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Why the devs have not implemented some mods to the base game??


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I'm sure people have asked themselves that. I'm also sure that some developers don't even play this game as 100% vanilla.

DST is a very hard game and kind of "there" when you first play it.

 Some mods offer so much QoL that is unimaginable playing without them. Those small QoL could make a world of difference for console and more players.

Eg: wormhole color, geometric placement, "show me", mini map toggle...

We already have wormhole skins that work like Wormhole Color. Moreover, sometimes it happens that they implement a mod into the base game. Recently, they added Realistic Placement, reducing the space occupied by structures.

technically wormhole skins do serve as differentiation between wormholes (and it works in pairs so if you apply the skin on one side, the other side will have it too).

show me/insight is well, scrapbook.

1 hour ago, Anis5240 said:

technically wormhole skins do serve as differentiation between wormholes (and it works in pairs so if you apply the skin on one side, the other side will have it too).

show me/insight is well, scrapbook.

And moon lens were added for that. 

Usually, when people talk about QoL mods are things that are already in the game in a more creative way or arent a QoL but something to drop the difficulty 

 

 

 

Using shift + right mouse click to drop items from your inventory used to be a mod for both games. Now it's part of the game.

 

Klei does consider mods. The solo game got it's final massive patch more than 1,5 years ago. All the fixes to Hamlet and the QoL changes that dst got were ported over.

 

Completely raised Tallbirds now make a new nest which works as a spawn point.

Turfs got a lot cheaper with the bunk crafting. There was a time where wood flooring was a 1 on 1 craft from boards.

A lot of recipes got made cheaper like Marble Suit and Bat Bat. Insulated pack got it's inventory increased.

 

Something that should be in the game is an gesture emote ui. For console version they made a ui or just used the popular gesture wheel mod. I'm not sure why it can't be base for dst. Same with geometric placement. Yea, it can cause lag sometimes but it makes base building a lot more clean, especially when multiple people add to a base.

2 hours ago, Dandefender said:

Eg: wormhole color, geometric placement, "show me", mini map toggle...

These are very redundant and bad ideas.

1 hour ago, WilsonHiggs said:

And moon lens were added for that. 

Usually, when people talk about QoL mods are things that are already in the game in a more creative way or arent a QoL but something to drop the difficulty 

 

 

 

omg, this is spot-on.

Show me is such a spit in the face in the entire game concept. When I saw how many people use that (and similar mods) I understood I play a completely different game than a significant portion of the player base.

Game is about knowledge. You gotta learn a lot of this stuff. Not seeing a boss' health is part of the gameplay, because you never know if you're just about to win, or if you're only halfway there. You can learn that by fighting and getting a "feel" for how much health a boss, mob has. Not seeing if your tent is about to fall apart is part of it too. Having to count the exact hunger a dish provides by checking your meter before and after as well. All these little things mods like Show Me just eliminate and make the game 20 times easier for no reason.

Also the reason I dislike the scrapbook, but I can easily turn that off and apparently people need it so I don't whine about it as much.

My opinion doesn't matter, enjoy your mods, I'll enjoy the game.

Also as mentioned, tons of mods got added to the game. Quick Drop was the first one I was there for, then a bunch of others

35 minutes ago, BezKa said:

Also the reason I dislike the scrapbook, but I can easily turn that off and apparently people need it so I don't whine about it as much.

Personally I feel like the scrapbook was very necessary as it's it gives information most people would look up in a unique way and even gives completionists a fun goal as people love their bestiaries.

1 hour ago, Dandefender said:

Redundant? Bad? Care to elaborate?

The game is not "unplayable" without a grid for snapping structures into place. You simply click on the ground and everything is fine. Placing structures with high precision will never be needed in this game. What is up with the "unplayable" hyperbola? After playing a world for a few hours I would argue that any attentive person will roughly be able to recall how the Wormholes are linked. Plus if you want really want to mark them there are plenty of ways of doing it already. Any mod that colors them is extremely redundant and boring.

1 hour ago, Mysterious box said:

Personally I feel like the scrapbook was very necessary as it's it gives information most people would look up in a unique way and even gives completionists a fun goal as people love their bestiaries.

I agree that some information being provided in that way is a really fun lore-collector and some basic info for new players to look up in that way isn't as bad of an addition as I used to think. I still think there is WAY too much info in there. And the point of interest indicators are just pathetic.

11 hours ago, Dandefender said:

wormhole color

Implemented with wormhole skins, moon orbs, etc.

11 hours ago, Dandefender said:

show me

Because that mod is insanely garbage. It is ugly, it is terrible, it goes against the core ideas of the game. I don't want a huge book covering my entire screen with pointless information every time I hover over anything, and I don't want information that's intentionally obscured (i.e. literally everything that the mod shows you) to be revealed to me. 

11 hours ago, Dandefender said:

mini map toggle

Redundant to just opening the map. If anything they should add an option in the options menu where movement keys will still control your character with the map open instead of controlling the map so you don't have to do the clickmove shuffle.

18 minutes ago, Well-met said:

I just want gesture wheel to be in officially and i'll be happy.

This and geometric placement are the only mods i would want added. Which are trully QoL instead of garbage like show me

I strongly disagree with the take that it's good game design to hide healthbars from players. The "uncompromising wilderness survival game" argument is as tired and dead as an overworked wooly mammoth at this point - DST is a semi-compromising wilderness survival-slash-base-building-slash-boss-rushing pseudo-sandbox survival game now. The devs are clearly interested in making it more accessible and have stated that they want to; that's what the scrapbook is for, and that goal influences their design choices in things like skill trees. 

So, the easiest way to help people learn combat? Help them see just how much damage they're doing versus how much damage they're taking. Newbies would be less likely to try tanking if they saw that the Clockwork Knight (as an example) they're fighting has 900 HP, hits them for 40 every two seconds or so, and their spear's only doing 34. Plenty of players probably come into the game and just assume that they can fight common enemies without much effort or thought, but if they saw that even fairly common enemies like that have as much or more HP than the player and damage your non-regenerating health considerably if you have no armor, they'd realize really quickly that it's gonna take more than holding the attack button without armor to win.

Something like a health bar mod or Insight's feature where having your mouse over an enemy shows its health and attack range would massively improve every single non-veteran player's combat abilities by making it vastly easier to get good. DST's biggest problem right now game design-wise is that it can feel impossible to learn for newbies due to how little information it gives the player. This is easy to fix and should be something that you can toggle in settings, and which is on by default. 

They do/have. There's been countless features present in mods that've been added to the base game.

Not every mod can be put into the game, but for example back when I worked on Uncompromosing Mode, we had hit a roadblock because so many of the mods changes made it into vanilla, meaning we had more time spent taking them out of the mod than we did making new stuff, ahaha. I think we even had (were going to have?) a page dedicated to the features added to vanilla.

Others have mentioned Global pause and other examples. One I think about is Geometric Placement, a highly requested mod that's under their radar. Of course, its not currently in, and I'm not sure it will be anytime soon, but it's not off the table.
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I've been in a but of a burn-out modding wise specifically because Klei keeps adding in vanilla copies of a LOT of stuff I've been adding for my custom mod character.
It's sort of burnt me out having to re-tune or removed/change some things. But ultimately yeah, it does happen. Just not always the in-your-face popular stuff.

9 hours ago, DegenerateFurry said:

Help them see just how much damage they're doing versus how much damage they're taking.

This feature was implemented in the form of punching bags.

I know it's not a healthbar but it is in the game and tells you what damage you make and can allow you to learn armor damage absorption.

2 hours ago, BezKa said:

This feature was implemented in the form of punching bags.

I know it's not a healthbar but it is in the game and tells you what damage you make and can allow you to learn armor damage absorption.

Can armor be worn on it? Haven't tried this before

On 2/26/2025 at 6:23 PM, Cheggf said:

Implemented with wormhole skins, moon orbs, etc.

Redundant to just opening the map. If anything they should add an option in the options menu where movement keys will still control your character with the map open instead of controlling the map so you don't have to do the clickmove shuffle.

Hey, I was out for a wek so I couldn't come here and reply!

1- Ok, but it's clunky. Furthermore it's a late feature. 

2- Redundant? How is it redundant if I need to leave the gameplay screen and come back? And then continuously go back and forth when riding to a known place? Mini map is a must in this game. If one doesn't want it, just mark it to not show in the game if they ever add it. Just imagine if we had a stats page completely out of the screen and we needed to tap everytime we wanted info...

 

 I wronged the name of the mod. I didn't mean to say "show me". I meant to say "combined stats".
But anyway, people complain a lot about  "going against the philosophy", but this players and devs just go against its own philosophy  every year. Old players live to play the wikia and are entitled to never like obvious QoL. I just imagine the cataclysmic outrage in the forums if Klei just update a boss without sending it to the Beta or change a mechanic date to random.

On 2/26/2025 at 12:11 PM, Captain_Rage said:

The game is not "unplayable" without a grid for snapping structures into place. You simply click on the ground and everything is fine. Placing structures with high precision will never be needed in this game. What is up with the "unplayable" hyperbola? After playing a world for a few hours I would argue that any attentive person will roughly be able to recall how the Wormholes are linked. Plus if you want really want to mark them there are plenty of ways of doing it already. Any mod that colors them is extremely redundant and boring.

I wronged the name of the mod. I meant to say "combined stats". 

20 minutes ago, Dandefender said:

wronged the name of the mod. I meant to say "combined stats". 

Neithet without that mod that even adverts the player on when will reach the overheating/freezing threshold...

On 2/26/2025 at 12:59 PM, WilsonHiggs said:

And moon lens were added for that. 

Usually, when people talk about QoL mods are things that are already in the game in a more creative way or arent a QoL but something to drop the difficulty 

 

 

 

The „Zoo“ is actually so hillarious x)

:wilson_celebrate:

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