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About Malsqueek

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Don't Starve
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  1. As a literal Geographer, I can confirm this is true
  2. This is precisely why I tend to do as much solids automation as I do. That way the dupes only need to worry about the actual task of farming/mining/building/etc, and the nearby convenient shipping nozzle gobbles the stuff away to its appropriate destination. Yes, it's a lot of resources, but it's so very worth it in terms of the dupe time saved.
  3. I set up a checkpoint to automatically keep dupes out of this area when it is too hot, but they keep trying to path into this area to get resources, despite not being allowed in. I can set the door permissions to prevent pathing, but this automated solution doesn't work as intended.
  4. You're not wrong, but the thing we're missing then is the ability to order dupes by hat-type to help facilitate that.
  5. Agree about the auto-prioritize. I actually quite prefer the Skills system to the Jobs system otherwise. Auto-prioritize based upon the hat they put on (then modified as needed, of course).
  6. We could pretty easily work with a hard cap of like 12-14 skill points, given the amount of worker specialization needed to keep a base running well.
  7. We need wifi

    I would adore official remote signalling. Been playing a lot with the shipping automation and could do some REALLY cool stuff with a couple channels of remote signal transmission.
  8. I've noticed in the last couple updates that it seems more common for dupes to run low on oxygen, start moving towards a place for breath, and get hung up on a halfway point somewhere, vascillating between two near points until they die. Part of this may be that I've been tinkering with CO2 airlocks rather than waterlocks for my bases, but it has highlighted the behavior. Would it be possible to add some logic in the pathing that either holds a destination longer or sets a tie-breaker? I find myself rescuing at least one dupe per cycle because they can't decide between 3 grams of oxygen 5 spaces down and 20 grams of oxygen 5 spaces up.
  9. I also don't like many aspects of the new disease system. There's some gold in here, but they way that dupes actually become sick is terrible in my opinion. Despite being fairly careful with exposure, creative with application of chlorine, and liberal with creation of medicine, I've been running around 6 of 14 dupes sick with slimelung constantly for about 80 cycles. I like that there are more medicines, as that makes building the apothecary more than a "nice to have". I like that there is a medical specialist now, again as it adds another "job" to have in the base. I like that slimelung and food poisoning actually give a suite of performance-reducing modifiers. That said, I would rather see what happens when dupes get sick handled far more like the "old way": Low-grade illness should be a choice between working full time at a reduced rate or spending downtime/resources to dramatically reduce impacted time (examples below) Medicine cures should reduce time spent sick by X amount (60% of remaining time, for example), rather than being an instant cure Convalescing in a bed should expedite time remaining on illness by X amount (120% rate of recovery, for example), with periodic assistance from a medical dupe Convalescing in a pod should expedite time remaining on an illness by X+some amount(130% rate of recovery) , with no assistance from a medical dupe High grade illness should be a choice between expending resources and My preference would be to replace the sick bay with a pharmacy building where you could manage preventative medicines similar to how other automation is handled Healthy dupes could interact with the immuno boosters directly when they carry an exposure Triage beds could have medicines deployed to them adhoc, once a pharmacy is built I'd rather see a system that tracks individually again rather than the current "in or out" group system, as that encourages us to pay better individual attention to what we are exposing our dupes to
  10. Need to save _something_

    I would very much like to see the potential for semi-permanent things that take expensive magic and rare items (like the grave-spawned garden gnome) to build. However, given that this is a survival game, it would only really work if there is only one per game at a time, and when you die you have to reclaim it from some crazy creature who has taken up habitation. Example, you build the magic permanent farm plot using something you dug up from a grave, and then when you die, you have to kill some mutated plant to reclaim it for use.Beyond some mechanic like that, I am super-happy with the game as-is in terms of object permanence.
  11. Backpacks & More!

    I wholly agree with a backpack as a form of "Armor". Better still if it only added 2 bordered slots in the expanded inventory (when you pull the inventory up), indicating what is in the backpack.I would be hesitant to throw much more than about 2 extra slots on the player. I can't tell you how many times I have wanted to hold just one more thing, but much more than 2 slots and you would start pushing Chests to a more late-game feature than an earlier game requirement for exploration.2 Ropes and a couple silk would be totally reasonable for that, if you ask me.
  12. [Traps] Not worth it?

    I also agree that the traps are borderline useless based upon their expense.However, I'd rather see the traps have 3 to 4 uses per, and need to be baited independently, and still not stack in your inventory.That way, they are still somewhat resource intensive to make, they still require a time investment and observation, as well as taking up enough space in the inventory that developing a farm is still going to be a high priority. But, they will stop being a thing that you drop as rapidly as humanly possible.In terms of the bunny exploit, I'd rather see bunnys not have a "collide" response with the player. They are fast and small, and should not be able to be blocked by anything except a trap.
  13. Flowers?

    This right here. You can make lots and lots of farm plots with the flowers there.
  14. That it does. Eating monster meat is for Pigs.
  15. rock mine location?

    In a world where people pay respects by burying "Ball-in-a-cup", garden gnomes, and desiccated tentacles in marked graves.... I can buy that rocks grow fast!