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Klei Bug Tracker

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Posts posted by Sasuga

  1. On 7/1/2019 at 7:02 PM, dearmad said:

    ugh no thanks. I like the cosmetic aspect. They earn the hat with the skill, then you put whichever hat they earned on them as you wish.

    Now that I figured out how hats work, I'm alright with it.


    I just hope they're setting things up for (new) 'jobs' now.

    It'd me nice to put a Dupe on a 'job' and they auto-priority to how the job is set to prioritize.

  2. On 4/19/2019 at 7:02 PM, chromiumboy said:

    I agree that illness seem too easy to shake now. I dont worry about illness notifications. I just check that I have enough meds stockpiled and leave it at that. I'm not actually a big fan of hats, so I don't mind they are purely cosmetic now

    In reverse, I've figured out where the hats are at now, and so its fine. I also hope they're going to be adding a 'jobs' feature in that can have assigned skills and priorities with a slick of the 'jobs'. That would be nice.

    I like the idea of some sicknesses being easy, but not all of them. Perhaps their could be new illnesses introduced that can be similar but more difficult and more deadly. Everyday illnesses that are simple to deal with, and will even burn themselves out in non-biohazard Dupes. While other illnesses could wipe out the colony if not managed properly. However, because its a game and not real life, I wish every illness to be manageable, just some more difficult than others.

  3. 1. I thought of this, and sure.

    2. Just force a repick.

    3. Keep items or start-over whatever.

    4. Sure, it'd be limited to the number of characters that exist. Someone creating a server with this option would be aware of that on some level, it's the cost of choosing the OPTION. :)

    On 6/25/2019 at 4:13 AM, CameoAppearance said:

    If it was a worldgen switch that was turned off by default, that sounds good to me.

    It's an option. Heck, it could probably be an option that could be changed (Some options, like passwords and such can be changed by reloading the server already. Also, there's ways of changing characters with the command console, so at worst this option could probably be changed on and off by command console.)

    • Like 1

  4. I'm tired of finding the moleworms next to the frog ponds, and Glommer always next to the Pig King. Maybe throw Glommer in the other red-forest? Make the moleworms their own biom?


    For that matter though, could you please add more bioms or something? I love Don't Starve Shipwrecked and Hamlet, I'm aware that you guys want to keep Don't Starve Together different, and that's cool and fine. I like the new characters in Don't Starve Together, they're great as well. But the maps are getting so boring. Everything is so predictable, even when it's procedural generated 'random.'  I know there's the options to use the Don't Starve bioms and other options, but please, can you do something new with the map AND make it so Moleworms aren't always next to frogs and Glommer next to the Pig king?

    You're not doing ShipWrecked, but maybe add in boats and islands anyway? You're not doing Hamlet, but maybe add in some of the Hamlet or Hamlet-style monsters?

    I'm tired of the game feeling like a grind when I play with my friends, instead of an adventure with mystery and discovery. (Shipwrecked and Hamlet added the discovery process and mystery back into Don't Starve. DST needs (for me and mine) mystery and discovery again!)


  5. I just saw in another thread, someone pulled the LUA Script for a character. If Don't Starve is using scripting for a lot of stuff, its going to have frame-drops...

    I remember back in the day, I used to script for Neverwinter Nights, and we had to be careful because too much scripting, to big of scripts, would cause the servers to feel like they were lagging; Then Neverwinter Nights 2 came out, and despite people having high end machines, the game still had frame-loss, slowdowns, whatever you want to call it (kids call it "lag" these days, even though that's not technically correct.)

    And the reason (IMO) Neverwinter Nights 2 had issues was not graphical, as many people on the forums complained and thought, but scripting. They wanted to make something big, and over-scripted.