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Klei Bug Tracker

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Everything posted by WoodieMain45684

  1. Oh gosh oh lord it's happening, we no longer have to wait our turn to open chests O_O
  2. I think there's issues with summer, but I'm not vehemently against everything it stands for. My main issues: Flingomatics need a lategame big brother that gives more coverage and less upkeep (for larger bases obv), whether this is in the form of forced rain or another structure, I don't care. But I just believe that more variety in ways to dealing with it rather than just building in a certain area or babysitting would be nice. Allow us to be creative with our base locations rather than locking us to the underground or 1 biome. Summer needs more unique resources, or at least uses for them. Cactus flowers are only used for flower salads (and that one shirt), which are kind of underwhelming compared to other more common options and rot incredibly fast. Maybe if they had some crafts that were useful outside of summer. Like a non-perishing healing item akin to honey poultice, maybe? (Kinda hard to compete with jellybeans though) Desert stones are only useful for the lazy deserter, either the lazy deserter should have a solo player use, like harvesting things near it when channeling Heh needless plug. or there should be more things that you can do with the desert stones. Personally, I would like to move the deserter, outside of its current teamplay use, or any new structure/craftable away from simply being a teleportation device since telelocator already fills this role, and can work without another person channeling. All of this is just my opinion though, so yea, take this with some of warly's salt seasoning.
  3. I'd rather it be a "gateway" to a new shard. If that's likely to happen. Dunno if the 32 bit system can handle it or not.
  4. You won't get any giants on the lunar island, so this could be a plus or a minus depending on if you're wanting their drops or not, just throwing that out there.
  5. Alright, real talk, from what I can see, most of the difficulty for new players actually comes from a lack of knowledge, so if there were an easy difficulty, what exactly would it be able to do? In DS, where a lot of gatekeeper mobs such as giants and clockworks have like 1/3 or 1/2 their hp those new players still struggle. A tutorial on how to get good at the game is more believable to me, which happens to also be the reason why guide videos on youtube for DS/T tend to accumulate so many views (at least in my opinion). Adding an ingame version would just circumvent the players taking the time to look it up.
  6. Rather than making it unbreakable you could add a method in which it regains durability, for instance, you could expose it to a nightmare light to repair it (like dropping it on the ground next to it), ye olden nightmare fuel refuel route, repair it with thule bits or chunks, list goes on.
  7. Something to note is how this applies to damage scaling effects like wolfgang, wigfrid, volt goat jelly, and pepper spice, considering the effects don't carry over to the thule club's shadow tentacles, you might get more dps with dark swords depending on how large the scaling is. I haven't done the math, so this is only my theory at this point in time. Should be pretty easy to figure out though, just multiply the dark sword dps by the multiplier and the portion of the thule club's dps that's dependent on the player by the multiplier. Anyhow, nice post! Never thought of the different log and fuel ratios of the weapon.
  8. Would a simple stat increase, like even more health, be the solution here, or do you guys think that a more creative effect is probably what the salt needs?
  9. I agree that they should be infinite, the act of refueling is also so few and far between that it just becomes a bother. Like a fly on the back of an elephant, you know? At that point in the game, it would be nice to spend your time doing something more interesting than fetching more spores/lightbulbs/glowberries. As for downsides, if even necessary, you could make it have a passive aoe that slowly spoils food near it, much similar to the funcaps.
  10. While I personally think it is/would be interesting, I know others will have issues with the system. So my suggestion is to just leave it to the mods. Seriously, go play FAF, or one of the gorge cooking mods.
  11. 1. You can if you have the space in your inventory and are willing to take time to chop. 2. I actually wouldn't recommend using beaver that much, while he can get a lot of work done, it's oft easier to get the work done when in moose form after combat or have rooks do the work, any leftovers after this point can be pickaxed (and it gives you a reason to craft an opulent pickaxe and will give you sanity in the process). Maybe if you were squeezing thule out of walls you might would want to utilize beaver so you don't have to craft 5 hammers, but past that, the cost is too great to really make good use of beaver. Who I'd say rn is probably the weakest of Woodie's forms, but still does have some niches, especially lategame.
  12. Depends on if you're quick rushing or not, I would recommend immediately going under and gathering resources along the way to the ruins, locate the blue mush forest to chop down mushtrees for blue caps, you can dig, but I prefer chopping. Use moose whenever you need to do combat (but make sure there's a good amount of things to fight), extend form whenever possible, strategically headbutt objects and hit walls when not in combat to use moose as a hammer and kill any potential clockworks. If you want, you can *try* to go for goose to find it faster, but it takes a while to get the seeds, while you're basically waiting collect as many grass/twigs as possible. I used to do this, but find it faster to just immediately go under. Save most prototyping for inside the ruins, as it's free sanity. While doing enough outside to get whatever you deem as a necessity. Remember that moose shreds nightmares, if you're in a situation where you could farm a lot of fuel, consider doing so to allow more crafting to be done.
  13. Fun facts about Weremoose: Is one of the few damage sources (and tmk making woodie the only character) capable of doing direct aoe damage to multiple nightmare or shadow creatures. Weremoose's damage absorption applies to literally everything, moose is 90% resistant to lightning, fire, overheating, freezing, and regular damage similar to wigfrid's innate 25% damage reduction. Weremoose can be healed with salve or poultices by other players. Weremoose does not trigger creep while charging over it (situational, but can be used in the labyrinth. Weremoose can extend his timer by hitting inanimate objects such as ancient furniture and walls (useful for ruins diving). Charging into a bird that flies away upon reaching it may cause the hit sound and extend the meter. If you have a good enough connection, moose can kill a moose by tanking before moose dies (but will most likely die shortly after so kite you goons). Combined with garlic can have the highest innate damage resistance in the game (tmk please don't kill me). (The type that applies to everything)
  14. Hazzah! The golden hoe suggestion made it in! Now we can convince the upper class to work the fields! Thanks for putting that in guys.
  15. Behold! Klei's latest mob addition to DST! The Hairy Crab-Frog! It spawns in the savanna and buries items it collects in holes.