Dandefender Posted February 26, 2025 Share Posted February 26, 2025 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... Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/ Share on other sites More sharing options...
Kacpert25 Posted February 26, 2025 Share Posted February 26, 2025 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. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801606 Share on other sites More sharing options...
Anis5240 Posted February 26, 2025 Share Posted February 26, 2025 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. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801607 Share on other sites More sharing options...
WilsonHiggs Posted February 26, 2025 Share Posted February 26, 2025 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 Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801620 Share on other sites More sharing options...
Ginosaji Posted February 26, 2025 Share Posted February 26, 2025 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. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801631 Share on other sites More sharing options...
Captain_Rage Posted February 26, 2025 Share Posted February 26, 2025 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. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801639 Share on other sites More sharing options...
Valase Posted February 26, 2025 Share Posted February 26, 2025 No one mentioning the Global Pause mod? Shame on you guys. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801645 Share on other sites More sharing options...
Dandefender Posted February 26, 2025 Author Share Posted February 26, 2025 33 minutes ago, Captain_Rage said: These are very redundant and bad ideas. omg, this is spot-on. Redundant? Bad? Care to elaborate? Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801649 Share on other sites More sharing options...
BezKa Posted February 26, 2025 Share Posted February 26, 2025 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 Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801655 Share on other sites More sharing options...
Mysterious box Posted February 26, 2025 Share Posted February 26, 2025 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. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801666 Share on other sites More sharing options...
Captain_Rage Posted February 26, 2025 Share Posted February 26, 2025 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. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801682 Share on other sites More sharing options...
BezKa Posted February 26, 2025 Share Posted February 26, 2025 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. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801701 Share on other sites More sharing options...
Cheggf Posted February 26, 2025 Share Posted February 26, 2025 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. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801786 Share on other sites More sharing options...
Well-met Posted February 26, 2025 Share Posted February 26, 2025 I just want gesture wheel to be in officially and i'll be happy. Oh yeah, and singleplayer caves with no input delay. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801823 Share on other sites More sharing options...
WilsonHiggs Posted February 26, 2025 Share Posted February 26, 2025 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 Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801826 Share on other sites More sharing options...
Guille6785 Posted February 27, 2025 Share Posted February 27, 2025 they do, 99.99% of the ones that haven't been added into the official game just suck Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801832 Share on other sites More sharing options...
DegenerateFurry Posted February 27, 2025 Share Posted February 27, 2025 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. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1801859 Share on other sites More sharing options...
-Variant Posted February 27, 2025 Share Posted February 27, 2025 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. 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. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1802001 Share on other sites More sharing options...
BezKa Posted February 27, 2025 Share Posted February 27, 2025 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. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1802064 Share on other sites More sharing options...
Ugur01 Posted February 27, 2025 Share Posted February 27, 2025 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 Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1802097 Share on other sites More sharing options...
BezKa Posted February 27, 2025 Share Posted February 27, 2025 1 hour ago, Ugur01 said: Can armor be worn on it? Haven't tried this before Yes, you can equip punching bags with armor to test their absorption. Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1802128 Share on other sites More sharing options...
Dandefender Posted March 9, 2025 Author Share Posted March 9, 2025 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". Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1805524 Share on other sites More sharing options...
Edible Coal Posted March 9, 2025 Share Posted March 9, 2025 im pretty sure this post is targeting client side mods in general Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1805529 Share on other sites More sharing options...
WilsonHiggs Posted March 9, 2025 Share Posted March 9, 2025 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... Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1805534 Share on other sites More sharing options...
NPCMaxwell Posted March 9, 2025 Share Posted March 9, 2025 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) Link to comment https://forums.kleientertainment.com/forums/topic/164427-why-the-devs-have-not-implemented-some-mods-to-the-base-game/#findComment-1805575 Share on other sites More sharing options...
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