The Pig Whisperer

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About The Pig Whisperer

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  1. I am trying to play Don't Starve on my Chromebook (ChromeOS is Linux-based, I understand?) All that happens is when I try to log in it says that an error has occurred and it shows some pigs running around in terror and Wilson typing on a typewriter, but the paper is on fire. Wilson, as you might imagine, looks somewhat nonplussed. Probably because Dont Starve won't run on my Chromebook!
  2. Wait... You can't put papyrus into the crock pot, to make Fish 'n Chips the authentic way?
  3. Ah. Then I am of the same opinion. Slow/lumbering high-health creatures which are relentless once angered don't have to be the Treeguard reskinned. They don't have to be pop-ups. They can be completely visible passive mobs who only aggro if you attack them or do something specific within their detection range. They don't have to be infinitely timeable. Instead of having a slow walk and a long wind-up animation making, they might walk slowly, but attack very quickly (with low damage, and no stun, or less stun, if that means anything) so that you can't get free hits in once they are aggro'd. Then you can either trade hits (with lots of healing and spare tentacle spikes & armor you might win the fight...) or get clever (attack with spiders, teenbirds, pigs, et c.; stay out of range and fight with fire darts; use a pacify-and-strike tactic, with sleep darts, getting in maybe a handful of hits while the mob is waking up, and then running away to repeat or with some other resource that doesn't mimic planting trees to pacify it...) That was my thought. I'm not familiar with Bioshock. Or Far Cry. Or any of the big title games of recent years... Maybe a Beefalo wouldn't attack another beefalo... But a spider might attack another spider... Yeah. The problem with rebalancing flint is that it has to be readily available at the beginning of the game... On my latest map, I actually came close to running out before I found a second meadow island... And I still haven't made it to a rocky biome island. I've been rather aggressively completist in my mapping efforts and in wiping every last spider nest off the map as I go. That will get a lot harder when I find a rocky island if it's heavily infested and has tallbirds, too, or the next forest island I find, now that the nests are all tier 3 and ready to drop queens. I'm just trying to figure out how to balance a breakable (1.5 hit durability) weapon with a cost of 1 flint & feather(s) (plus twigs) against a durable (100 hits) weapon with a cost of 1 flint (plus twigs & rope.) Either it does so much damage it's absurd, or it doesn't do enough to justify the waste of flint. This is why I thought multiple arrows from a single flint would be a good idea. Anyway, presumably it's a big piece of flint to start with. Why not break it up to make many arrows? Then there can be some balance that doesn't have to depend entirely on all the components being renewable. Maybe 1x flint + 20x twigs + 1x redbird tailfeather + 1x crow tailfeather -> 20 arrows? Then, if the arrows do 2x spear strike damage (except for Wolfgang, since the limiting factor is the bow, not the strength of the archer, he'd get no bonus to arrow damage, and thus only 1x spear strike damage), they would do a total of 40% of the damage of a spear. If it's 3x, 60% and so on. We don't have any item upgrades in the game, and the only items which come in tiers are A> those which don't have to be unlocked at their lower tier, e.g. tools, and B> The Science Machine and Alchemy Engine, which are kinda a special case. The Icebox is sort of a higher-tier of the chest, but conceptually, it's more of a specialty version. I think this simplicity and "flatness" is intentional. The Devs don't want the worse version and the better version, they want different items which, if they serve similar purposes, have different tradeoffs. Anyway, one of my suggestions which has been largely ignored was to make the tooth trap easier to reset. This wouldn't be self-resetting, but it would greatly decrease the annoyance/grind factor in tooth trap strategies.
  4. I think the 'carrot respawn rate' is 0, not counting farm plots. Am I mistaken?
  5. I'm not sure I understand what you're saying here, regarding the Pig King. I think he's either not spawning at all, or having a habit of spawning on unreachable islands. Seeing Kevin comment in the hotfix thread that he doesn't want this to be a combat game really made me feel better about the endless suggestions about new enemies. I assume that Lava Hounds are Red Hounds by another name? What you describe seems workable. A very dangerous biome which spawns boulders. I did see the beautiful art someone came up with for the boulder-mimicking rock crabs. I must admit, the art was awesome, but the idea did not appeal to me. Usually it is not the tree you are trying to chop down that turns into a Tree Guard. I am not into the whole game randomly kills you thing... And I find mimics fall into one of two categories: Either they are too weak to be a threat unless you are completely unprepared, or they are game randomly kills you when you are desperate for a resource and they are pretending to be that resource. I'm not aware, off the top of my head, of any situation where you need more than 3 logs to survive immediately, so if the Tree Guard spawns, you grab what you got spawning him, and run, if you aren't prepared to kill or pacify him. At the same time, he is challenging enough that I won't take him on if I'm completely beat up or if I don't have armor. If the Rock Crab worked like the Tree Guard, I suppose that would be okay? I guess the issue is that trees are an infinite resource, and boulders are not. If boulders are renewable in the way that trees are, then the crab seems fine... But if it takes a lot of doing to renew the boulders, I would hate to be down to the last boulder in the area, desperate for flint/gold, and suddenly it comes alive! My proposal was oriented toward keeping the value of flint high, by making boulders renewable, but not easily renewable. I was sorta assuming that when I was describing my ideas. I liked your take and didn't say so (the post went over the limit and I had to cut it back... Even without that!) Sorry. Don't know a thing about it. Well, if we are considering beefalo to be low aggro but social/herd animals (and certainly I'd take the latter as a given) then the beefalo you snipe would become aggressive, but not aggro on you if you didn't get close, and I guess the rest of the beefalo would get jittery? Basically, aggressive would work like most of the hostile mobs in the game... Only they'd calm down to jittery after a bit. And Jittery would be the same as aggressive but with a smaller detection range, and a jittery mob would calm down to normal after a bit. So if you snipe a passive mob (e.g. beefalo or pacified Tree Guard) you get a temporarily hostile mob. Agreed. And we're discussing arrow recipes which require either Flint or Obsidian and feathers... So there are a lot of angles to limit. Feathers are not actually hard to acquire (two techniques produce them in fairly high volumes) and currently flint is plentiful until it runs out. I guess I'd rather see less flint in the world at start, but have it renewable... So the cost doesn't increase exponentially over time... There are more issues here than just the limits on flint... If an arrow does less damage than one hit with a spear, and takes as much flint as 100 hits with a spear, no reasonable person is going to make many arrows unless flint becomes effectively free (which would probably mean free-standing flint spawning throughout play, not just renewable boulders) If an arrow does, say, as much damage as 20 hits with a spear, then even if you only get one shot with an arrow (or, say, an average of 1.5 shots with a random chance of the arrow breaking each time) then if flint is reasonably renewable, I'm going to look at using arrows, a lot... And definitely use them against spider queens! Yes. Tooth traps do it for me. I make a giant plaza of tooth traps with a hole in the middle big enough to drop a monster meat, and when the barking starts, I bait the plaza, and stand anywhere nearby. I like this solution but I want A> an easier way to reset the tooth traps, and B> a more portable solution so that I don't have to time all my expeditions just to avoid hound attacks when I'm away from home. The meat-chain solution seems to work only partly, past day 200 or so. Fortunately, I just suicided to try out the new update, and I'm under 100 again. So the Sleep Darts may just not be useful at present. Maybe we should check if everyone else feels the same way.
  6. The Devs have said in the past that the 'canonical' character is Wilson. The game is currently being designed around Wilson (and presumably balanced for Wilson.) The other characters are (at present) bonus content, and I don't think the Devs are worried about balance issues for them, just playability. Since we've had people playing as every character (as in "I only play X") except the new robot character, I feel that playability is there. Balance probably is something the devs will worry about much later in the process? Just a guess, of course.
  7. Two points here: Once tentacles start respawning, and the Pig King is a dependable part of worldgen, I won't worry so much about the finite supply of flint. You only need enough flint to get you to the point where you are sustainable on tentacle spikes and gold. Of course, I don't use Bee Mines, in part because I am obsessed with the finite supply of flint. I'd love to see a dangerous volcanic biome where you have to be ready to run at a moment's notice from a deadly pyroclastic flow, and there are always boulders, no matter how many you mine, but... Well, it's a 2.5D game. I'm not sure it would fit well. More interesting might be a creature with a life cycle... It spawns commonly as something like a yappy dog: tiny, highly aggressive, and fragile (with maybe enough bite to make him a bother for early-game Wilson). It probably wouldn't *look* like a yappy dog. Maybe it would look like a little rock-monkey thing. Then it matures into a mid-life phase of needing lots of food of some sort. Perhaps a rock-chimp with a taste for green veggies (it needs iron, you see.) The adult phase might be a highly destructive troll form (looking like a large stone gorilla) or something... Not so delicate... Still agressive? And then, if it survives long enough, it matures into a boulder. The idea being, without lots of intervention, it will never mature to troll form, and if you get it to that form, you then have to deal with it trying to kill you, and if you kill it to stop it from killing you (or wrecking your camp) it doesn't become a boulder. The concept being built-in pushback/tradeoffs. Do you build a troll-safe camp away from your main camp, raise a bunch of trolls, and when they start maturing to adult form, you dump all the troll food you have left on the ground and flee, hoping the remaining troll-chimps don't starve, and come back after a certain amount of time with a pick? Do you raise one at a time so the feeding will be more manageable, and keep them at your main camp, and try to kite the adult troll a safe distance away, then lose it so it doesn't smash your camp? Is another 3-4 stone, 1-2 flint and possibly a gold chunk worth all the expense and risk? Just Spitballin'. Still really just spitballin': I personally would suggest the damage be small, but the range high, only to make it something more than just another way of dealing damage. Also nice would be if you could run and draw the bow at the same time, so it's possible with 'normal' mobs to maintain range. Better would be if this slowed you down enough that you'd have to spend time making distance, then more time drawing and shooting, making it a very time/effort expensive way to attack. An annoying, expensive, but genuinely different way of dealing damage to mobs. Low-IQ mobs shouldn't aggro on being hit by an arrow or dart, but rather move into a state of higher awareness/aggressiveness. They don't know who shot them, they don't even know they got shot. They just know there was a pain and now there's this thing sticking out of them that causes more pain... (or they are on fire, or asleep.) If you shoot a Beefalo, and don't wait for it to calm down before approaching it, it might aggro on you out of pure pain/frustration/irritability. Could possibly even be used to get low-IQ mobs to aggro on other nearby mobs? Although most of the low-IQ mobs are pretty aggressive to begin with... This would give a real bonus for higher-IQ mobs (I'm guessing Tree Guard, Hound, Pig, Werepig, Small/Teen/Tallbird, and Krampus could guess where an arrow was coming from. Most other mobs that come to mind would not.) So sniping could be an effective way of dealing with warrior spiders, but not worth the trouble for regular spiders, and basically useless on the Queen (because she'd nest before you could nibble her to death with arrow damage, assuming you had enough arrows to keep sinking them into her for that long...) The realism factor is low with this variation, but I don't think anyone wants to deal with a 'miss' mechanism for arrows, or all the other things which would go into a balanced, realistic, low-probability of high damage interpretation. That would be even less deterministic than my version, in real terms. Let me propose that we go back to the OP's idea of simply having each arrow be good for one use, and letting them stack higher, get multiple arrows from less flint? Not sure. There's a lot of balance issues here to consider. I like this, and it does go well with my low-damage, safe distance version (which is not an accident. I read your whole post before I replied. This might have planted part of the seed in my head and I was definitely thinking about this when I was typing that part.) In my head I had considered a strictly graphical representation... The arrow appears pristine and untouched; has some visible damage to the fletching; has splinters sticking out and one of the fletches (is that a word) is only attached at one end; is slightly bent in the middle, missing some of the fletching completely, and there's grass wrapped around the bent part, like that's all that's holding it together. Mobs also vary in the ability to dodge, the ability to flee, and the ability to lock them down with stunning effects, as well as what sorts of traps they trigger and how agressive they are toward the player and other mobs. But absolutely. I wouldn't mind a mob where the head-on approach, even with tentacle spike, helmet, log suit, and Mohammed Ali footwork, doesn't work, so long as there are still multiple ways to deal with or ignore it. I get the impression I'm in the minority on this. And I certainly can see where it could easily go wrong if it wasn't *very* carefully worked out. low-IQ less agressive mobs which don't provide good rewards for killing but might have some pest-like behaviors... Only worth attacking to get rid of them, but maybe you can manipulate them into a fight and get more of a win-win situation? The bow as a tool for manipulating aggro seems interesting to me. Maybe some creatures are mid-IQ, they aggro when they are hit, but they don't notice when their mates get hit, so the bow can be used to kite them. Especially interesting if it's a mob that can't be timed or easily fled, so you can't just kite it the old fashioned way? So many possibilities. The reason I suggested it was because I've found some groups of monsters overwhelming. Hounds can be if you forget to reset your traps after starting the game (which I do when I move from camp A to camp B a lot... Oops.) If you remember, but too late to fix it, you can lay out meat, but if you think your traps are in good shape, and you're wrong... Ouch. And 3 spider queens with large warrior spider armies... To your point, I dealt with these situations, and although I'm still likely to use up a few effigies in the process, I've even survived both of these ugly situations. So this would be more of an alternative path... And would need to be balanced against existing solutions to these problems. I don't know what the point of sleep darts is, honestly. Only time I've been able to use the pan flute effectively was to get past a pair of incensed spider queens stuck on a bridge, and to flee a group of hounds who caught me away from camp without enough meat. In neither of these situations would the sleep darts have helped me. Not to say they couldn't be helpful, but I haven't figured out how to use them yet. So you'd propose that striking a sleeping creature deals extra damage, but it still wakes any allied creatures nearby? This would still do more than just save on flint, given that it takes critters time to wake up. If it's currently possible to take out (say) 3 spiders before they wake up, and maybe 2 warriors, now you could take out 5 spiders or 3 warriors. I'd say that's powerful enough. Wander in, drop some traps, take out 3 warriors, lead 3 spiders into your traps, and then take out the rest the old-fashioned way... Suggests you could take on a group of maybe 4 warriors and 5 spiders without having to put them back to sleep (or run until they deaggro and fall asleep if it's day.) I'm better at kiting spiders than I used to be. Maybe I could do that now. If we hadn't before...
  8. So, let's say you have 10 hits per arrow (which would be very nasty expensive, given the limited supply of flint, but makes examples easy) and 10 arrows per stack (which would be rather limiting as well, but again... Makes the examples easier... So don't imagine these are my suggestions for the actual values.) If you have a full stack of new arrows, and shoot one arrow, there's only one type of arrow which could be in that stack (new, 100%, 10/10, whatever.) So the arrow you shoot is a new arrow. But now it's shot (I like it ending up in the mob's inventory if it hits. I'd favor that!) and you recover the arrow, and re-add it to the stack. Now you have a total of 99 hits and 10 arrows, so the next time you fire an arrow, you have a 90% chance of drawing a new arrow and a 10% chance of drawing a 9/10 arrow. Where my idea gets complicated is when you have a 98-hits-remaining stack of 10 arrows. I don't think the stack should actually track individual arrows, but also I don't like the idea of all the arrows necessarily degrading in unison... So I thought it would be fun (and I think it can be done with relative ease, but some difficult math has to be done first to determine how to do this... And I haven't approached the math, yet) if, when you fired an arrow from the stack, the stack randomly determined the condition of the arrow based on the possibility space given the overall factors (number, total remaining hits) Thus, even if you shoot two new arrows and return them to the stack, resulting in a 10, 98 stack (10 arrows, 98 shots remaining) there's a (quite small, maybe 1%?) chance that when you draw a new arrow, the stack will decide that since you could have shot the same arrow twice to get the same results, it will fire an arrow with only 8 hits remaining, leaving you with a 9, 90 stack. This could be abused (If the same randomness was involved when a stack was split, you could manipulate stacks to get whatever you desire, and with enough work, turn two 10, 55 stacks into one 10, 100 and one 10,10 stack. Then with 10 more shots you'd have a free slot. Would this be unbalancing? Probably not) and it could be less manageable from a code perspective than I am imagining... Also, it's not clear that randomness is a favorite thing for the Don't Starve Devs. It seems like most actions in the game are actually deterministic. It might just not fit the style. Some sense of durability would be important, but it need not be very specific... 'New', 'Good', 'Worn', 'About to break' would be fine with me. I'm not at all sure we need either enemies with ranged attacks (wilderness survival, as a human being, is not a game of balance, it's a game of pitting very unique advantages as a human being, such as technology, including ranged weapons, against unique needs, such as protection from even your 'native' climate, i.e. clothes and social/psychological needs) or more ranged attacks (The two we have strike a great balance.) I think maybe a coup de grace mechanic would be useful, but not if it is completely unbalancing. The effect as it exists with small groups of spiders, for example, is more or less fine... They take a while to wake and they are stun-vulnerable, so you can take out up to 3, maybe 4 sleeping spiders without much risk of harm, even if 1 is a warrior spider. 2 depending on factors like locations and such. Where it gets tricky is with large groups of spiders... If I can walk right up to a sleeping spider, and stand there for... quite a while... Without waking it up, why can't I find a way to kill it quietly so its compatriots don't wake up? Also... I probably shouldn't need to use a lot of flint wear to kill something sleeping. I'd say (for balance, rather than realism) that the ability to do bonus damage and to not wake monsters which are killed with a single strike would be better than an outright instant kill... Uhm, I think I've strayed off topic. Sorry.
  9. Many species do not breed in captivity, or do only under very specific circumstances, which wouldn't be known or achievable by a lone survivor in the wilderness. I think that if you raise smallbirds, they won't make nests, and won't lay eggs, even when they become tallbirds. Otherwise it might be something of a game balance issue, anyway... I'd love to be wrong about this!
  10. Large enough groups can be a very powerful force of violence, especially against mobs with stun vulnerability. In future updates, they are projected to get a "Full Life Cycle" meaning presumably you can raise them to Tallbirds. Mostly they are insanely cute and completely change the emotional tone of the game.
  11. I recently tried hatching Smallbirds for the first time. I had, of course, saved many stacks of seeds beforehand, because I'm a hoarder, so I didn't run into this problem. I did, however, observe a berry missing from my manure manufacturing plant (the satellite office is extremely small, so one missing berry is rather noticeable. The main branch, I'd probably never notice) when I took the smallbirds for a tour of the facilities. Also... Not to squee, but the preview video did not begin to do justice to the cute that is smallbirds. And of course I killed them all by accident, so my heart is rent asunder and I don't know if I can bear the game until teenbirds are implemented and the smalls are a bit less fundamentally doomed.
  12. Sure I understand the math but what I am looking for is the confirmation from kevin of which system they are planning to use. Okay. Well, that's how I read what he posted, but I can't confirm. Have to wait on Kevin for that.
  13. I am most confused. Once every hour is 16 pills a day, and 8 times a day is every two hours. Which is it? Your parentheses do not match what falls outside of them.
  14. Your arrow has no fletching and cannot possibly fly true. Perhaps you need to add some feathers to the arrow recipe? Also, for the fun, how about 1x twigs + 1x flint + 1x redbird feather + 1x blackbird feather > 1x Arrow (100%). Arrows would have durability, but of course, you'd have to go track it down to use it again. Arrows would stack, and combine durability like food freshness as described by Kevin, but instead of having a stack that lives forever by adding a new arrow to a bunch of almost-gone ones, when you shoot an arrow, its actual durability is determined randomly based on the total arrows in the stack and total durability... So if you have a stack of 10 arrows with 50% avg. durability, there's a chance that the arrow you shoot will break, being assigned the minimum durability, resulting in a stack of 9 arrows with a higher durability.
  15. What you describe is the effect of a Meat Effigy!