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the sanctum is such a cool place but disappointing in a few ways, ill only mention the map UI problem since it really looks out of place in the caves

small changes like making the rest of the cave slightly grey'd out compared to sanctum when youre in it, and vice versa can make it a lot better in terms of looks. maybe the sanctum could be changed so it has a thick outline of an unusual color to show that you can't teleport onto it, SOMETHING to show it is preventing teleportation onto itself instead of looking like an ordinary part of the archives

another is to move the sanctum to on top of archives (once you have jumped down the sanctum) with sanctum map being only visible when a player's mouse is on top of it can show it being different than the rest of the caves

if the moving the map for the sanctum to on top of the archives is too complicated, something like making the sanctum always spawn extremely far away from every bit of the cave except for archive could make it better (ive seen one where its easily visible to a player walking 1/3 a screen away from the edge

  • Like 6

The problem of seeing the nearby land could be solved by something like a thick fog ring (like miasma) around the room, or some special overlay on the screen. Maybe they could event try to go back to the idea of walls in caves (just for the sanctum)

  • Health 1
On 9/19/2025 at 9:25 AM, Well-met said:

making the wording seem like they're facts

what i wrote was pretty simple to understand which part was fact and which is suggestion, so what 'wording' is wrong and misinformation?

On 9/19/2025 at 4:00 AM, IAmAFurrz said:

the sanctum is such a cool place but disappointing in a few ways, ill only mention the map UI problem since it really looks out of place in the caves

small changes like making the rest of the cave slightly grey'd out compared to sanctum when youre in it, and vice versa can make it a lot better in terms of looks. maybe the sanctum could be changed so it has a thick outline of an unusual color to show that you can't teleport onto it, SOMETHING to show it is preventing teleportation onto itself instead of looking like an ordinary part of the archives

another is to move the sanctum to on top of archives (once you have jumped down the sanctum) with sanctum map being only visible when a player's mouse is on top of it can show it being different than the rest of the caves

if the moving the map for the sanctum to on top of the archives is too complicated, something like making the sanctum always spawn extremely far away from every bit of the cave except for archive could make it better (ive seen one where its easily visible to a player walking 1/3 a screen away from the edge

This is the same problem as the ruins that are not under the caves.
This can only be fixed if Klei switches to a new version of lua and works very hard to make more than 2 shards in the world. Or if they switch to a different engine altogether.


As for sanctum. The easiest thing they can do is move this mini-biome to the void and make an empty map like they did with Hamlet House and Pig Ruins.

  • Like 3
2 hours ago, Hungry French said:

This is the same problem as the ruins that are not under the caves.
This can only be fixed if Klei switches to a new version of lua and works very hard to make more than 2 shards in the world. Or if they switch to a different engine altogether.


As for sanctum. The easiest thing they can do is move this mini-biome to the void and make an empty map like they did with Hamlet House and Pig Ruins.

I dunno, there's some trickery they can do with lua 5.1. The issue is the focus on it being a custom c++ engine - kinda.

Ultimately they've boxed themselves into having to use an old lua interpreter due to content bloat - there's just too much work to upgrade their engine (I'd have just paid the licencing fee for a middleware commercial engine but when Klei made DS and even DST to a degree they weren't as flexible as they are now, it wouldn't have been a bad idea at all to make a custom C++ one - was most sensible for what they wanted (DST being a bit of a blend between 2d and 3d).)

Realistically DST is old and depreciating rapidly - it's a very custom product on the inside and unfortunately it's noticeable. They've done a great job in hiding the quirks of an old system but as time marches on, the game will continue to depreciate.... it's why the overloading of content might be by design, they can't update without significant work so they'll push as much content as they can (not a criticism, it makes sense if you can't fix the behind-the-scenes). 

One day it WILL have to stop, there's only so much weight this particular horse can carry - and staying with their current Lua interpreter is already a nightmare for code clutter. 

  • Like 2
  • Health 1
9 minutes ago, Uedo said:

I dunno, there's some trickery they can do with lua 5.1. The issue is the focus on it being a custom c++ engine - kinda.

Ultimately they've boxed themselves into having to use an old lua interpreter due to content bloat - there's just too much work to upgrade their engine (I'd have just paid the licencing fee for a middleware commercial engine but when Klei made DS and even DST to a degree they weren't as flexible as they are now, it wouldn't have been a bad idea at all to make a custom C++ one - was most sensible for what they wanted (DST being a bit of a blend between 2d and 3d).)

На самом деле DST устарел и быстро теряет актуальность. Это очень специфичный продукт, и, к сожалению, это заметно. Они проделали отличную работу, скрыв недостатки старой системы, но с течением времени игра будет терять актуальность... поэтому перегруженность контентом может быть намеренной: они не могут обновлять игру без значительных усилий, поэтому добавляют как можно больше контента (это не критика, это логично, если вы не можете исправить то, что происходит за кулисами).

One day it WILL have to stop, there's only so much weight this particular horse can carry - and staying with their current Lua interpreter is already a nightmare for code clutter. 

Overload content is a consequence of dependence on DST and the fear of making other decisions. They are so afraid of losing DST that one official single died on the PC, although Klei tries to deceive players as much as possible, that this is not the 2013 beta DST vresion, but the presence of it on rspredalakh under the title "Sale of the series" sounds like a natural deception for money and not rarely people actually buy DS thinking, that this is a new and fresh game, but in fact or return money or lose their money due to the 2 hour Steam limit lol.

Klei can't even afford to port DST and DS Hamlet to mobile. New Home, as the third independent story, is at the same level as Silksong, but Silksong is out and New Home isn't. Nothing new has been added to the Don't Starve universe, which is a universe centered around alternate worlds and events, as is the essence of Constant.

Seriously, every update is about skins, skins, skins, and SKINS. Seriously, when the developers were designing the game, they didn't just add a little content for the skins; they tried to balance or improve them with each update.

Has anyone checked out the game's skin shop? There are so many of them that it takes a long time to scroll down. Most of them are either terrible or look like fun Fortnite skins rather than Don't Starve legacy skins.

Seriously, there are a lot of technical issues in the game caused by lua. The game balance is completely unclear, punishing players for not using effective tactics. There is a huge gap between the fun and difficulty of single-player and team-based games.

And in the new update, we got a boss that the game doesn't need, or even worse, a Skill Tree that will give Wickerbottom boosts that will make the game more diverse (easier).

  • Sanity 1
1 hour ago, Uedo said:

I dunno, there's some trickery they can do with lua 5.1. The issue is the focus on it being a custom c++ engine - kinda.

Ultimately they've boxed themselves into having to use an old lua interpreter due to content bloat - there's just too much work to upgrade their engine (I'd have just paid the licencing fee for a middleware commercial engine but when Klei made DS and even DST to a degree they weren't as flexible as they are now, it wouldn't have been a bad idea at all to make a custom C++ one - was most sensible for what they wanted (DST being a bit of a blend between 2d and 3d).)

Realistically DST is old and depreciating rapidly - it's a very custom product on the inside and unfortunately it's noticeable. They've done a great job in hiding the quirks of an old system but as time marches on, the game will continue to depreciate.... it's why the overloading of content might be by design, they can't update without significant work so they'll push as much content as they can (not a criticism, it makes sense if you can't fix the behind-the-scenes). 

One day it WILL have to stop, there's only so much weight this particular horse can carry - and staying with their current Lua interpreter is already a nightmare for code clutter. 

I have no idea how the two games differ in LuA code or whatever fancy tech talk that you are referring to here, but what I can say is that DS, DST & an unrelated game: Ship of Fools share similar art styles.

Similar as in: Mostly flat world surfaces, wacky colorful cast of playable characters that walk funny when moving.

What sets Ship of Fools apart however (beyond its naval combat themed focus) is that the “on land” sections of the game actually DO feature elevations in land height differences, from bridges & stairs etc..

Ship of fools Combat system (again the on land part not the naval stuff) involves press button to attack, hold button to charge attack, tap shoulder button to dodge roll.

A combat system that Ship of Fools shares with Moonlighter: And I’m sure several other games as well.

And honestly: I’d adore a DSTxShip of Fools crossover Collab. If it were to ever happen: We could adapt SoF’s naval combat (the fun stuff like being able to pick up and move your canons to new locations on your boat, or to place an “ammo box” you can collect canonballs from to load your canons.

Like I said I do not understand the difference in the gaming engines the two games use: But if DSTxSoF crossover ever became reality: Theres potential here to improve land movement, dodge mechanics AND ocean combat. ❤️

Edited by Mike23Ua
  • Shopcat 1
4 hours ago, Mike23Ua said:

I have no idea how the two games differ in LuA code or whatever fancy tech talk that you are referring to here, but what I can say is that DS, DST & an unrelated game: Ship of Fools share similar art styles.

Similar as in: Mostly flat world surfaces, wacky colorful cast of playable characters that walk funny when moving.

What sets Ship of Fools apart however (beyond its naval combat themed focus) is that the “on land” sections of the game actually DO feature elevations in land height differences, from bridges & stairs etc..

Ship of fools Combat system (again the on land part not the naval stuff) involves press button to attack, hold button to charge attack, tap shoulder button to dodge roll.

A combat system that Ship of Fools shares with Moonlighter: And I’m sure several other games as well.

And honestly: I’d adore a DSTxShip of Fools crossover Collab. If it were to ever happen: We could adapt SoF’s naval combat (the fun stuff like being able to pick up and move your canons to new locations on your boat, or to place an “ammo box” you can collect canonballs from to load your canons.

Like I said I do not understand the difference in the gaming engines the two games use: But if DSTxSoF crossover ever became reality: Theres potential here to improve land movement, dodge mechanics AND ocean combat. ❤️

You fall into a really bad habit with this a lot Mike. Both of those games are Unity games, it's a whole other engine - they don't just port into each other. Not that anything does really - I'd strongly advise you look into how things work and not guess.

3 hours ago, Uedo said:

You fall into a really bad habit with this a lot Mike. Both of those games are Unity games, it's a whole other engine - they don't just port into each other. Not that anything does really - I'd strongly advise you look into how things work and not guess.

Transfer to Unity... Klei, please...

 

On 9/29/2025 at 6:54 PM, Hungry French said:

This is the same problem as the ruins that are not under the caves.
This can only be fixed if Klei switches to a new version of lua and works very hard to make more than 2 shards in the world. Or if they switch to a different engine altogether.

 

tbh it does make some sense that ruins is on the same level (not to say this isnt changed from DS however) but sanctum clearly makes you jump down a hole to land on archives so this is extremely different from the ruins in DST. tbh if they did the exact same thing for ruins again id love it, but we cant do that ever cuz ppl that built stuff will have stuff removed so itll be tough

  • Shopcat 1
12 hours ago, IAmAFurrz said:

tbh it does make some sense that ruins is on the same level (not to say this isnt changed from DS however) but sanctum clearly makes you jump down a hole to land on archives so this is extremely different from the ruins in DST. tbh if they did the exact same thing for ruins again id love it, but we cant do that ever cuz ppl that built stuff will have stuff removed so itll be tough

The developers made the ruins on the same levels purely for technical reasons. And so the tulecite boulder was removed.
Yes, and in the trailers there is an Atrium - part of the ruins are located under caves. 


And by the way, the ruins haven't changed since the days of DS. Because the ruins of the DST are not what we see in ROG. This is another world that Maxwell moved into after his death. And only here there is the moon power and the shadow flowers are not a product of the moon lol.

  • Big Ups 1
On 9/29/2025 at 7:20 PM, Hungry French said:

Transfer to Unity... Klei, please...

 

Didn't Unity have that issue about a year back where they were going to forcibly take like a 30% cut of everyone's made money EVER? I wouldn't trust them after that. (not that transferring is a reasonable goal anyhow, just more reason it's not a good idea)

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