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If you could do a QoL update


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- Tin Fishin' Bin on the Docks (baseline so I don't have to mod)
- Increase Deck Illuminator to burn fuel equal to a Fire Pit or better, probably better it doesn't provide heat or cooling and is protected from rain.
- Add that darn Net to the game so I can grab stuff at the edge of the land in the early game.
- Increase health of shell bumper
- Cookie Cutter Shells can be used on the Shell Bumper for repair or a new bumper that uses Cookie Cutter Shells
- Fire Pump spews water when placed on the Dock
- Banana Bushes stop growing in winter (unless underground)
- Bug fix for the Mast unfurling forever causing a server restart to be the only fix.
- Prime Mate attack speed reduction. Maybe even damage too?
- Wormwood tweaks (Bramble Husk and Bramble Trap don't damage walls or fences or a new Bramble Wall idc which one happens)
- Hound's Tooth can be hammered into Bone Shards
- World Generation changes
- Spiky Trees Renewable/Farmable (I like how they look)
- Lazy Deserter rework (Make it usable in singleplayer)
- Year of the Catcoon skins for the Kitkit. (I want my desert cat!)
- Better Unspool duplicate system
- A "Saltier" Lick made from SALT!
- Increase drop chance of Bunny Puft and only Bunny Puft in the Bunny Man loot pool. (Making use of Bed Rolls would be nice if I could ever get the Pufts, I get the nerf before but holy crap)

That's all I can think of right now, im sure ill come back and add more later.

  • Setting to enable/disable auto-complete for the console.
  • A little checkmark thing that asks if you want to never see the pop-up dialogue when entering an offline world and entering the game when data collection is disabled.
  • Settings to disable bloom effect of the light rays in the waterlogged canopy biome because they cause a lot of lag.
  • Setting to disable the game from disabling all your mods when it crashes.
  • Setting for unlisted world/server.
  • Setting to change volume of insanity sound effects specifically instead of them being apart of ambient volume
  • Allow changing of game/server mode after world creation.
  • Raising max player count from 6 to 12 (6 can be default), but allow going up to 12.
  • Random seasons option in world gen settings should actually make it each the time the season occurs it will be random instead of only being randomized once upon the world's creation.
  • Allow players to go back to the main menu when the game gives a client crashes instead of being forced to disable mods or exit the game.
  • The structure placement for placement of structures not needing to be done in a certain order (like placing crockpots first then icebox)
  • Allow players to create mod collection/presets to enable a batch of mods all at once.
  • Allow players to generate the same worlds using world seeds
  • World setting to change max day length to 4/10/16/20/30 minutes, ect.
  • Make nightmares, small items, birds, small bugs, chester, glommer, ect. not block structure placement
  • Shaveable ewecus and it not waking up when you go near it while it's sleeping
  • Walruses always dropping 1 walrus tusk
  • Treeguards dropping leafy meat instead of monster meat
  • Trusty tape can repair stuff with durability and not just clothes

- vanilla geometric placement, gesture wheel and a way to make fancy screenshots like in many other games

- renewable berry bushes (and a way to get other variants), spiky bushes and any other decorative plant

- ctl+F not hitting snurtle mounds, walls, fences or linked beefalos

- wounds to visualise that players or tamed beefalos are damaged (we can see their insanity, temperature and hunger already)

- world gen settings to change damage done by freezing, overheating and starving

- more setpieces. Not only new ones but the ability to turn on the ones removed "because multiplayer" like the weather traps

edit:

- oasis sand storm should protect the biome from wildfires even when players are outside of the sandstorm like how giant trees shades work

- allow to customize list of entities that are attacked with regular attack and force attack;

- reduce priority of pinchin' winch activation with action button or disable it entirely so it would be activated with mouse-click only;

- geometric placement as vanilla feature (with option to switch it off);

- bind grid of geometric placement to boat on boat rather then to the world coordinates;

- make drown players and those who used plank appear at the closest walkable platform instead of land, i.e. allow them appear on a boat nearby (it's logical to swim towards the closest safe spot rather than all the way to land);

- disable manure production of tamed beefalos (while it's not ridden) in some form, be it complete removal of that "feature" or with condition like beefalo bell in the inventory: I'm tired of storing hundreds of manure during sailing with beef (no joke, last time it was 120 poop I brought to common base along with normal sea resources);

- make objects that are falling to the void to actually bounce from world border and not be lost (I once lost glossammer saddle that way when I changed saddles of beefalo; also shadows dying in the void and not giving nightmare fuel on kill is annoying);

- minimap icon to lesser glowberries, eyebone, star-sky, glommer's flower and maybe mushrooms. Debth worms in disguised form could share minimap icon with lesser glowberries in order to avoid map checking becoming primary mean of distinguishing real plants and worms.

- ability to check what is inside bundle/gift wrap without unwrapping it or at least ability to directly add text to the bundle without need to dedicate extra inventory space and resources to make note;

- ability to bind release of soul to keyboard button;

- ability to bind summoning/unsummoning Abigail to keyboard button (and make it available in the same conditions as it is now: with flower in the inventory and Abigail on screen);

- ability to repair burnt structures with appropriate amount of materials (right now it's painful to be forced to hammer entire area, especially on boat, especially considering geo grid is tied to world instead of boat).

Not purely QoL, but storage solution with more slots and less building space occupied would be great, even if more expensive than regular chests, could be placed only on boat/docks or have other restrictions of use. Especially sailing is activity that generates a lot of different kinds of loot (especially sunken chests), space on the boat is limited, so something that can hold all junk sorted would help. Right now one technically can use multiple piggybacks, but it's inconvenient, and proper hold on the boat would be thematic.

Damn, lots of good ideas. I especially like the twig/grass harvesting tool, similar to the one in Hamlet. Also the thing where Wickerbottom makes Wormwood bloom.

I'd like more uses to the hostile flare. In Autumn it should spawn or summon Bearger, in Spring a Moose Goose, a random one from the map like with Mactusks. 

I'd like summer frest to have normal durability instead of spoilage time.

On a similar note, it would be nice if a combination of high tier insulation clothes and hats would give you complete freeze resistance, and the same for summer. Or at least much longer insulation than we have now. In order to wear that combination, you have to give up your backpack, there should be an equally good reward in return.

I would like a Bernie buff. Willow is fine, but Bernie should either have reduced damage dealt to him by mobs, or he should attack more quickly. As it is, he is a good distraction, but not very good at defeating the things he's distracting. But tell me if I'm just using him wrong, I'd love to like playing Willow more.

Make buildings don't have to be placed in order.

A way to control a moon storm, such as using a flare to draw the Alter's attention so that it happens at a designated location.

More useful and cheaper walls.

Make the interaction between old mobs and the ocean more natural.

Actually I want to do a massive QOL update on how the game generates mobs, resources, biomes etc..

For example: Moon Quay update added a “Tiny” island that’s mostly forgettable full of Pirate Monkeys.

But.. that content, those mobs.. those resources are already in the game..

So imagine if Moon Quay could spawn in the same size as a Deciduous Forest for example just a large land mass of beach turf, Palmcone trees, monkey huts, Crustashines, Monkeytail bushes etc..

Basically I would look at every biome turf, resource and mob Klei has added to the game over the years and ask myself now what can I do with these in world Gen?

For example instead of having massive swarms of cookie cutters spawn only at salt formations, perhaps 2-3 can randomly spawn anywhere near ship wreckage/wood.

 

On 9/19/2022 at 11:26 AM, Mike23Ua said:

Actually I want to do a massive QOL update on how the game generates mobs, resources, biomes etc..

For example: Moon Quay update added a “Tiny” island that’s mostly forgettable full of Pirate Monkeys.

But.. that content, those mobs.. those resources are already in the game..

So imagine if Moon Quay could spawn in the same size as a Deciduous Forest for example just a large land mass of beach turf, Palmcone trees, monkey huts, Crustashines, Monkeytail bushes etc..

Basically I would look at every biome turf, resource and mob Klei has added to the game over the years and ask myself now what can I do with these in world Gen?

For example instead of having massive swarms of cookie cutters spawn only at salt formations, perhaps 2-3 can randomly spawn anywhere near ship wreckage/wood.

 

Please do this and create examples. Either Klei or Modders will eventually cooperate with you.

If you get this project started I would love to hop in with some ideas too. ❤️

On 9/23/2022 at 2:12 AM, MA7xGE said:

Please do this and create examples. Either Klei or Modders will eventually cooperate with you.

If you get this project started I would love to hop in with some ideas too. ❤️

Oh no I’m not a Mod Creator, I was just saying that if I could create my own QoL update for the game I’d want to take a deep dive into how mobs, resources, terrain etc generate.

The simplest example would be the Ocean is empty & feels bare until you sail to a point of interest (Water Logged Biome or Salt Formation) but WHY is the game designed like this?? Those mobs are already in the Game, their animations are completed so wouldn’t the ocean feel so much more Idk I guess you can say “Alive” if you could occasionally catch a glimpse of a singular Water Stryder Spider just gliding by eating fireflies on the ocean or something?

Hopefully this gets my suggestion across clearly.. And maybe inspires the Devs, or even just some cool talented mod creators to really take a good long hard look at what all mobs, biomes and resources have been added with each update.. and what they could potentially do with those things.

As the biggest most unlikely to ever happen example: Imagine if we could create our own DST worlds for our friends to play within by placing the biomes, mobs and resources we want onto the map with sort of a “Map Creator” if you’ve ever played BATTLEBLOCK THEATRE you have a pretty rough idea of what I’m saying.. then once you create your map, place what spawns where, set your challenges your friends can download and play that world.

Thats the kind of QoL update I’d want to create if it was ever possible. :wilson_love:

Harvesting crops need so many hammers!!! Annoying

 

Maybe a new hammer crafted by gold...  It's weird stone hammer cost so much grass

Or maybe my beefalo could help till the land and harvest the crops. Animation could be like Woodies Beaver

It's reasonable and natural for a farmer to take use of beefalo to easy farming.

18 hours ago, Mike23Ua said:

Oh no I’m not a Mod Creator, I was just saying that if I could create my own QoL update for the game I’d want to take a deep dive into how mobs, resources, terrain etc generate.

- - -

Thats the kind of QoL update I’d want to create if it was ever possible. :wilson_love:

I definitely was unclear on my intended request. What I was trying to ask was to write your ideas out, show them on writing. :) If you want, I could help with creating these into graphics, or "screenshots". 

I find your idea / point / whatever genius yet simple, this definitely needs more attention and I wish to help with that.

Give Beefalos a favorite food, like corn or pumpkin. That would create an incentive to farm these crops. People are using workarounds like feeding light bulbs and I don't think it should be that tedious to keep a Beefalo fed. I would really welcome a Beefalo QOL. Maybe add those food trays people have been asking for.

Make it so Bunnymen can't attack through two layers of stone walls. I placed the rabbit hutches too close to the sinkhole along with the walls, and now it's a huge pain if I want to replace them. I already used two decon staff uses because the hutches are so expensive to craft. I don't see why their attack range should be so long.

Make it so Bee Queen's scream doesn't upset spiders. It doesn't upset Merms. Ultimately it just means the fight drags out longer and you need a workaround like attack canceling with a boomerang. I've mained Webber for a while now and there's a lot of annoyances like that. Dragonfly can oneshot all spiders and she'll sometimes hit you out of the pan flute cast, Crab King requires 32 Sea Striders, and Deerclops/Klaus/Ancient Guardian/The Twins/Fuelweaver/Toadstool/Celestial Champion are impossible for spiders. Basically all the worthwhile bosses except for the first three I named. Webber looks OP on paper but in practice his spiders aren't all that effective in combat, and he has plenty of downsides like spiders eating meat drops, constantly low sanity, all mobs being hostile to you etc.

16 minutes ago, EighteenXVIII said:

Give Beefalos a favorite food, like corn or pumpkin. That would create an incentive to farm these crops. People are using workarounds like feeding light bulbs and I don't think it should be that tedious to keep a Beefalo fed. I would really welcome a Beefalo QOL. Maybe add those food trays people have been asking for.

Making so that you are required to feed a beefalo would make the taming a lot more boring and could make early game beefalo taming impossible, having to get tons and tons of food to feed it everyday would be very time consuming. Having to keep up with the beefalo's hunger is what made taming them boring. Now that you don't have to worry about their hunger beefalo taming is actually worth your time, even in early game.

Also pumpkin is already a good hunger crop

4 hours ago, MA7xGE said:

I definitely was unclear on my intended request. What I was trying to ask was to write your ideas out, show them on writing. :) If you want, I could help with creating these into graphics, or "screenshots". 

I find your idea / point / whatever genius yet simple, this definitely needs more attention and I wish to help with that.

I made a bigger thread trying to explain that here:

If you want to draw images or animations to help showcase what I’m describing I would greatly appreciate it.

I even encourage everyone to help with this- just go to world Gen settings and take a glance over all the features you can toggle- look at the biomes, resources, mobs etc.. then get creative on how those things can be used to fill in empty areas all over the game..

This would be my dream QOL update, I deeply appreciate new monthly content new biomes, mobs and resources- but at the same time they feel constrained and don’t really help to make the game feel brimming of wildlife/content.

During Hallowed Nights: Creature hunts have a chance to spawn bats… Thats taking a mob/animation that’s taking a mob/animation that was already in the game and giving it more gameplay uses.

And thats basically what I want to do with everything!

Maybe this wouldn't count as a QOL update as much as a content update, but I'd love to see more variants in worldgen. Terraria immediately comes to mind with the Corruption and the Crimson, maybe having a couple new biomes with unique treasures and such would be cool to update the day-to-day gameplay.

On 8/30/2022 at 5:03 PM, Dragonboooorn said:

Allow Applied silviculture to force Wormwoods bloom or heal over time, due to him being an actual living plant

This one is actually really pog 

On 8/31/2022 at 12:27 PM, Jonathan42 said:

Add the ability to refill salt licks with nitre. 

Also this, god knows how much I get annoyed by destroying one to build another right after, why not just filling with nitre insteadddd

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