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  2. There're some things here I'm not interested in personally, like the book branch and ranged/wandering merms(not saying I necessarily dislike those ideas), but honestly, even just the fishermerms and farmerms would be enough to satisfy me with the skillset. I really like the idea of farmerms digging up stumps too, that'd be nice.
  3. Thanks for the tips, I didn’t know I could grab a bird that way, I’ll have to give that a try. I’m just hoping they fix the issue soon
  4. Good point , but for me it's all about inventory. I always have a starcaller staff on me once crafted and I almost never use fire staffs. Plus it lights up the ruins nicely with sanity stations. Again , it's more for those worlds you have a bunch of yellow gems .
  5. I'd take, as an alternative, a way to see exactly where the meteor field reaches. I know it only hits specific biomes, but sometimes it's not quite clear if something is just outside of its range or not.
  6. I'm seeing 1.4.2.1 as well. I'm not sure what happened either but I'm glad it's fixed. If it happens again please attach a new log and I'll take a look.
  7. Thanks, what’s your thoughts on whether or not having the energy wave effect all the hostile mobs to enter the area
  8. I've encountered the bug as well. Until it's fixed, you can still catch birds by putting them to sleep, such as with the pan flute, and attacking them once with no weapon equipped, to make them flop around for a few seconds, during which time they can be picked up. Rabbits can also be picked up right after they fall in the caves during earthquakes.
  9. Hamlet was released in 2018, half a decade after Don't Starve itself, so doesn't really make a good case for Don't Starve having "always been" this way. Plus, not only is Hamlet one of the first instances of Klei actively encouraging the player to megabase and build things for purely decorative reasons, but it also very intentionally divides itself between "wild, untameable land" and "fully terraformable wilderness to make into a city". The Deep Rainforest isn't a good example for what you're trying to argue here at all.
  10. Is this the same 'Kid' that purchased a flight for 1,500$? Get real Michael.
  11. It's not, @Juanasdf is correct. You're wrong but if you're able to prove you're correct (you can't) that'll be nice You put a lot of thought into your posts about Webber - I've read your skill tree suggestions, I thought it was nice.
  12. You don't understand how the game you play works, this is the eleventeenth example - stop talking so confidently on things you, either, don't understand or misunderstand.
  13. Many enemies in the game now have a knockback property, and it is easy to be knocked off the cow when riding a Pifroz cow. I hope to make an upgrade kit for the cow saddle or a new cow saddle that is immune to being knocked off. Adding a little planar damage is also a good choice.
  14. I pushed an update, the 3rd time, and this time my I received the update when i opened the game. I will still attach the log just in case, but it seems to have fixed itself (for now), or at least i see the update live. ModUploader.log
  15. It’s not exactly a new thing, people have been building bases in DS/T that cover multiple biomes since 2014. The flooring of the jungles in hamlet is quite literally the only example of something you 100% cannot in any way change that is a landmass in DS.
  16. DST encourages such behaviour more because it is a different game than DS, both practically and fundamentally. It's the entire reason we have mechanics like dreadstone pillars, dock kits, above average trees, ice crystaleyezer, etc. Things that have no use in the short term but in the long term make the uninhabitable habitable.
  17. Not exactly related but just today I was thinking about a lunar aligned hostile mob that would be attacking using mini meteors and lob itself like one to navigate. I want more lunar mobs anyway because there isn’t really much of them unlike shadows. I could see something useful resulting from the loot or direct use of this creature in meteor field barriers or even summoning them, as staves, unused Moonlens structures or whatever... Using meteors ourselves could be funny in combat or farming resources or destroy stuff. I find the biomes with meteors in them very bare, which I assume is intentional and I always modded them away from anywhere important. But I could tolerate them if it gets expanded post rift perhaps ?
  18. So anybody knows when is the scrappy update coming to Nintendo switch?
  19. I mean… Isn’t this the way DS has always been though? You could not build anything on the Hamlet jungle turf flooring either.. I think it’s just exclusively DST that players are trying to turn the entire game world into their personalized mega-base.
  20. I think at the very least above average trees should prevent meteorites. I definitely feel your pain though, meteors to me feel like a dated mechanic from a time where Klei was still trying to figure out how to make rocks more renewable to fit the lack of world hopping in DST. I feel as though killing celestial champion could just disable meteor showers since by that point you can use champion as a source of moonrocks, and the orb already exists in the world. I find it pretty unreasonable that we have a mechanic that's essentially wildfires on steroids. We just kind of have to accept that there's gonna be an entire portion of the map that cannot be built on at all, no matter what we do.
  21. Old flower power turned 3 full days of stage 3 bloom into 4.5 (1440 Bloom or 3 days, into 2160 Bloom or 4.5 days) (Also increased maximum Bloom from 2400 or 5 days, to 3600 or 7.5 days) New flower power 30% more fertilization, with super growth formula the baseline 240 bloom turns into 312 (240 Bloom or 0.5 days into 312 Bloom or 0.65 days) Achieving maximum Bloom in stage 3 can now be done with 3 uses of super growth formula instead of 4 (2400-1440=960/240=4, Now: 960/312=~3). Changing the bonus from 0.5 to 0.65 is really nothing, might not even be noticeable. This is just a durability buff to super growth formula by 30% (1.5 more uses), and only useful if fertilization is used during stage 3, or I guess if trying to get to stage 3 as soon as possible. Seems like Klei doesn't want Wormwood to stay in an unmaintained constant state of Bloom unless in Spring. However maintaining stage 3 Bloom requires keeping track of when stage 3 began, the rate it's decreasing, which depends on season, and maximum Bloom you can accumulate until maximum is reached. For example applying 3 super growth formula after stage 3 is reached then waiting until mid day to reapply is a waste of 72 Bloom points, who is going to keep track of this. Why not change flower power to help maintain Bloom or buff Bloom to keep things simple instead. Pause Bloom loss during stage 2, for an amount of time, when just entered from stage 3 for Wormwood to reapply fertilization, or give damage reduction during Bloom to incentivize maintaining. These are my thoughts, and can be subject to change.
  22. This isn't directly related but i'd also appreciate it if the hitbox for them could be removed so we can remove the dumb placement restrictions on them. Or just lower their placement requirements in general. It's so frustrating trying to fit salt licks inside Beefalo pens. Also it'd be good if they could last way longer for non-beefalo + pacify them. Right now Koalas, Goats and Deer will also lick them, but at a faster rate. It'd be nice if they could make Goats not aggro onto things while charged, make in-heat beefalo not aggro onto things, and make Deer not attack fences/walls when hit. Maybe they could also make goat herd locations update if the goat is next to the lick to make moving goat herds easier. This is probably a bit of a hot take but I would prefer it if autostack were implemented ala minecraft or terraria. I know DST has some attempt at item pickup speed being a QOL thing (i.e lazy forager, shadow puppets) but it's so dumb to me that some strategies like using gekkos is bottlenecked specifically by the lag it causes rather than any mechanical reason. I use autostack when I play and the difference to gameplay is minimal. I feel like doing it for specific items is inevitably going to lead to yet another item being added to the ever-expanding list of "items that end up as annoying clutter and should honestly just autostack". Hard disagree. High sanity is already a questionable upside in terms of benefit, and I think it makes sense to leave any advantages such characters have intact. WX springs to mind given they specifically have upgrades to raise their maximum sanity, but Wickerbottom is also a notable example. I get that it may feel a little unfortunate for characters like Webber or Wes, but their lower sanity is meant to be a downside. I think it would be better for Klei to add a non-festive planter box that can contain plants, trees, flowers, etc. Makes more sense and means we don't need to add a special type of dock for it. I'd DEFINITELY appreciate something like this, although I also feel like it could perhaps be an opportunity to add some sort of "path" object. I.e something with the size and the placement rules of walls. It'd expand the possibilities of decoration by allowing players to make custom-sized paths without having to worry about turf priority. I am of the opinion that Klei should probably avoid adding new types of dock kit because replacing existing docks is kind of a hassle, and adding different ways to do stuff like have roads or plant plants means we get more decoration options on land as well.
  23. This would be great! I would like if they got reworked to make their camps based around on how many players are in the server, because four camps is "too much" for solo players but not enough for three or more. please don't, even though they have a higher sanity threshold, they still require the same amount of sanity food to upkeep it, so by making it a %, you would just make that higher sanity characters would need stronger sanity food to have this buff, as well as not being encouraged to fight with it, as it would cost way too much sanity. The forums just had this discussion, please don't bring it back.
  24. Meteors will stop falling if you just let enough rocks accumulate within the biome. (this is also how some players were apparently locking themselves out of getting the celestial orb) Alternatively you can toggle them off in settings. But they’re purpose is to supply the player (or players) with important resources like Flint, Stone & of course Nitre. Nitre is highly important if you actually play the game during the summer season (a lot of people toggle off summer & wildfires) My point is that to ask for a device that prevents the meteors means there has to still be a way for players other than yourself, to obtain the resources the meteors provide. Plus it’s always hilarious to be struck by random meteorite and killed when your trying to do other stuff on low health.
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