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Hamlet qol Suggestions!


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Just like the title says, this is for suggesting qol features and fixes for the Hamlet DLC!

 

I have some ideas that would be nice if they were added. Some these include:

- Swinesbury academy selling blueprints for pig ruin walls and turf. Could also sell replica relic blueprints from DST.

- Ferns respawning in cave clefts every lush season.

-Customizable interior of My City Hall similair to Slanty Shanty

-Tea only requiring one orange piko instead of two

-Longer tea speed boost duration

-HD textures for the DLC

 

There are many more i can't think of at the top of my head, but im sure many of you have some more ideas.

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36 minutes ago, -Nick- said:

- Gold pickaxe

What do you mean by this? I fired up the game to see if the Opulent Pickaxe could be crafted within Hamlet, and you can absolutely do so.

I would also like to be able to make four pieces of turf when crafting them.

Also, I'd personally like to see Marble Shrubs and Marble Beans at this point.

-I think that Wagstaff's night vision goggles shouldn't highlight cold-blooded creatures, machines, ghosts and shadow creatures

-A unique sound should play when Aporkalypse starts, in a similar manner to when you power-up dst's ancient archives

-Dunno if the recent update changed it, but I remember that Royal Guards will panic if they are near brambles that spawn during Lush season. This should be fixed, I think

I can't test it right now, so I'll be going from memory and wiki but: certain mobs can very much go extinct in the Hamlet. I mean, the same applies to stuff like Pigs, Beefaloes etc in the RoG/SW, however in Hamlet it's much more extreme, with endangered mobs like Spider Monkeys thrown into the same biome as Snapteeth and Rabit Beetles.

-I think that, on the Pugalisk Island, there should be a Webbed Great Leafy Stalk that will spawn 2 Spider Monkeys, if there are none near it. This would prevent them from going extinct

-Could Snapteeth seedlings ignore glowflies? They always seem to chase after a glowfly, leave the rainforest, then chase after a Dung Beetle and they spread like wildfire across the islands, if not killed off by the player

-Are glowflies, bees and butterflies killed by the poisonous rainforest biome? I can't check right now, but if they aren't, they should be.

-Could we throw a torch into the Spooky Hole to force 2-4 Vampire bats to spawn from it? I think it'd be a neat way to farm for bat wings and it could have a 10 day cooldown or something.

-Increase the renewability speed of sparkling pools please. They take too long to refill if used completely by the player/Pangolden.

-Could Royal Guards switch to Halberts if they are fighting at dusk/night? Roam with a torch, fight with a halbert

1 hour ago, Szczuku said:

-I think that Wagstaff's night vision goggles shouldn't highlight cold-blooded creatures, machines, ghosts and shadow creatures

-A unique sound should play when Aporkalypse starts, in a similar manner to when you power-up dst's ancient archives

-Dunno if the recent update changed it, but I remember that Royal Guards will panic if they are near brambles that spawn during Lush season. This should be fixed, I think

I can't test it right now, so I'll be going from memory and wiki but: certain mobs can very much go extinct in the Hamlet. I mean, the same applies to stuff like Pigs, Beefaloes etc in the RoG/SW, however in Hamlet it's much more extreme, with endangered mobs like Spider Monkeys thrown into the same biome as Snapteeth and Rabit Beetles.

-I think that, on the Pugalisk Island, there should be a Webbed Great Leafy Stalk that will spawn 2 Spider Monkeys, if there are none near it. This would prevent them from going extinct

-Could Snapteeth seedlings ignore glowflies? They always seem to chase after a glowfly, leave the rainforest, then chase after a Dung Beetle and they spread like wildfire across the islands, if not killed off by the player

-Are glowflies, bees and butterflies killed by the poisonous rainforest biome? I can't check right now, but if they aren't, they should be.

-Could we throw a torch into the Spooky Hole to force 2-4 Vampire bats to spawn from it? I think it'd be a neat way to farm for bat wings and it could have a 10 day cooldown or something.

-Increase the renewability speed of sparkling pools please. They take too long to refill if used completely by the player/Pangolden.

-Could Royal Guards switch to Halberts if they are fighting at dusk/night? Roam with a torch, fight with a halbert

the best prolem solve i can think for the extinct case of Spider Monkey is making them spawn from the Cocooned Tree instead from the last one alive like Volt Goat or Beefalo,and give a player a item that can spawn or turn a normal Rainforest Tree into a Cocooned Tree.That way we no longer worry about them go extinct but also have a better time at farming Silk.Seriously Klei just made the most common easiet resources to have to one of the most hardest and anoyed thing to get in Hamlet,
About the extinct part,I just realize how many kind creature that can go extinct in Hamlet if we not pay enough attention to them.Peagawk,Hippopotamoose,Spider Monkey,Pog or even Pangolden.Is very strange that most of the thing in Hamlet don't have a respawn or mechanic prevent them goes extinct.And some of them exist just to anoying you,like if you not playing at WX-78 what even the point if you go and kill those Thunder Bird ? Just for a hat that only last for 4 days and block 20 lightning strike ? no water proof,no damage reduction even though is cleary a helmet

1 hour ago, Szczuku said:

 

-Could we throw a torch into the Spooky Hole to force 2-4 Vampire bats to spawn from it? I think it'd be a neat way to farm for bat wings and it could have a 10 day cooldown or something.

Or we throw a fruit and spawn fruit bats. :D

Tax day is annoying when you have a lot of city pigs, you basically have to drop what you're doing, clear inventory space and prepare to be encased by a wall of pigs trying to give you money who also get stuck on everything in the process. Maybe instead of having all of the pigs rush you at once every tax day, you can go inside your town hall and interact with something (say, the desk?) that will give you the taxes directly? It would also give you a reason to go inside your own town hall since right now its function is merely being a fancy slanty shanty that you can't modify. 

Or really any sort of improvement to alleviate the moshpit situation, pigs are just so eager to pay their taxes directly in person.

CENU4uO.jpeg

4 hours ago, oCrapaCreeper said:

Maybe instead of having all of the pigs rush you at once every tax day, you can go inside your town hall and interact with something (say, the desk?) that will give you the taxes directly?

I actually had a very simmilar idea a while back: A tax collection box inside the Town Hall. Easily accessible money without pigs swarming you. If you miss the tax collection day the box will have a Peagwak feather sticking out of it and the character's examination quote would suggest that the Masked Pig stole your tax money.

" "Thou hath left the door opened" "

Maybe the player could purchase a Tax Collector scroll with Key to the City and give it to any pig ci8 to turn them into a Tax Collector? Then all pigs pay that Tax Collector taxes.

 

Then you can just right click the pig to gather all the taxes from him. There could be a limit on how much money he can hold though.

If the player kills enough bats in Cave Cleft before bat attack wave, the next attack should be nerfed/delayed.

I really liked the fact that as the attack wave approached, the bats naturally spawn in the cave cleft and disappeared after the attack wave. It's like they actually come out of their cave and attack you. But unfortunately they have nothing to do with the real attack wave.

-Fix how the giant forest tree trunks generated and make sure they won't spawned in pairs or too close to coastline and block players. That is really dangerous when you are running away at night.

-I don't know if it's real but it seems that traps in pig ruins can be also triggered by neutral shadow terrors(the thing attacks you when in low sanity) which is not good. Current update log only said this won't happens to friendly followers. 

-Items in peculiar tuber tree can be found by completely hack the tree down instead of dig the root out, as it's not renewable. Or let tuber tree can be planted by players.

-Normal hanging vine can be pulled and taken as ropes after alive vines killed

-Reduce the attack range or attack speed of mature chomper

-Add an item (need iron or alloy maybe)which can rebuild the doors in pig ruins and permanently stop vines growth or stop trap gates closed. Let anything on the ruin's floor can be cleaned up. If possible, give player a method to build passages between rooms close to each other but no pre-built gates.

(These are for players in favour of build their base inside the ruins.)

-Add letfy meat related dishes in DST. More dishes are also welcomed, but lefty meat related are more important.

-Something about room decoration. For example, if I want to decorate a pillar in my house which is close to a fridge already placed, I have to smash the fridge, plck up its left, place the new pillar, and place another fridge at the old place in order to fit my design. That's unnecessary.

-Replace the nitre in lawn turf's recipe with another kind of nature turf, like moss turf. Nitre is rare and needed elsewhere.

On 4/6/2023 at 8:26 PM, Deltic said:

Normal hanging vine can be pulled and taken as ropes after alive vines killed

You can actually do this with shears. The vines will respawn after a while i think.

On 4/6/2023 at 8:26 PM, Deltic said:

Replace the nitre in lawn turf's recipe with another kind of nature turf, like moss turf. Nitre is rare and needed elsewhere.

No need. Recently they made nitre renewable by gnat mounds.

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