Cheggf Posted March 5, 2025 Share Posted March 5, 2025 1 minute ago, HowlVoid said: Just add a skill called pseudo food something something clever and when a person is next to a buffed warly they get a portion of the buff too. smells so freaking good that they give it 110% to try to impress warly in the hopes that he rewards them with a tasty treat Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804126 Share on other sites More sharing options...
Edible Coal Posted March 5, 2025 Share Posted March 5, 2025 10 hours ago, Guille6785 said: I just had another idea that could make Warly's buffs better in a team: What if he could split his buff dishes into smaller portions that provide the same buff but for a shorter period of time? In a multiplayer environment it doesn't make a lot of sense to use 3 volt goat horns just for the boss to die in 30 seconds, with the majority of the buff remaining, but if you could, say, make 3 mini-volt goat jellies that last 1 minute each with a single volt goat horn then it would make much more sense to do that while encouraging Warly players to share their buffs more often. It'd also allow Warly to do stuff like this with followers without wasting 70 billion volt goat horns: just make it so every teammate, followers near warly gains whatever special effect he gains( totally not too strong) Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804269 Share on other sites More sharing options...
chenxx Posted March 5, 2025 Share Posted March 5, 2025 Warly's Self-walking Pot, cooking while moving. So is his Self-walking Seasoning Station and Self-walking Grinding Mill ================================================== Wormwood cangenerate non-transplantable crops around with a decent cost , which will disappear after a certain period of time. In this way, your team will have a mobile kitchen and a mobile farm. ============================================ Fodder Raise the tallbird easily by feeding it. and feed Volt Goat Fodder, it will follow you home, then you can use it for breeding. ============================================================================= Also allow him to cook Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804332 Share on other sites More sharing options...
Mrloxi Posted March 5, 2025 Share Posted March 5, 2025 Good post OP, it's nice to see the same frustrations i have with warly's design laid out in such a concise and organised manner. I'd also like to add that despite being designed to facilitate nomadic play, warly is worse at being nomadic than any other character. Other characters can just eat blue caps and cooked green caps/cactus flesh to restore their health and sanity, warly's stuck with crockpot dishes and with the exception of fish cordon bleu and glowberry mousse (monster tartare doesn't count), none of his dishes can be made with ingredients gathered in-situ and sourced from the same general area. It would be nice to get new dishes made from ingredient that can be gathered from the same sources, like a dish made from meat, bananas, and other cave foods like lichen. Additionally, having to spend inventory slots carrying warly's portable buildings just to be able to eat and make use of his spices further disincentivises nomadic play, making it feel like i'm practically chained to my garden. One easy way to encourage players to diversify their diet would be to add a reward for eating a lot of unique dishes within warly's 2 day memory period (like a small, stacking speed boost for each dish he remembers eating). That way, not only are players punished for having a bland diet, they're also rewarded for eating multiple different dishes, making low-hunger dishes more appealing. also , klei pls let us make mobs wet using water balloons Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804471 Share on other sites More sharing options...
Anis5240 Posted March 5, 2025 Share Posted March 5, 2025 19 minutes ago, Mrloxi said: pls let us make mobs wet using water balloons klei would rather make characters op than making items op (see gunpowder nerf, goat horn loot chance, beta maul) Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804475 Share on other sites More sharing options...
chenxx Posted March 6, 2025 Share Posted March 6, 2025 Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804502 Share on other sites More sharing options...
loopuleasa Posted March 6, 2025 Share Posted March 6, 2025 9 hours ago, chenxx said: I had to do many double takes on that one Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804649 Share on other sites More sharing options...
JaxckLl Posted March 6, 2025 Share Posted March 6, 2025 Fantastic post, absolutely agree with all your points! I particularly like your idea for reworking the hunger mechanic for Warly. The way you've mathed it out seems damn near perfect. More Chef's Specials are also obviously on the cards for any skill tree, some recipes that use Barnacles, Bananas, Lichen, & Royal Jelly all seem like great ideas. Adding to your suggestions, I'll make a full post about this idea later, I'd say that farming in general needs a rework. The overworld practically throws survivable amounts of forage at the player, and it really feels like Warly's emphasis on Crockpots is a huge downside in the first few seasons. The whole game needs a raw food nerf, specifically to hunger values. Raw carrots, seeds, berries, juicy berries, meat, morsals, monster meat, frog legs, butterfly wings, it is fantastically easy to survive off forage in the first few seasons. Playing Warly from the start feels like shooting yourself in the foot during those first couple of weeks of exploration as you don't yet have access to the right agricultural ingredients to maximize his advantages AND he's tied to using crockpots while other players can just forage and eat raw. Seeds should not be edible by players while raw. They can still be fed to Beefalo or cooked. To compensate, I'd add them in their cooked form as a potential filler in the Crockpot. Add Seedy Muffins as an alternative to Butter Muffins for another low hunger, but health/sanity efficient early game crockpot dish that would pair great with Trail Mix for Warly. Crop seeds would follow the same pattern, which would also in turn make the massive overabundance of seeds that comes from giant crop farming actually useful (I have multiple chests worth of Rot sitting around from various waves of farming and having no use for the excess seeds). Change Ice to a new category of "Slushy" foods. Slushy ingredients would be useable as filler, but if more than one is used there is a risk of making Loathsome Gruel a 35 hunger food with a -10 sanity penalty. This trap dish would be an easy & useful dish for Warly's ealry game, while also nerfing the completely broken "Morsal + 3 Ice" Meatball recipe (bearing in mind that cooked seeds would be a new filler option with the above suggestion, so meatballs would still be quite accessible early game. Players would actually have to include some roughage now). Honey Suckle would be a new +sanity option that would actually lower hunger, rewarding players who find Honey to use during Winter (1 Sweetener + 2 Slushy no Dairy, -10 Hunger +25 Sanity +10 Health). Add all the farm crops as wild spawns, replacing carrots in many biomes. The Deciduous Biome could have Pumpkins & Garlic, the Evergreen Onions, Savanna Carrots & Corn, Potatoes in the Rocky biomes. This would give Warly a variety of options he needs early game while also refreshing the experience of foraging. Interesting choices about first season farming could actually take place since it would be so much more rewarding to Crockpot early. Originally I suggested this as a way to make Sailing in the first season actually fun, but add Twine as a refinable resource (link below). Twine can be made efficiently from Silk (1-1) or inefficiently from Grass or Kelp (3-1). Twine replaces Silk in most early game situations (pre-Alchemy), such as in fishing rods, bird traps, and masts. This would allow players to jump into agriculture or sailing on day 1 without needing to first farm spiders. This is the sort of rework that would benefit Warly disproportionately, since he benefits more than most characters from agriculture. Spiders have needed a nerf since before DST even existed. Monster Morsals should absolutely be a thing, and ALL spiders should drop it instead of full size meat. The Pig King needs a nerf. I know it sounds weird to mention this in relation to Warly, but I find that a lot of problems with Warly stem from the reality that I can usually get better bang for my buck from playing other characters. Woodie, Wendy, Winona, my three most played characters (Warly's probably fourth or fifth) all I pick over Warly because they trivialize generating large amounts of higher value food resources like Meat. That there is no farming buff for Warly also gives me no incentive to switch (aka Warly should get a farming-related spice. Crop Dust made from Dried Kelp would be perfect). That I can just get gold from Pig King by giving him stacks of Eggs & Meat invalidates a lot of the reason to switch to Warly for the Honey spice buff (which is a very good buff). Instead the Pig King should only give gold for crockpot dishes. And it should be 1 gold for every 50 hunger of the dish. In practice, this would mean no functional change for dishes like Meatballs & Meaty Stew (1/3 meat respectively for 1/3 gold respectively), while lesser dishes would return no gold (have the king give out basic building materials instead, perhaps including Pig Skin to encourage the player to build Pig Houses for him). The reason why this change would benefit Warly is obvious, he's the only survivor who could trade with the Pig King off the bat. Additionally his faster cooking would make that trading faster & more efficient, giving Warly a totally unique niche. To really cement that Warly is the chef among the survivors (as recognized by the king glutton himself), add a new Chef's Special King's Feast that uses one of every kind of full-size meat (regular, Monster, Leafy, & Fish) that would give double gold when traded to the Pig King (and/or a bunch of other useful resources). With the nerf to spiders this would actually be an interesting dish to produce in bulk, since full-size Monster Meat would require farming Bats or Splumonkies instead. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804786 Share on other sites More sharing options...
Walrusst Posted March 6, 2025 Share Posted March 6, 2025 I brought up an idea for just an artisan foods branch which lets him gather pain in the something materials at lower rates but with less work by being creative/clever. It fits how his downside works because in the end he doesn't need industrial levels of the best ingredients, he wants a little of a rotating cast of ingredients to keep himself happy. So things like converting birchnut saplings into bushes by stunting their growth, building orchards and gardens which sustainably make to make small batches of food, enriching mushroom patches into truffle fields are all things I want to see as one feature of him. I even mentioned a nerfed version of the best farm from his home expansion, the fish farm where instead of making a trawler that catches whole flocks of ocean fish every two minutes for a negligible kelp/berry cost, he can grab a fish or two ever few days instead without sweating how to keep it going. Also klei I swear to god give him volt goat taming those things play such a huge part of his legend that him having this ability would be a "chefs kiss" tier addition. My original post is here and it included more ideas, like teaching bunnymen/pigmen useful skills to make planting small gardens far from your base beneficial, as while gardens tended by these others take their own share of the proceeds, they will stockpile small amounts of food to share with you when you check up on them and see if they are doing well. Sort of the good boss/mutually beneficial employer vibe. Even making automatic catcoon feeders as a distinct way of getting obscure resources as the catcoons hock up their rewards (on a cooldown) into a seperate inventory. Obviously, I would love to see more of what you are all suggesting with using unconventional items like seeds and pine nuts in dishes, and more magical buffing foods, but I think a unique philosophy to how he gets food goes a long way to giving him a cooking is magic focus. His difficulty is concentrated on cooking and eating in an interesting way, rather than just basic subsistence, as a life spent without good food isn't much of a life at all. (+The time you spend with others being food for the soul, which is why I included so many ways to be nice to other living things that are friendly.) Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804788 Share on other sites More sharing options...
Riddla Posted March 6, 2025 Share Posted March 6, 2025 On 3/5/2025 at 2:23 AM, Guille6785 said: I just had another idea that could make Warly's buffs better in a team: What if he could split his buff dishes into smaller portions that provide the same buff but for a shorter period of time? In a multiplayer environment it doesn't make a lot of sense to use 3 volt goat horns just for the boss to die in 30 seconds, with the majority of the buff remaining, but if you could, say, make 3 mini-volt goat jellies that last 1 minute each with a single volt goat horn then it would make much more sense to do that while encouraging Warly players to share their buffs more often. It'd also allow Warly to do stuff like this with followers without wasting 70 billion volt goat horns: Oooooh, I really love that idea, it'd fit him well to let other survivors sort of sample his dishes / take small portions of it. It could be a wee bit like Winter's Feast dish, which would let people come up to it and take a bite to get boosts and other stats. Could attract creatures as well maybe as a toggle too. Honestly, I'd love if the Winter's Feast eating mechanic was explored more specifically for him, there's a lot of potential (shouldnt only be exclusively slowly eating for stat regen, it can get a bit tedious eventually because it's sorta like sleeping in a tent and staring at the screen) Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804789 Share on other sites More sharing options...
Walrusst Posted March 6, 2025 Share Posted March 6, 2025 You know if he could use a collection of garnishes to turn a meal into a big round table ordeal that could be eaten as a group with followers or other players he would become a god. Like, things like mildly burnt cheese, capers, shallots, etc etc. Those really delicious things you top meals with in a restaurant but never use at home. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804796 Share on other sites More sharing options...
JaxckLl Posted March 6, 2025 Share Posted March 6, 2025 20 minutes ago, Walrusst said: You know if he could use a collection of garnishes to turn a meal into a big round table ordeal that could be eaten as a group with followers or other players he would become a god. Like, things like mildly burnt cheese, capers, shallots, etc etc. Those really delicious things you top meals with in a restaurant but never use at home. Lol I literally have four half-used jars of capers in the fridge x) They basically never go off but I'm never using them often enough to remember they exist. Citrus would make for a very cool additional special tree for Warly. Especially if it was one tree that produced different fruits in differents seasons, Limes in Spring, Oranges in Summer, Lemons in Autumn. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804801 Share on other sites More sharing options...
Cheggf Posted March 6, 2025 Share Posted March 6, 2025 21 hours ago, Mrloxi said: Good post OP, it's nice to see the same frustrations i have with warly's design laid out in such a concise and organised manner. I'd also like to add that despite being designed to facilitate nomadic play, warly is worse at being nomadic than any other character. Other characters can just eat blue caps and cooked green caps/cactus flesh to restore their health and sanity, warly's stuck with crockpot dishes and with the exception of fish cordon bleu and glowberry mousse (monster tartare doesn't count), none of his dishes can be made with ingredients gathered in-situ and sourced from the same general area. It would be nice to get new dishes made from ingredient that can be gathered from the same sources, like a dish made from meat, bananas, and other cave foods like lichen. Additionally, having to spend inventory slots carrying warly's portable buildings just to be able to eat and make use of his spices further disincentivises nomadic play, making it feel like i'm practically chained to my garden. One easy way to encourage players to diversify their diet would be to add a reward for eating a lot of unique dishes within warly's 2 day memory period (like a small, stacking speed boost for each dish he remembers eating). That way, not only are players punished for having a bland diet, they're also rewarded for eating multiple different dishes, making low-hunger dishes more appealing. I agree that it would be fun if more stuff was added around the world, but there's plenty of dishes you can make from one area, especially in certain biomes. For example, the deciduous forest has permanent features that allow you to make all of these dishes: Meaty stew (great for hunger) from pig houses or catcoon dens & mushrooms/berries/carrots/butterflies/trees Meatballs (good for hunger) from pig houses or catcoon dens & mushrooms/berries/carrots/butterflies/trees Butter muffin (good for healing) from butterflies & mushrooms/berries/carrots/trees Trail mix (great for healing) from trees & berries Fist full of jam from berries Kabobs from pig houses or catcoon dens & twigs Ratatouille from mushrooms/berries/carrots/trees Probably a few more I'm forgetting idk And if you have some commonly available materials that are likely to be nearby such as eggs or honey, and maybe some seasonal materials like ice or leafy meat, you can more than double that list. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804806 Share on other sites More sharing options...
Walrusst Posted March 6, 2025 Share Posted March 6, 2025 24 minutes ago, JaxckLl said: Lol I literally have four half-used jars of capers in the fridge x) They basically never go off but I'm never using them often enough to remember they exist. Citrus would make for a very cool additional special tree for Warly. Especially if it was one tree that produced different fruits in differents seasons, Limes in Spring, Oranges in Summer, Lemons in Autumn. My concept for orchards took inspiration from how apple trees are grafted. You take familiar fruits and graft them to birch trees which gives you a slow trickle of that fruit but has an extreme chance of aggroing other ungrafted birch trees on screen into being birch nutters. That way this is a EXTREMELY low maintenance way of accessing familiar, powerful fruits, but its also one your capacity to spam is limited as preparing an area to safely graft trees is time consuming as is killing birch nutters. In a way that a resource cost just doesn't do. Since you can have stacks of beefalo dung for fertilizing any insane bannana/berry bush project you want, but managing space and dealing with obnoxious enemy spawners is a real time cost. Since my concept for birchnut mastery included both stunting birches to make birchnut bushes as well as the grafted birch trees. Why I chose this instead of introducing new fruits is simple, the familiarity with existing fruits makes it both more alien (Since some of these fruits are things that you should never be able to graft in the first place, AND YES I WOULD INCLUDE THINGS WE CALL VEGETABLES WHEN THEY ARE ACTUALLY FRUITS,) and improves players ability to adopt this power and integrate it into their own playstyle since we are well aware of what the benefits are. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804809 Share on other sites More sharing options...
AliceShiki Posted March 6, 2025 Share Posted March 6, 2025 2 hours ago, JaxckLl said: Fantastic post, absolutely agree with all your points! I particularly like your idea for reworking the hunger mechanic for Warly. The way you've mathed it out seems damn near perfect. More Chef's Specials are also obviously on the cards for any skill tree, some recipes that use Barnacles, Bananas, Lichen, & Royal Jelly all seem like great ideas. Adding to your suggestions, I'll make a full post about this idea later, I'd say that farming in general needs a rework. The overworld practically throws survivable amounts of forage at the player, and it really feels like Warly's emphasis on Crockpots is a huge downside in the first few seasons. The whole game needs a raw food nerf, specifically to hunger values. Raw carrots, seeds, berries, juicy berries, meat, morsals, monster meat, frog legs, butterfly wings, it is fantastically easy to survive off forage in the first few seasons. Playing Warly from the start feels like shooting yourself in the foot during those first couple of weeks of exploration as you don't yet have access to the right agricultural ingredients to maximize his advantages AND he's tied to using crockpots while other players can just forage and eat raw. Seeds should not be edible by players while raw. They can still be fed to Beefalo or cooked. To compensate, I'd add them in their cooked form as a potential filler in the Crockpot. Add Seedy Muffins as an alternative to Butter Muffins for another low hunger, but health/sanity efficient early game crockpot dish that would pair great with Trail Mix for Warly. Crop seeds would follow the same pattern, which would also in turn make the massive overabundance of seeds that comes from giant crop farming actually useful (I have multiple chests worth of Rot sitting around from various waves of farming and having no use for the excess seeds). Change Ice to a new category of "Slushy" foods. Slushy ingredients would be useable as filler, but if more than one is used there is a risk of making Loathsome Gruel a 35 hunger food with a -10 sanity penalty. This trap dish would be an easy & useful dish for Warly's ealry game, while also nerfing the completely broken "Morsal + 3 Ice" Meatball recipe (bearing in mind that cooked seeds would be a new filler option with the above suggestion, so meatballs would still be quite accessible early game. Players would actually have to include some roughage now). Honey Suckle would be a new +sanity option that would actually lower hunger, rewarding players who find Honey to use during Winter (1 Sweetener + 2 Slushy no Dairy, -10 Hunger +25 Sanity +10 Health). Add all the farm crops as wild spawns, replacing carrots in many biomes. The Deciduous Biome could have Pumpkins & Garlic, the Evergreen Onions, Savanna Carrots & Corn, Potatoes in the Rocky biomes. This would give Warly a variety of options he needs early game while also refreshing the experience of foraging. Interesting choices about first season farming could actually take place since it would be so much more rewarding to Crockpot early. Originally I suggested this as a way to make Sailing in the first season actually fun, but add Twine as a refinable resource (link below). Twine can be made efficiently from Silk (1-1) or inefficiently from Grass or Kelp (3-1). Twine replaces Silk in most early game situations (pre-Alchemy), such as in fishing rods, bird traps, and masts. This would allow players to jump into agriculture or sailing on day 1 without needing to first farm spiders. This is the sort of rework that would benefit Warly disproportionately, since he benefits more than most characters from agriculture. Spiders have needed a nerf since before DST even existed. Monster Morsals should absolutely be a thing, and ALL spiders should drop it instead of full size meat. The Pig King needs a nerf. I know it sounds weird to mention this in relation to Warly, but I find that a lot of problems with Warly stem from the reality that I can usually get better bang for my buck from playing other characters. Woodie, Wendy, Winona, my three most played characters (Warly's probably fourth or fifth) all I pick over Warly because they trivialize generating large amounts of higher value food resources like Meat. That there is no farming buff for Warly also gives me no incentive to switch (aka Warly should get a farming-related spice. Crop Dust made from Dried Kelp would be perfect). That I can just get gold from Pig King by giving him stacks of Eggs & Meat invalidates a lot of the reason to switch to Warly for the Honey spice buff (which is a very good buff). Instead the Pig King should only give gold for crockpot dishes. And it should be 1 gold for every 50 hunger of the dish. In practice, this would mean no functional change for dishes like Meatballs & Meaty Stew (1/3 meat respectively for 1/3 gold respectively), while lesser dishes would return no gold (have the king give out basic building materials instead, perhaps including Pig Skin to encourage the player to build Pig Houses for him). The reason why this change would benefit Warly is obvious, he's the only survivor who could trade with the Pig King off the bat. Additionally his faster cooking would make that trading faster & more efficient, giving Warly a totally unique niche. To really cement that Warly is the chef among the survivors (as recognized by the king glutton himself), add a new Chef's Special King's Feast that uses one of every kind of full-size meat (regular, Monster, Leafy, & Fish) that would give double gold when traded to the Pig King (and/or a bunch of other useful resources). With the nerf to spiders this would actually be an interesting dish to produce in bulk, since full-size Monster Meat would require farming Bats or Splumonkies instead. ... Why do you want to make the new player experience much harder than it already is? You want new players to start starving on Autumn instead of Winter or something? Sure, nerfing baseline food might make things harder for experienced players, but just make a mod if you want that. Don't go ruining the new player experience for that. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804824 Share on other sites More sharing options...
JaxckLl Posted March 6, 2025 Share Posted March 6, 2025 The intuitive thing for newer players is to stop at a campfire and to try cooking their food. Nerfing raw food affects experienced players who speed through the early exploration phase of the game. It should never be the case that cooking at a Crockpot reduces the food value of ingredients using obvious recipes. Ratatouille with 4x Carrots (4x of any vegetable actually) for example is best eaten completely raw instead. Now Ratatouille is probably meant to be a trap recipe, and if it is (which it definitely seems to be) it should have some kind of obvious penalty. That's another discussion that should make its way into a different thread, but one which gets into the weirdness of not telling players the stat value of dishes until after they've made a cookbook AND eaten said dish. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804843 Share on other sites More sharing options...
Cheggf Posted March 7, 2025 Share Posted March 7, 2025 3 hours ago, JaxckLl said: The intuitive thing for newer players is to stop at a campfire and to try cooking their food. Nerfing raw food affects experienced players who speed through the early exploration phase of the game. Eating seeds and butterfly wings as you run around is a huge thing noobs do, experienced players don't need to rely on those. Nerfing ice & spiders will basically only affect noobs, experienced players don't use those very much. Nerfing Pig King will basically only affect noobs, experienced players have infinite gold because every time you clear ruins you literally get several hundred gold and you can easily reset them by killing AFW. You have proposed a lot of nerfs to try to butcher the experience for new players while leaving experienced players almost entirely unaffected. 4 hours ago, JaxckLl said: It should never be the case that cooking at a Crockpot reduces the food value of ingredients using obvious recipes. Ratatouille with 4x Carrots (4x of any vegetable actually) for example is best eaten completely raw instead. Now Ratatouille is probably meant to be a trap recipe, and if it is (which it definitely seems to be) it should have some kind of obvious penalty. Ratatouille's penalty is obvious, you are aware of it. The only thing that should be changed here is this mod being made base. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804928 Share on other sites More sharing options...
Walrusst Posted March 7, 2025 Share Posted March 7, 2025 4 hours ago, JaxckLl said: Now Ratatouille is probably meant to be a trap recipe, and if it is (which it definitely seems to be) it should have some kind of obvious penalty. Its actually relatively easy to engineer situations where its pretty decent. Simply put, its got a decently long shelf life so for stale/fast spoiling foods it can be the only way to get mileage out of them. but at the very least it gives you 5 sanity. Now sure with some flowers and nice stuff you can have a lot more butter muffins for the same amount of stuff, but like, its also more work than your six stacks of sweatshop Ratatouille. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804930 Share on other sites More sharing options...
Owlrust Posted March 7, 2025 Share Posted March 7, 2025 I wish there was a better reason to take the grinding mill and seasoning station with you. They're meant to be portable but there's no real reason to take them with you instead of leaving them at your base. All the grinding mill does is craft spices and all the seasoning station does is apply them, but even then there's only 4 spices total and 2 of them you can't naturally find, which means you would need to carry around the mill with you wherever you go in the off-chance you want either honey crystals or seasoning salt; and even farther than that the spices never spoil, which means it's better to just make the spices in bulk anyways and just take a seasoning station with you. BUT EVEN THEN! The seasoning station only applies the spices so a lot of players just keep the station at their base and take pre-seasoned dishes with them for specific occasions instead of carrying both the station and multiple spices at the same time. If there were many different spices in the game with many different effects (with many different ways to acquire them such as grinding up enemy drops), then I could imagine myself taking it with me wherever I go but unfortunately, as it is, there's only 4 total and Warly has limited inventory space as is. I also wish there was a separate use for the grinding mill and seasoning station to justify their portability. Here's a couple ideas I cooked up. A sausage-making attachment for the mill. Slowly makes sausages as you add meats, each link being longer or shorter depending on what meat value was added, and what type of sausage comes out depends on what type of meat was used. A juicer attachment for the mill. You could add multiple types of fruit, vegetables, and fillers like ice or dairy to make smoothies, gelato, and a variety of different drinks. Each ingredient could add its own effect, encouraging the player to experiment with different combinations; maybe one time they want a berry-carrot-ice gelato or another time they may want a red cap-juicy berry-cactus flesh smoothie and so on. The ability to season items such as armors, tools, or other craftables with magical effects at the seasoning station. Not entirely needing the mill to use the seasoning station (giving it its own separate purpose). Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1804973 Share on other sites More sharing options...
Mrloxi Posted March 7, 2025 Share Posted March 7, 2025 16 hours ago, Cheggf said: I agree that it would be fun if more stuff was added around the world, but there's plenty of dishes you can make from one area, especially in certain biomes. For example, the deciduous forest has permanent features that allow you to make all of these dishes: Meaty stew (great for hunger) from pig houses or catcoon dens & mushrooms/berries/carrots/butterflies/trees Meatballs (good for hunger) from pig houses or catcoon dens & mushrooms/berries/carrots/butterflies/trees Butter muffin (good for healing) from butterflies & mushrooms/berries/carrots/trees Trail mix (great for healing) from trees & berries Fist full of jam from berries Kabobs from pig houses or catcoon dens & twigs Ratatouille from mushrooms/berries/carrots/trees Probably a few more I'm forgetting idk And if you have some commonly available materials that are likely to be nearby such as eggs or honey, and maybe some seasonal materials like ice or leafy meat, you can more than double that list. While biomes like deciduous may have a lot of options, there's significantly less variety when exploring places like the caves or the ocean, inevitably leading to a rather bland diet. As well as that, most of the good sanity-restoring foods are difficult to make, making restoring sanity much more difficult than on the other characters. This is the sort of issue that should be solved by warly's exclusive dishes, but they require farming or expensive ingredients, and most of them have mediocre sanity and health restoration. The end result is a character with a debilitating downside who is forced to spend a bunch of time farming just to achieve what other characters can do for free. It feels like klei balanced warly around his (very high) multiplayer potential, which is a fool's errand since multiplayer is naturally unbalanced Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1805046 Share on other sites More sharing options...
Helenar Posted March 7, 2025 Share Posted March 7, 2025 For his cooking station: It would be really cool to have a skill that would allow you to make a beefalo saddle with all three stations and a cheff pouch, so that you can grind powders and cook meals while you are moving and the beefalo just carries all the weight. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1805077 Share on other sites More sharing options...
Mrloxi Posted March 7, 2025 Share Posted March 7, 2025 What if warly had a skill that allowed him to investigate some objects (much like the magnifying glass in hamlet or winona's rose-colored glasses) to get a farm crop or two with the idea being that there was actually a potato/tomato/whatever growing at the base of that grass tuft/berry bush/whatever, and only warly's keen culinary sense was able to distinguish it? Maybe make different objects give different types of crops so players have a way of controlling the RNG somewhat. That would both reduce his reliance on farms, as well as giving him a bit of a boost to gathering all the crop seeds, and lessening the randomness of doing so. It wouldn't solve his lack of options at sea, but I reckon it'd be a good addition nonetheless. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1805144 Share on other sites More sharing options...
GimplyGoose Posted March 8, 2025 Share Posted March 8, 2025 One idea I had is that Warly could get a plat du jour (plate of the day) mechanic where he could get some extra benefits from dishes cooked with certain ingredients. It could apply when his hunger stat depletes to 1/3. If Warly eats a dish made with that type of ingredient (fruit, meat, vegetable, etc) he could gain some extra benefit. The extra benefit could vary based on the type of ingredient. Veggie could give a speed boost, fruit could apply a heal over time effect, you could even have a monstrous buff that reduces or eliminates sanity drain. I think a mechanic like this would really encourage eating a variety of foods as Warly as opposed to the 2x meaty stew method you have now. I like your suggestion for adjusting the food memory timer to be based on the hunger value of the food instead of it being static, but I think stat boosts/penalties on their own are a bit boring and if Warly could get a more active benefit from variety it would be better. The problem with this idea is that it kinda introduces more RNG into the character. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1805157 Share on other sites More sharing options...
chenxx Posted March 10, 2025 Share Posted March 10, 2025 One possible outdoor food source Another possible outdoor food source Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1805827 Share on other sites More sharing options...
Cheggf Posted March 10, 2025 Share Posted March 10, 2025 On 3/1/2025 at 3:59 AM, Guille6785 said: -His repeat penalty is no longer a static 2 days for every dish, but scales with the dish’s hunger value. On 3/1/2025 at 3:59 AM, Guille6785 said: Please let us use the crock pot in the inventory, this would go a long way towards making Warly feel less awkward to play and further incentivize his intended nomadic gameplay for all types of players. These two changes have been on my mind ever since I read them. I hope that if Klei takes anything away from this post it's that these two ideas are the best ideas ever suggested in the 11 year history of Don't Starve and I'm going to be very sad if they aren't implemented. Link to comment https://forums.kleientertainment.com/forums/topic/164527-the-many-problems-with-warly-and-what-his-skill-tree-should-improve/page/3/#findComment-1806033 Share on other sites More sharing options...
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