David808 Posted Wednesday at 05:42 PM Share Posted Wednesday at 05:42 PM Or something similar to that cuz yknow we don't have houses in dst so... Just a little idea that came to my mind. I know this sounds really powerful but since skill trees already make characters a lot more powerful than before why not xd Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/ Share on other sites More sharing options...
Walrusst Posted Wednesday at 08:14 PM Share Posted Wednesday at 08:14 PM Warly has potentially one of the most fun concepts for an insight tree, pretty much everyone has written ideas that sound like a load of fun for him because in a game about not starving needing to master food as an essential aspect to staying alive and having wizard like powers over food is compelling. Houses like hamlet might be a bit of a hard sell personally just because DST already has enough instance headaches as it is with just two shards, but what if the greenhouse acts like the little leaf shacks you could make to shelter from the rain in shipwrecked? It gives a small area environmental protection and if placed over a farm makes it so a small selection of crops never go out of season at the cost of blocking a few of the tiles of the farm from planting. That way it hypothetically gives you some relief from rain, cold, and starvation but at a fair cost. 2 Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872877 Share on other sites More sharing options...
David808 Posted Wednesday at 08:42 PM Author Share Posted Wednesday at 08:42 PM 20 minutes ago, Walrusst said: Warly has potentially one of the most fun concepts for an insight tree, pretty much everyone has written ideas that sound like a load of fun for him because in a game about not starving needing to master food as an essential aspect to staying alive and having wizard like powers over food is compelling. Houses like hamlet might be a bit of a hard sell personally just because DST already has enough instance headaches as it is with just two shards, but what if the greenhouse acts like the little leaf shacks you could make to shelter from the rain in shipwrecked? It gives a small area environmental protection and if placed over a farm makes it so a small selection of crops never go out of season at the cost of blocking a few of the tiles of the farm from planting. That way it hypothetically gives you some relief from rain, cold, and starvation but at a fair cost. Yeah i figured houses are a stretch. But hey i like your idea i think it would work. Also damn i can't waitt to see this character's skill tree the potential is out of the roof. Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872879 Share on other sites More sharing options...
Walrusst Posted Wednesday at 08:45 PM Share Posted Wednesday at 08:45 PM I've asked for stuff like goat taming, turning pigs/rabbits/merms into waiters, sauce chefs, and prep cooks so you could get like a full sit down diner kitchen going on because a star chef should be able to make a restaurant with staff. The idea of promoting 3 random npc's to trusted named companions that help you cook and manage the base just sounds cool. 2 Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872880 Share on other sites More sharing options...
David808 Posted Wednesday at 08:57 PM Author Share Posted Wednesday at 08:57 PM 7 minutes ago, Walrusst said: I've asked for stuff like goat taming, turning pigs/rabbits/merms into waiters, sauce chefs, and prep cooks so you could get like a full sit down diner kitchen going on because a star chef should be able to make a restaurant with staff. The idea of promoting 3 random npc's to trusted named companions that help you cook and manage the base just sounds cool. Goat taming would be interesting. But i can't say im really into getting creatures inside your base and making them work. Maybe i feel that way because we usually have a lot going on inside the base and adding more would cause chaos. Like the game overcooked where you have to cook and serve dishes within a time period. Also for example i'm playing wurt in the current save we play and i absolutely don't place the merms near the base. Not because they would attack, keeping up the merm king is really easy. But they would be a crowd between all the things we do. 1 Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872881 Share on other sites More sharing options...
Walrusst Posted Wednesday at 10:06 PM Share Posted Wednesday at 10:06 PM 1 hour ago, David808 said: Also for example i'm playing wurt in the current save we play and i absolutely don't place the merms near the base. Not because they would attack, keeping up the merm king is really easy. But they would be a crowd between all the things we do. This is why I wanted a finite number (3) who are active at differing times in the day which each helped with a narrow task. With differing bonuses to warly taking one of three named characters out and traveling with them or leaving them at home. That way you cut down on the clutter but maximize the flavor. 1 Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872887 Share on other sites More sharing options...
RubLog6 Posted Wednesday at 10:26 PM Share Posted Wednesday at 10:26 PM (edited) The hamlet mod houses and ruins aren't separate shards so it's not out of the question Edited Wednesday at 10:28 PM by RubLog6 Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872891 Share on other sites More sharing options...
David808 Posted Wednesday at 10:26 PM Author Share Posted Wednesday at 10:26 PM 18 minutes ago, Walrusst said: That way you cut down on the clutter but maximize the flavor. Nice explanation. I mean if they're like chester(one at a time) then it would be totally fine for me. I really enjoy having chester with me. Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872892 Share on other sites More sharing options...
DegenerateFurry Posted Wednesday at 10:55 PM Share Posted Wednesday at 10:55 PM 1 hour ago, Walrusst said: I've asked for stuff like goat taming, turning pigs/rabbits/merms into waiters, sauce chefs, and prep cooks so you could get like a full sit down diner kitchen going on because a star chef should be able to make a restaurant with staff. The idea of promoting 3 random npc's to trusted named companions that help you cook and manage the base just sounds cool. The mob restaurant concept is a neat one, but I have a suggestion for an additional one: allow Warly to hire a bunnyman (specifically a bunnyman) to be his gardener. You plant the seeds once and the gardener bunnyman will tend to the crops, water them, and even harvest them and put the crops in ice boxes/seeds in seed pack-its for you, and replant the seeds exactly how you'd planted them if it has enough. You have to keep the bunnyman fed with crock pot veggie dishes only and you also have to refill its watering cans and resupply it with hoes every now and then in order to keep it working. Maybe the prerequisite perk for this allows you to make carrot cake and a few other carrot-based dishes, which are alright stat-wise, but get you a lot of loyalty time from the bunnyman gardener? Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872894 Share on other sites More sharing options...
Walrusst Posted yesterday at 12:13 AM Share Posted yesterday at 12:13 AM 1 hour ago, DegenerateFurry said: The mob restaurant concept is a neat one, but I have a suggestion for an additional one: allow Warly to hire a bunnyman (specifically a bunnyman) to be his gardener. You plant the seeds once and the gardener bunnyman will tend to the crops, water them, and even harvest them and put the crops in ice boxes/seeds in seed pack-its for you, and replant the seeds exactly how you'd planted them if it has enough. You have to keep the bunnyman fed with crock pot veggie dishes only and you also have to refill its watering cans and resupply it with hoes every now and then in order to keep it working. Maybe the prerequisite perk for this allows you to make carrot cake and a few other carrot-based dishes, which are alright stat-wise, but get you a lot of loyalty time from the bunnyman gardener? I kinda wanted an exotic foods branch where you could do stuff like stunt a birchnut sapling to turn it into a bush you can harvest for nuts, taming weeds into beneficial herbs/spices, and finding ways to make more of the indigestible spoiling items into genuine sources of food, etc etc specifically so he could set up an exotic garden and source weird ingredients that aren't really meaningfully available. My original idea for the bunnyman was specifically that they would tend to a garden building for slowly producing vegetables with reduced player input/time costs. (Potentially reusing the old sprites for the really under-powered ancient farms,) then if you brought them with you they'd tend to wild vegetables like picked mushrooms to restart their growth timers, plant new wild carrots, etc. (The pig specifically I wanted to help with spice/luxury good processing, merm naval/ocean content, fish trawlers, etc, trying to turn this all from a concept to a coherent final idea is going to need more iterations on my thoughts.) Since a lot of the weeds have cool cooking recipes but their harmful effects make them a bad idea to keep around, nuts have the potential to be culinary interesting in useful way. Honestly the hard thing to keep track of with my old warly thread is just my general tendency to type too much so rereading through it takes time. Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872903 Share on other sites More sharing options...
Baark0 Posted 19 hours ago Share Posted 19 hours ago I actually had the same idea myself. Basically they'd be plant pots that could grow any crop regardless of the season, but due to the pot and glass dome they'd never be able to be giant crops. This makes them a really nice tool for farming out of season crops for Warly's special dishes (such as dragonfruit during autumn so you can have dragon chili salads fur winter) while strictly being better than normal farming. This plus other farming related buffs (such as faster tilling or faster seed planting) are some of the most needed things for Warly's skill tree imo, as farming is kind of a slog and it sucks that a number of Warly's special dishes require you to do it. 1 Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872922 Share on other sites More sharing options...
Walrusst Posted 12 hours ago Share Posted 12 hours ago This is why I wanted the slow, managed farms of warly. Because he doesn't need industrial ingredients so much as other characters, he needs a few things to make obscure recipes with what he already has. Wormwood, Wurt, Walter, Willow (Lets not forget she can use a sun to make farming faster,) can all do their own insane mass production bonuses, this isn't really that unique or special. Being able to make things others can't at a steady rate so you can sparingly trigger something like a spice buff or make an obscure recipe with incredible effects fits warly more. He is a man of many small cravings instead of one fixated on a single, dominant one. Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872935 Share on other sites More sharing options...
Jakepeng99 Posted 7 hours ago Share Posted 7 hours ago On 6/24/2026 at 6:42 PM, David808 said: Or something similar to that cuz yknow we don't have houses in dst so... Just a little idea that came to my mind. I know this sounds really powerful but since skill trees already make characters a lot more powerful than before why not xd Dunno why it would be a character exclusive thing Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872946 Share on other sites More sharing options...
David808 Posted 7 hours ago Author Share Posted 7 hours ago 11 minutes ago, Jakepeng99 said: Dunno why it would be a character exclusive thing I didn't think about this while making this post. But i think if you give this to everyone you would farm dragonpies 7/24 and other food sources would become unnecessary. Except for wigfrid lol. But for warly this is not a unneeded buff for farming, this basically makes him able to use his perks easier. Sure, you could still farm dragonpies 7/24 with warly like i said earlier but then you can't use his power which would not be worth i think. Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872955 Share on other sites More sharing options...
Cheggf Posted 4 hours ago Share Posted 4 hours ago On 6/24/2026 at 3:14 PM, Walrusst said: Houses like hamlet might be a bit of a hard sell personally just because DST already has enough instance headaches as it is with just two shards Hamlet houses aren't in a different shard, they're in the sky. Or was it underground? I don't remember. Same thing with the Hamlet ruins. Link to comment https://forums.kleientertainment.com/forums/topic/172321-what-if-warly-had-a-small-little-greenhouse/#findComment-1872976 Share on other sites More sharing options...
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