I'm not sure where the devs are taking us in terms of complex systems and advanced products made from multiple ingredients.
  5. I just made it to 250 Cycles. I have really loved this game so far as it has truly scratched the itch for running an efficient ant colony. I thought I would share some of the choices I made that I think might serve you well if you too want to go for a super efficient play style (with the game mechanics atm). I realize that play style may not be up your alley - but there might be a gem of two below that could help you understand resources or a set up that might make your life easier. On with the screenshots Base at Cycle 250: Base at 125: Base at 72: Things I learned: Base layout - keep in mind where gases are going to go if you produce them or let them go in your base. Highest to lowest is are as follows: Hydrogen, contaminated O2, 'clean' O2, chlorine, Co2. (At least so far...) This can help you as you can harness a little power off of Hydrogen later in your base, as you see with my hydrogen pump and generator, at the top of my base. The hydrogen is being produced from the electrolizers at the bottom of the base. If you also leave a pit or hole at the bottom of your base Co2 tends to just float to it with no real to deal with it. 'Best Resources' - I almost named this post Sand > Contaminated water as I didn't comprehend how essential sand would become... So for me these are the resources: Water > Sand > Contaminated water > Algae > Slime. Water is really O2 for me from electrolizers. Sand filters Contaminated water mid and late game to keep O2 production going. Contaminated water will become your largest source of water if you start hunting for it early. Algae and Slime (which you turn into Algae via tech) are good early and mid game BEFORE you can make an electrolizer. As you soon as you can make that get rid of your algae terrarium immediately if you can. (More on why in a bit) Food - Rush mealwoods via planter tech. As soon as you have these going in good supply stop cooking asap. Seriously. They will eat the meal lice with out cooking and cooking is just another sap on your water supply. Get the tech for the planter, fridge, and meal table and your food job is done. O2 - There has been a ton of posts so far and I agree that electrolyzers are THE way to go. I played with algae terrariums for a while and hunted algae and slime like a mad man but the pitiful O2 output for the price of water is way too high atm. I have had two electrolyzers running oxygen in by base I think for over a hundred cycles. Stress - I think at cycle 40 things start to get out of control with stress. Keep in mind your dupes have been digging like mad men and women for a while so they are 'dirty' and 'grimy'. Even with a shower, lavoratory, and personalized massage tables for my dupes the ones at 100% stress are too much to deal with. Do keep in mind I take only 'destructive' dupes as the 'vomit' ones are a stress juggernaut waiting to happen. For a while I just let them break machines and simply rebuilt another allowing the first broken machine to remain broken as they often attacked the same machine over and over again and would often leave many other machines alone. SO I finally started euthanizing the worst of the worst in a Co2 room I made at the bottom of my base. In the picture below, you can see I would use 'move' to place a stressed out Dup in the room while another would come eventually when I put a 'close' order on the door. All the tombstones in the picture above are the result of 'maintaining a healthy colony stress level' ;P Water filtration - the set up that is almost necessary for long term survival is a water filtration system to handle contaminated water. As I said above water is O2 so once you run out of water you are finished with the current game mechanics. So as soon as you can start hunting for contaminated water - probably something to keep in mind when hunting algae and slime as all three tend to be together. The image below is a set up I used in two bases. The idea is to pump contaminated water from the outside of the base (assuming you have a liquid pump to bring it in) to a pre-built room to handle exterior water(s) and the contaminated water you will produce from a shower and lavatory. This contaminated water is brought to another room to a water filter and then the clean water is available in a separate reservoir via a pump for your electrolyzers, shower, lavatory and other clean water purposes. Water filtration is the key reason sand is so very important as it is the only filtration material used at the moment. Power - Sadly the mouse wheels are really the only 'good' way to go super late into the game. Yes Coal is amazing but finite. Do keep an eye for it and grab it when you can but by cycle 150 I think most of mine was virtually gone. Hydrogen is technically 'good' but you can produce enough on purpose from electrolyzers to sustain a base long term without destroying your water supply. In my top most image you can see a Hydrogen pump and generator used at the top of my base as hydrogen naturally rises to the top to harness a bit of power off the hydrogen. Those are really there to filter the hydrogen out of the breathing space of the base though - not as a long term means of power. Research - Don't charge down the tech tree(s) without regards to what your base needs. Personally I found no need for any of the techs in the third tier. This might have been because of my base layout that kept in mind the gases properties so I didn't need any of the odd things at the end of the tree. Liquid and Gase pumps, Air locks, water filtration, and the basic techs were about all I needed. You can keep doing techs you don't need BUT they will destroy the amount of water in your base. The third tier of techs require boat loads of water - just don't do it you are trying to be efficient. Suggestions for the game and fun bugs - 1) For gods sake, add an 'auto harvest' function to the planter. I just spent 250 cycles mindlessly clicking on these to be harvested. 2) Bottled contaminated water can't be removed in your base when you 'sweep' it. I have bottles from disassembled machines here and there in my base and my ocd for a clean base is killing me with these bottles just sitting there 3) If you reload a game - the gas pumps particularly connected to a hydrogen generator perform the animation of pumping but the pipe(s) to the hydrogen generator are 'empty'. If you break down and rebuild the gas pump after a re-load it works properly. -------------------------------------------------------------------------- Hope this gives you ideas if you are shooting to be 'efficient' - for myself my water is enough that I might make it to cycle 300 but I think I'll dig for the edge and hope to send my dupes out to space. Next colony I will shot to add a Dup every time they are available and see if I can manage a giant circus of colony without euthanizing poor Dupes like Neil above. Thanks Klei, this has been a great game so far with alot of potential for fun times in the future.
  6. Hi, I encountered a strange bug. Basically sometimes the process of continuous fabrication get stuck. The machine does not produce the food while having all ingredients delivered. This creates secondary problem of dubs continuously delivering the water to machine until the machine start the actual production.
  7. I was wondering if it would be possible to create a character who only eats nightmare fuel to sustain his hunger, but loses a little sanity every time he eats it. Would this be possible?
  8. Version 4.1

    4,129 downloads

    Adds Many additional crock pot recipes. Batilisk wings are made cookable (they count as 1/2 monster meat) Seeds made cookable Cold meat dish included to cool Wigfrid during the summer Candied Bacon included to help Wigfrid with sanity - compatible with Display Food Values and Smarter Crock Pot mods - compatible with Beefalo Milk and Cheese mod (can used cooked Milk in any recipe that requires milk) Please leave feedback if you have any comments, errors, or suggestions Known issues Items don't appear properly in Warly's portable crock pot (will be fixed next update) Some recipes accidentally disabled in Shipwrecked (will be fixed next update) Expect New Changes Soon =-=-=-=- A version compatible with DST is on steam You can download it here - even without a steam account http://steamworkshop.download/download/view/381565292
  9. Version 1.0.0

    770 downloads

    Allows you to cook Warly's special meals with any character. Seriously, there is no reason to lock them.
  10. this is what i have at the moment ? any ideas of improvments or suggestions?
  11. If anyone's interested, I've updated the 'Winter update' food files so there's no rot. I also have instructions on how to get them into your Chrome install.
  12. Hey there, I am a huge fan of Don't Starve, really like the direction it is headed. I was noticing something though - my main method of restoring sanity aside from dapper hats is eating well-cooked foods. Once you get a recipe that works well for you - in my case monster meatballs - there is little reason to change. I was reading that this is one of the major ideas behind the winter update - forcing players to adapt to new situations - and in that vein I had a suggestion."AW, meatballs AGAIN!?" My suggestion is implementing a system of diminishing returns for food sanity if you don't eat a variety of foods - essentially making your character get sick of that particular food until eventually you get no sanity from eating it, maybe even eventually taking a sanity HIT as you force down another steaming pile meatballs, or kebabs, or WHATEVER. It may make the early parts of the game too difficult - I remember spending DAYS munching roasted berries before I really got the hang of the game - but hey that's what Don't Starve is all about am I right?
  13. I've been playing the Beta for a while now and this Winter update is the change I've been most excited for (bring on the difficulty!). I played through to my first winter and found it actually kind of dull, though. Don't get me wrong, preparing for winter was stressful and fun. It made the quite easy "early game" more challenging knowing I didn't just have to survive, I had to prepare, hoard, and plant. Then living through the first 7 or so days of winter and testing my preparations was fun too. But then... It became obvious I had hoarded/planted enough resources to sustain myself at a steady state through the winter. I could replace morsels by boomeranging birds and bunnies, get some berries every few days for filler, and chop enough wood nearby to stoke the fire. These "chores", however, only took about 1/4 of a day cycle. After that, I ended up just surfing the internet, with the game and volume on in the background so I could listen for hounds/eyeclops. This is no way to play a video game! Basically, winter adds much-needed difficulty to the game, but that difficulty is loaded onto summer days, with the actual experience of winter just being mostly tedium. I love the idea of cyclical seasons, but I don't think precisely one half summer and one half winter is appropriate. Even if you can choose long/short seasons when setting up a sandbox game, you're still getting half of your days as extremely long and full of activity (fun!) and half of your days sitting by a fire in the dark (tedious). It would be nice to have fall/spring, where day length is between summer and winter and freezing is a hazard only during dusk or night. Anyway, just my two cents. This game has already returned a great time/$ ratio for me, especially for a beta. I can't wait to see what you guys think of next!
  14. Bug Submission Please choose a category [Gameplay] Platform [*]Steam Version Number 72968 Issue title Tallbirds won't stop chasing Steps to reproduce Stole the tallbird egg Ran away while tallbird chased me Night came Had to kill the tallbird Tallbird killed me Describe your issue I stole the tallbird egg and the tallbird started to chase me. It didn't stop chasing me and I had to try to kill it because the night came but it killed me I do think this is a bug because the tallbird didn't stop chasing me when I stole it's egg.
  15. Hey whats up guys. My name is AFROMATIC, I just got into Don't Starve a couple weeks ago and have been hooked since. I decided to start a Let's Play Series and I thought I would share it with the Community. Im new to the forums so let me know what ya think and I hope to talk to so you guys. PeaceEP #1 http-~~-//www.youtube.com/watch?v=CaMhPawOj6Y&feature=youtu.be
  16. I've been toying with the idea of giving a feedback after finally finding enough time to play the game again this weekend. So, before the winter update hits us hard, I want to share some thoughts. The game definitely evolved since December, when I started playing, and most of it is in the 'fun' direction, yet is also way too easy to manage, and below I explain why. Keep in mind it's my personal opinion and feedback, not truth I wish to force onto everyone.1. Insanity is way too easy to manage. You can eat some monster meat in the morning, slaughter a few beardlings and then calmly chomp some homemade meals and you're golden. This gives way too much control to the player and such control eliminates the threat element from the insanity. 2. Eating raw meat and fish shouldn't count towards insanity and eating crock pot dishes shouldn't remedy insanity. Sushi is raw fish. Tartar is raw meat. But that's not the only reason. The food counting towards sanity/insanity is the main reason behind point 1. It gives us total control over insanity. Why should this be the case? And why can I go insane and recover as many times during the day as I want to? Woudln't it be harder and harder to crawl from iinsanity back to sanity every time we slip into madness?3. To give some constructive feedback to 1 and 2: the insanity 'recovery items' should be removed (at least to some degree) and the insanity should drop at all times, both at night and during the day (recovery during the day sounds odd to me. You're still trapped and you still have another night to look forward to. If anything that woudl make us go more insane with worry.) Yes, there should be wasy to recover sanity, but not such drastically easy ones like munching a few chicken nuggets MADE OUT OF HONEY AND MONSTER MEAT might I add. Gradual approach of a looming threat is much more stressing than a controlled period of insanity.4. Insanity monsters. I'm very lukewarm about them. On the one hand they're very cool but on the other they're just a cheap death. I'd much prefer them to show up and start following you at sanity 20-30, stick even closer when insanity is approaching and attack when it's at 0 so that I know 0 means monster attack.5. Love the hands that steal fire. Love them.6. Honey is still the ultimate remedy that fixes everything. All 3 meters can be managed with enough honey and a handful of vegetables or monster meat.Tl;dr: Insanity is way too easy to manage in that it's entirely up to the player when he or she gets insane and when to recover from it. Food causing insanity and being a remedy for insanity is bananas and also gives way too much power to the player. It's way too easy to farm beardlings for nightmare fuel by just going insane in the morning and recovering from it by lunchtime or before afternoon tea and scones.So that's my feedback there. Quite eager to hear what the rest of you think about it all.
  17. No one ever talks about yeti boss ;_;
  18. (i'm from poland. sorry for my english)Those are my suggestions to you, dev, because i noticed that starving is a kind of VERY RARE death. Right? I never starved to death and I think other too (or not so many times as it should be). So, this is my feedback. Bump this thread and write your own ideas!THREAT WILL BE OFTEN EDIT BY ME SO LOOK HERE DAILY ;D1. You shouldn't eat for all time the same dishes. For each the-same-dish you get some kind of penalty - i don't know exactly what it will be.2. Randomly you should start with Vegetarian (20% chance per world), carnivore (20% chance p.w.) or normal man/woman (rest of 100%). Vegetarian has own nutritional needs and must be played another way than for example carnivore.3. bird trap is overpowered! you should catch a bird with LOWER chance.4. Seeds are overpowered! they give too much hunger points/they spawn too often.5. Water. Water. Water! (giant topic ;P)6. you should get hungry faster when working. with this version of don't starve I don't see any diffrence between hard working and staying in camp.7. you should have poisoning effect. i mean that you can randomly after eating some types of food get sick. in that case your hunger is increasing rapidly for... about... 3 days.8. in my humble opinion whole system of hunger is little bit easily constructed. i mean hunger should rise quicker.
  19. I dont know if its all right to necro this...but i tought it was a great idea!especially the food bag, we could even be able to make icepacks to help keep food longer in the inventory, for those long roads ahead XD
  20. So, my friend told me a few things about Wolfgang, and how powerful he is. He said: "Hey, I was playing Don't Starve yesterday and found out a secret, Wolfgang can eat really fast when you drag the food over to him, and he can kill spiders in 5 hits without a weapon"! So naturally I tried this out when I got home. For those of you who don't know, he does 1.5x normal damage which means 15 punching damage. So he does kill a spider in 5 hits. Also, I tried the click and drag food thing with petals, and it worked! I don't know if this works for every character, or just Wolfgang. Can someone test it for me? Thanks everyone!Note: Wolfgang kills frogs in 2 hits, spiders in 5, pigs in 10, tall birds in 16? and beefalo in about 25.
  21. Would love to see what other peoples bases look like, I've spent a bit of time on mine and quite happy with it now. Extremly paranoid a damn flame hound is going to ruin it, but here it is! Day Time 1 Day Time 2 Night Time 1 Night Time 2
  22. There have probably been a lot of people talking about this already, but I think there should be more ways to get food, from mobs that don't fight back. Because right now, the only way to get food without having something attack you is to trap bunnies, or kill a pig or Gobbler while its sleeping. I really think knew passive mobs should be added in, and do you guys have any tips on killing Gobblers?! Thanks! Let me know what you think!!
  23. I have a steam copy of don't starve and would like some thing kinda RPG.