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Found 63 results

  1. Before I get to the idea, I originally made this post In the general discussion tab to see how people thought of the concepts. (This is not a repost though some things will be similar.) some of the concepts are not mine either revised versions of their ideas. As I will make sure to credit them in the post, please enjoy.:D(p.s some sketches I drew are drawn from official art so I do not intend to take credit for the work of others) Big picture:(idea of what the concept is going for.) Alot of controversy been going on in the past few months of a Wilson rework making him more useful to the group, and as a Wilson main myself I could possibly agree Wilson's only one helpful perk to support the group is an early and easier way of collecting beard hair which is only used for Meat Effigies. He probably needs a . So I gathered a few ideas here together to make Wilson more of the intelligent scientist wannabe he should be. These are the ideas I'm going for so far: -Keep Wilson as the beginner friendly character and not to make him too hard understand but still simple all around enough for experienced players like myself are still able to play and have fun with. -add two additional perks to show Wilson's scientific side and make them useful and supportive to the groups or himself -Make Wilson a character to experiment and test things with for new and old players, after all he is a Scientist. With that being said let's begin! Perk: •Is a true "Chemisist/Experimenter at Heart!" (Credit: @loopuleasa) Wilson Will now spawn in a world starting with a portable Chemistry lab.(Note Wilson can also make extras similar to Warly's Crock pots just in case if Wilson either loses his Original kit or He just wants extra.) Wilson can Place his Chemistry set just like Warly can with his portable crock pot, and use it to make potions and etc to support and Improve his and his teammates survival. @loopuleasa who made the original idea, Said that Wilson should have a Chemistry Tab to be able to make Specific Potions that his teammates can drink and use but not make on their own. Most of the potion ideas they made seem to be based on a way for New players to make cheaper versions of items to use which makes it an incredible idea! But, thinking in a unique way, I thought that maybe for the Concept, Wilson could use it as a crock pot (let's say for now 3 slots similar to the gorge and it cost one Nitre to mix it once) sort of giving into the experiment vibe you'd get similar to Warly, "What works and what doesn't work kind of way", or a "hmm I think I'll try this today..." or " I wonder if putting Red mushrooms in this mix would mess up the potion..." That kind of idea to it. An idea I have for potions could possibly be buffs/Debuffs similar to Warly's Spices, for example one potion could make the survivors immune to fire for a dangerous situation like a forest fire,if there are no Willows in your group Wilson could use that to help out in the situation. Here are a few examples of a few Potions I made up so far (I'll think of more and some pictures! These are just examples not my 100% go through with concept. :D) Reason: Wilson is a Scientist, and the one thing about being a scientist is experimenting! And what could be more fun then Exploring and messing around with the gimmicks/mechanics of a game. I want a similar feeling like playing as a Warly Experimenting with food, as an example: those moments when your group gets into a mild inconvenience or a problem and your onset friend goes, "Hang on, I got just the thing for this" rummaging through his Backpack full of food. It'll be like that but a Wilson with a bag of Potions and Experiments Ready to use on his group. Additional idea for the first perk:(Lab Rats to Experiment on) (credit: @Superwolfkid) Wilson Can build Cages to place in Rats (as a reference to the forbidden knowledge trailer) It's still questionable whether Wilson will use his own White normal Lab Rats or he will use Carrats as Carrats are pretty hard to find (Lunar Island). And could be hard to catch for a non-experienced player wanting to test this out. Once placed in a cage, Wilson could give the Rats Food or Objects even his experiments to test on the Rats with and see how they interact with them and see how it would affect the survivors. Like for example I thought a funny scenario of Wilson giving a rat a red mushroom or something bad, it would just straight up die in the cage and turn into a skeleton like a bird in a bird cage and Wilson would just go "Yeah, maybe not... Reason: Sometimes In Don't Starve the game can indeed be very punishing based on the unknown (I mean come on, we all had our Glommer goop taste test experience at least once) So this could be a better way to have new players rely on whether something is safe to eat or not. besides punishing them for relying based on Logic Second Perk: "Man with a Plan!" (Can Create Blueprints and is able to share them with others) Credit:Unknown Wilson has always been known as a very smart character despite his goofy personality Heck in official art we've even seen him make blueprints before so this would be a good perk to add to support others and himself. Wilson Has The ability to create Blue Prints to be learnt by other survivors and himself. Though this would pretty tough to implement to not make Wilson too much similar to Wickerbottom, and to have Wilson able to use it in single player usage.so the only blueprint system I have thought/Theorized so far is that Wilson could use his ability on prototypes and tools Wilson already can make by hand. But it would cost Papyrus to make a blueprint. Reason: In game Blueprints are usually only reliable in the early game (usually when you find a "failed Survivor") and thiscould option as a way For Wilson to Help the group get a early start on making materials I added alot of things I could think of for Wilson today, He is my Favorite character in the Game from his Charming personality and Just his general Character development from being some crazy weirdo in the woods to a person who's experienced so much much on the Island and he's still has hope and is still trying to escape!, any thoughts or ideas, please let me know and I will try to take criticism and reason. Thank you for Reading!
  2. I said that I was only going to Create Three more NEW Thread topics throughout the rest of 2020, The first one was about Wendy’s Belongings Skins that will no doubt come with her Refresh. (You can check that out if you haven’t already.) But this Second Thread is about something I feel is equally just as important, the Oasis Biome.. the current version well it looks like this.. first image here and it’s always in a large empty rocky desert. What I would like to see is the entire desert here covered in sand (you know like how most real life deserts are supposed to look..?) And that the player wanders around in a almost completely empty sandy plot of land until they stumble upon the Actual Oasis Itself just out there somewhere within that sandy desert. If it is at all possible I would love to see “Mirage” versions of the Oasis, that once you got right up on it disappeared until you finally found the Real One which would look more like this second photo. I am pretty Sick and Tired of people saying Shipwrecked Content has absolutely no place in DST.. I want Walani & SW Biomes in the game but instead of simply saying it over and over again I’ve decided to go a couple steps further and edit a few photos to show that when applied in the right place.. Shipwrecked Theme content CAN Exist in DST. ——————————— (You can look for me to post my third and final new thread of 2020 during Hallowed Nights 2020.. I promised the Devs I was going to do a cool spooky scene last Hallowed Nights and I ultimately Failed to deliver )
  3. Ok, so Sometime on Feb,11,2020 (basically yesterday...) Klei made a live radio for Oxygen Not Included on YouTube, and after listening for a bit I kind of thought, "What if there was a version for Don't Starve?" I can already imagine it in my head! It could be Wilson just casually fishing out on the shore of the constant waiting for his hook to catch something. I thought of other ideas/ scenarios that could work. like at nighttime(could even be a day and night schedule based on real life) the sky would get dark and Wilson could pull out a lantern to light up the area then at day time he turns off the lantern, Every now and then Warly could show up with some dishes for Wilson to eat that way he doesn't get too hungry while he's out there and Wilson gradually takes a bite out of them and when he's done Warly would come back and pick up the plates, You could even have Season changes and have Wilson wear like a hat corrosponding to the season just like in the Reign of giants Promo! The Possibilities are Endless!!!
  4. Didn't expect another rework thread from me, huh? I've already posted a thread similar to this before, but since Klei is encouraging conversation on new mechanics, I feel like revitalizing this discussion. Not only that, but I have revamped all of my ideas and implemented previous criticism. So, Webber. My first main, and still a co-main(?) to this very day. The thing that has originally drawn me to him is the fact that he is a scary monster. However, the only "monster-y" thing in his kit is his ability to befriend spiders. Let's have the idea of making Webber have a more monster-y playstyle our focus on his rework. Now, there are two perks that I have put thought into. Both compliment and work with each other, but they WILL be controversial, due to their nature. The first one, night vision. < Proposed Nightvision range, compared to the range of a torch and a lantern. -Webber has Nightvision, however he can only see a limited range around himself, which is a bit smaller than a torch. -When under 50 sanity, Webber's night vision starts flickering, increasing in speed and severity as sanity gets lower. When insane, Webber's nightvision deactivates completely. And the second, Webber does not lose sanity during dusk and night, instead losing sanity during the day. -This would cause Webber to, on average, lose more sanity each day, as day phases are usually longer than dusk+night phases, especially during early Autumn. -He still would lose sanity in complete darkness, however he's probably already insane due to his nightvision failing. (Maybe Webber could periodically suffer sanity drain as his night vision is flickering, but only when it's severe.) Proposing Night Vision is a touchy subject. It gets rid of the threat of Charlie, which is a primary threat to new players. To prevent this from being abused - and to disallow Webber from being flat-out immune to Charlie - his Night Vision deactivates when insane. This goes well with the fact that Webber will usually lose more sanity than other characters due to day phases. What these perks also do is expand upon the idea of the "Is a Monster" perk that Webber has. However, the most important part of these perks is that they provide valuable mid-to-late game potential. While Webber players are going to have to deal with sanity issues much more often than other characters, having built-in nightvision may make Webber not only viable, but favorable for late game, which is something that Webber desperately needs. Currently, Webber has absolutely nothing going for him after mid-game. These proposed perks can also give potential for Webber to fill the role of "Cave-Dweller" character. -He won't lose any sanity in the caves, allowing for him to simply use a top hat to keep sanity up. -Night Vision will remove a decent amount of threat within the caves, which is juggling your light source for weapons, tools, armor, etc. -His silky beard actually compliments this idea greatly as Webber only needs that and a thermal stone (which is also easily obtained underground) to survive through Winter. The only season he needs to look out for is Spring, although you could make a Rain Hat to make it easier. These changes alone would probably be more than enough for a great rework. However, nothing is stopping me from throwing in a few more Quality-Of-Life ideas, in the form of craftables. These could be thrown in the Structures Tab, or a new "Spider" tab. If the latter is implemented, then the normal Spider den's crafting recipe would most likely go here too. "Cave Spider Den" -Requires Rocks (15?), Flint (12?) and "Cave Spider Eggs" (drops from naturally spawning cave spider dens, can't be planted.) -A single cave-dwelling spider will wander around the den at night, contrary to their natural counterparts. In addition, spiders spawned from Cave Spider Dens created by Webber will only retreat back into the dens during the day, allowing Webber to utilize them more easily. -Can only be destroyed with pickaxes or by grief-capable mobs such as Deerclops. "Shattered Spider Hole" -Requires Moon Rocks (4?), Moon Glass (4?) and Monster Meat (20?) -Functions like the natural equivalent, requiring a pickaxe to break. "Webbing" -Requires Silk (maybe 8 or more since Webbers usually have too much of the stuff in mid-game.) -Can be placed on turf tiles, causing said tile to become "Webbed" similar to the tiles surrounding spider dens. This will slow down nearly every mob except spiders. -Can be removed with a Pitchfork; Doing so will NOT remove the turf underneath. -Trying to dig up Webbing created by a spider den will fail, and make your character say that it's too strong. "Den Wall" -Requires Silk (12?) and Cut Stone (1?), creates 6. -Has as much health as a Wooden wall, can be repaired with Silk. -Spiders do not attack it. "Silk Wrap" (like those things you wrap around a broken arm, except silk) -Requires Silk (4?), Papyrus (1) and a Spider Gland (1). -Heals 20 HP. Honorable Idea Mentions: (Basically, ideas that I couldn't really fit anywhere else but are ideas that I know are popular.) Being able to sleep in spider dens -This idea could be implemented to give new players a way to escape the sanity drain of daylight. Due to how easy it is to get spider dens and how common they are, they shouldn't give Health. Changing how spider farming works -It *is* a bit out of character for Webber to care so much for his spider friends, but then cause a mass genocide every night. Instead of this, befriended spiders could have a chance to weave silk for Webber, and refuse to aggro on spider enemies (except Webber). However, this will severely gimp his food-farming potential. That's all I got for now. Thoughts?
  5. I know we have Wortox who's kinda the closest thing to cannibal I guess, but he'll eat anyone's souls, but I'm talkin a trait which give you an excuse to want to kill any unsuspecting player that enters your domain. It will also have the excuse to bring back an removed food item called long pig, but this character would be only one that can eat without any downsides (well besides being shunned by society of course). And this idea is a bit stupid but maybe they can eat bone shards too? Also the character could be called Wendigo, just putting that out there
  6. I felt like brainstorming possible Maxwell ideas (in lieu of @Axelocke's thread) and I came up with this idea: What If items in the Magic Tab gained additional effects when used by Maxwell? He is, in fact, a magician, so it isn't too far off the mark, yeh? Here are all of my ideas for magic items, ie what effects Maxwell could unlock when using them. Keep in mind that these are ideas, and I'm just spitballing for the fun of it. Thots?
  7. I love this game, and one of my unabashedly favorite things about it are the bosses--with Klaus reigning supreme. The hunt and preparation for it, the atmosphere created by winter and the soundtrack for his fight, the actual combat, and the loot style--all of it is flawlessly executed. Correct me if I'm wrong, but all of this stemmed from Winter's Feast at some point, and so I was thinking that Hallowed Nights is a prime candidate for another similar style of boss. This is more of a rough template of sorts that kind of slowly snowballed in the shower, but as a concept I think it is interesting to consider. Preliminaries These events will take place during fall (during Hallowed Nights I'd assume it would follow Klaus re-spawn rules during Winter's Feast) and has a unique hunt style that could also add a new base game mechanic. Unless there already is deeper lore than I'm aware of surrounding the graves and they should remain untouched, I think they are the prime candidate for the hunt. Pigs that live near graves in the forest (or in the graveyard if they are built there) will replace graves as if they were never dug up during fall (potentially either once or a after X amount of time) and loot can be obtained from them once again. Assuming they are replaced once, digging them up during Fall has a chance to drop a unique item where you are more and more likely to get one to the point where you are guaranteed after X digs (for now we will call it "Eerie Effigy"). The player will recognize this item as important due to quotes, and that pigs recognize it as evil and will attack players holding it. Aside from that, in the graveyard biome, or very nearby, "A Totally Abnormal Tree" similar to Klaus' Sack and is the source of the impending battle. The player can place the Eerie Effigy near the tree and burn it to release the evil contained within, and this disturbs the tree awakening a spirit tied to the tree, and the fight begins. Mechanics of the fight Upon awakening, "The Spirit" (I don't want to have to think of a cool name lol) manifests itself into a particularly ghoulish nightmare that binds itself to "The Tree. The problem for the players, is that The Tree is awakened and The Spirit is loose, creating a tag team fight. This is definitely a raid tier fight so the health values and damage should be according to that idea. There are two major caveats of the fight with one being that The Spirit and The Tree cannot die while the other is still alive. If one is defeated while the other one is still alive, after a brief delay, the other will resurrect them with a slightly lower maximum health pool than before down to a minimum (ex: after 5 ressurects of the spirit his health cannot decrease after future ressurections.) There more than likely needs to be some visual or gameplay indicator that a boss is low on health for us puritans who avoid health mods. The other is that upon burning the effigy, an indefinite night cycle begins that will not end until the boss has been defeated. The Tree's eyes burn with evil bright enough to illuminate it and a small area around it, and The Spirit glows with dark flame. (The Spirit) The Spirit is highly aggressive and alternates between periods of abysmally low mobility, and high mobility. The spirit can move slowly towards the player in whatever style it moves, or it will periodically teleport to either the player or a distant location. Upon being near the player, The Spirit will perform an area of effect slam producing a wave of dark flame dealing direct damage, damage over time, and a severely increased sanity loss penalty as long as the flames persist. Upon teleporting away from the player, The Spirit will begin to charge up and blast a beam of dark flame across a line (think long range Winter's Feast Deerclops laser). The Spirit will also attempt to haunt a player who is insane. Solo, this will result in a stun, but with multiple players in the vicinity, the players can attempt to "remove" The Spirit from the player. An additional effect will be that any pigs in the area will be infested by The Spirit's magic and will become werepigs. If any players die and leave behind a skeleton, The Spirit will reanimate the corpse as a minion. The Spirit cannot be led away from The Tree, and will immediately return to it if players go too far. (The Tree) The Tree has no mobility and will remain rooted in place. The Tree will raise roots from the ground in multiple locations (similar to Poison Birchnut) that attempt to track the player. There will be points of eruption that indicate where they will arise so that the player may have a second to react. The Tree will also lob explosive dark fruit at the player (sort of like mortars). Periodically, The Tree will also release Totally Normal Acorns that chase after the player, but also have a unique mechanic in that they will attempt to dive into sources of light (including stars created) and envelop them in darkness. After reaching a certain health threshold, The Tree will release a blood-curdling scream and spawn Totally Normal Treeguards based on how many players are around (think Krampus phase from Klaus) (this makes allowing the tree to reanimate especially punishing). If the players are able to defeat both bosses within 5 seconds (or X amount of time) of each other, the fight will be over... or so we think for a brief moment. (Final Phase) The Spirit will quickly in a last ditch effort place its entire being within The Tree for a final reanimation. The Tree retains its dark fruit bombs, Totally Normal Acorns, and roots attacks, but gains additional abilities gifted by The Spirit. The Tree will gain a dark flame beam that can aggressively track the player(s) instead of just travelling in a straight line. The Tree will also have an ability I will tag as Concierto that happens periodically. Dark flames will surround the tree in a full circle so that the player cannot approach it without taking severe damage over time and it will begin a very orchestrated combo of lobbing dark fruit bombs and raising multiple roots in a particular area that only deal damage (think sand spike from Antlion). This will go on for X seconds where it repeatedly creates new patterns of danger zones to avoid before it is vulnerable again. If the players successfully defeat The Tree, the fight will end and the rest of that day will immediately turn into a full day of light, until the cycle goes back to normal the next day. Rewards I'm gonna be honest I don't even want to approach this, but I'm confident that Klei would come up with some appropriate style of loot. I'd assume that during Hallowed Nights the loot could include stuff specific to the event in addition to the regular stuff. Final Thoughts So what started as a Winter's Feast event created a permanent boss that so wonderfully compliments the game. I am super hopeful for Hallowed Nights being able to produce another boss that does the exact same thing. Oh, and it has to have a wonderfully eerie but powerful soundtrack like Klaus does. I love the music Klei produces.
  8. I'm making this really quick but I know that in dont starve hamlet Rabbit earmuffs give immunity to the queen woomants(think I spelled it right) scream attack, and I was surprised they didn't do anything else to this item in dont starve together, especially since most players will just abandon this item in total, so I thought it might need a quality of life upgrade. Maybe for a good start players wearing the rabbit earmuffs are immune to the pan flute on pvp servers and Beargers roar since the earmuffs are so thick players wouldn't be able to hear either of them. And an extra ability to go with it, when given to creatures like pigs and bunnymen they won't panic when a boss mob screeches causing them to lose focus. What do you guys think, should the rabbit earmuffs get a well deserved buff?
  9. Clusmsy When sewing, the player would get damaged; crafted items would not go to the inventory, instead would fall on the ground; would fall off beefalos very often; rowing would have a chance to fail, without hav ing to time it wrong. Sleepy After exiting a tent, siesta, bed roll the character would be sleepy, with reduced movement speed(similarly as waking up to bearger's yawn); The duration of both sleeping effects would be increased.
  10. Usually i name the dupes with my friend's name, and sometimes i reject the dupes because the outlook is not suitable. So, please give me a salon to change the outlook of the Dupes...(idea come from salon of WoW) Or at least please give me more different characters...may be just crossover and insert the Don't Starve character.
  11. Webber ideas

    Webber is an upcoming character to Don't Starve in the Reign of Giants dlc. Add suggestions on what abilities He should have.
  12. Hey guys! My friend just got the best idea I've ever heard. Here it is:The character is called "Chestette". A female, pink version of Chester. She has a red bow on her head instead of horns. She has a purple tongue and purple feet. Unlike Chester, Chestette respawns in half of a day. Chestette is slighty faster than Chester, and it's very hard to notice. If you give Chestette petals, she will go faster for 30 seconds.Getting her: To get her, you have to prototype an eyebone. But it's not an ordinary eyebone. The first thing you need to get this eyebone is to get bones from skeletons. To dig up skeletons, you need to use a shovel, and that will give you 3 bones. To get the eye, you have to defeat to Deerclops and get it's eyeball. Now it isn't so worthless. Then, you would need 15 petals for the bow on the eyebone. This eyebone is almost the same thing as the regular one, but, it has a red bow on it. *You cannot prototype another eyebone, even if you die. The eyebone cannot set on fire. Unlike Chester, Chestette re-spawns in half of a day. Chestette has a higher pitched voice. Chester and Chestette: Chester and Chestette are one of the best combinations in the game. If you have both of them together, Chestette would be able to lay a "Chestnut" every half-day. You can eat them! If you eat the Chestnuts, you get +30 Sanity +5 Hunger +5 Health. But, if you are willing to save up to 12 Chestnuts , you can get a... drum roll please.... BABY CHESTER! He's not really sure how a Baby Chester would look like, so be creative since it's your game! Baby Chester can hold up to at least 4 slots. If Wilson examines Baby Chester, He says: "Awww, he's so cute!". *Chestette cannot get another Baby Chester no matter what. But don't worry, he will be able to re-spawn in a quarter of a day.The good things about Baby Chester: He is faster than both Chests combined. He has a really high pitched voice, (higher than Chestettes's). The annoying things about Baby Chester, because everything in Don't Starve has to be annoying, even a little: He will want food once in a while. It will whimper like a little puppy would when it's hungry. At least 5 seeds, or 3 carrots, and 1 berry should do the trick. You can use any fruit or vegetable from farms. So you don't have to worry about running low on basic food supply. *Baby Chester will not eat meat! If any mob in the game, (including you) attacks Baby Chester or Chestette, Chester will be hostile for about 1 minute. He goes faster, but he is easy to outrun. Just to keep Chester balanced with the other relatives in the Chest Family, if you decide you kill Chester, or Chestette, you will get 2 "Beard Hair". If you choose to be a soulless monster and decide to kill Baby Chester, he will drop 1 Beard Hair, and all the other items he was carrying. Killing baby Chester will also give you +20 Naughtiness Points.All credits go to my friend Michael. His Steam username is: Butchthebird. My Steam name is Demo-Knight-Ham-Man. If, for any reason, you need to contact us, please do so! *Also, my friend has another idea he wants to tell you guys. It's called, "The Thirst Meter". "The Thirst Meter" goes down faster then the Hunger Meter. But it is kind of easy to get water, the most important thing you'll need are "Water Pouches". Water Pouches can be made with 2 Grass and 1 Twig. You do not need a science machine to make it. Also, my friend has another idea he wants to tell you guys. It's called, "The Thirst Meter". "The Thirst Meter" goes down faster then the Hunger Meter. But it is kind of easy to get water, the most important thing you'll need are "Water Pouches". Water Pouches can be made with 2 Grass and 1 Twig. You do not need a science machine to make it. You can get Water Pouches from the lakes, make them a bit more common so many people don't die of thirst. You can also get Water from Oceans, but I wouldn't recommend you to drink it, it lowers -50 thirst. You can convert the Salt Water to Fresh Water if you make a "Purifying Machine". Purifying Machines can be used to turn Salt Water into Fresh Water, and you get 1 "Salt". Salt can be used to make junk foods in a Crock Pot. One Fresh Water Pouch is enough to fill up your whole Thirst Meter.You can keep hydrated from berries or other fruits.*He has a recipe that uses salt: 1 meat or 2 morsels + any vegetable + 1 salt = Beefburger +15 sanity +32.5 hunger -0 health.Recipe for the "Purifying Machine": You need 6 logs and 3 rocks.*Salt is also edible,but, : -50 Thirst -10 Sanity +10 Hunger
  13. hello.ok so i have an idea. we have ways of tamming bunnymen, pigs, spiders, beefalo and tallbirds... so what about hounds?
  14. While I was playing Don't Starve, I thought of a new idea I thought would be really good. The Happiness/Grumpiness Meter! The Happiness/Grumpiness meter could be altered where if you eat stale/spoiled food, get hurt, or if it rains on you (without an umbrella), that the grumpiness meter would increase. The grumpiness would alter your character depending on the character you have, and slightly increase thier damage. But of course, there has to be a downside to it.Wilson: Beard grows slower and/or gets itchy, decreasing sanity 1/pm per grumpiness level.Willow: Starts setting herself on fire randomly, timer decreases between flames when getting grumpier.Wendy: Gets angrier with herself, starts blaming herself for Abigail's death. -1 Health per 5 minutes, decreases by half a minute every tier.Wolfgang: Gets even more buff, but attacks have a chance to miss because of clumsy grip.WX-78 (Was the robots name?): Hunger module starts malfunctioning, starts losing hunger at a increased rate of 1/mWickerbottom: Prototyped objects have a chance to fail, without returning items. Increases by 5% per tier.Wes: Loses 3 health from maximum health per tier.Maxwell/Waxwell (Whatever): Loses 2 sanity of his starting out sanity regen per tier.I hope you like this idea. You could alter about how you would get happy again (I would think eat like taffy or something) and how you get grumpy. Thank you for your time!
  15. hello everybody, I'm new in your community, so i want to introduce myself at first. My name is Tobias and i'm from Germany. My english is terrible though i've learning it since 7 years..^^ And don't be worried of the name "TheFighterC4", it's the name of my steam-account. My idea is to ride on a beefalo. It's not a important thing, but the imagine is very cool. The concept is copied a bit from a picture I once founded. You must tame the beefalos like wolfs and ocelots in Minecraft (feed them a lot). saucebottle007 explain the taming in his thread very detailed: http://forums.kleientertainment.com/showthread.php?7423-Beefaloe-Overhaul I think the greatest use of a rideble beefalo is that you have a lots of space for items. Something like a backpack on each side of the beefalo. The beefalo must walk so slowly that it is balanced with the piggy bagpack. Bigger load, slower walk.. It runs for example if you feed them with 6 reeds. I think:"...and the saddle should require a really hard to make/craft item." -TheVukelich The use can be expanded by equipping the buffalo for fight.. "Armor for the beefalos, crafted from gold, is definitely cool..^^ horn protection with spines looks certainly amazing, too..^^" -I Now it's your turn: tell me what you think.! And if you want, improve my english-mistakes.. Mit freundlichen Grüßen ( I know it's German..^^) Tobias NEW: I made ​​a sketch of my idea:
  16. All the current peoplein don't starve should get like a short video on them like some kind of animation and thing about them lore wise more lore for the lore junkies!
  17. I wish i could have a final fight with Maxwell in an other dimension (maybe shadow or hell dimension) once reached the portal (the wooden thing that now allows us to change world), and after defeated him, i wish to see Max transforming into Grue, for a new and more difficult boss fight (perhaps in more phases).In this way we should direct all our efforts to preapir this final battle. And so that portal would be good for something else ;)After we have defeated also Grue we could choose to remain in our world (maybe with some advantages, for example: nights not completely dark, the absence of the monster that kills us in the dark (actually grue xD), and cetera), or choose to leave and return to the world we belong to (with an ending movie perhaps).I hope that my suggestion will be considered.
  18. I think it would be cool to be able to change the location of a wormhole with an item like this. You have to cook 2 in crock pots. One of the Worm baits have to be placed on the wormhole you want to move and it will eat it. Next you place down a second Worm Bait and after a few seconds, the wormhole will appear where you placed the second Worm Bait and eat it so it will then be at that location! I find this helps people with there maps, though they can't get it to early because they may need monster meat and something else to cook it on the crock pot. :applause:Obviously if anyone actually reads this and it is a possibility to the game, the guys at Klei can just change anything they want about this idea.
  19. Mob Ideas

    I have some ideas for Monsters and Animals, pls don't flaim me k? dey r onleh ideas ;c.Now let's begin...Animals:Boars (Neutral)Health: 175Damage: 22.5Drop: Ribs, TusksSpawns: Pig VillagesThe Boar is basicly a Buffed up vers/ion of pigs, but only stronger. They are tamable by using any kind of meat, also they can't be Wereboars unlike their ancestors, aka The Pig.Their Tusks are meant for Weapons to craft, no ideas what use they can be though :l.Boars will stay even longer if the meat was cooked and not raw.7 Cooked meat = 12 1 Half daysTurtle (Neutral)Health: 285 + 50(Shell) = 335Damage: 50Drop: Shell, Soggy MeatSpawns: SwampsTurtles have the most advanced system of all time, Walking slowly... Turtles will try to attack you if you manage to find Turtle Eggs by Pitchforking the ground. If you managed to kill one congratulations, because their shells are meant to be craftable armor. They can also be made into Terrapene Soup with the Crock Pot. (aka Turtle Soup) which restores 75 Hunger.Magical Stool (Passive)Health: 125Damage: 0Drop: BoardsSpawns: Anywhere randomlyGoat (Neutral)Health: 150Damage: 44Drop: Horns, Goat Skin, and LambchopsSpawns: Forest BiomeGoats are rideable, but must be tamed by giving them 3 Carrots and Berries, they will accept cooked. If you ride them before you tamed them, they'll Double kick you onto the ground, doing 44 damage. They go around in packs, so don't you think 44 damage will be easy. Goat skins are meant to farm them by creating Grass Areas. Horns are also used to make the Demon Rant's Hat for the middle of it.The Magical Stool spawns random non-rare items, they can be in stacks or single item. They will never drop Rare objects, such as Amulets. Most Stools are rare to find, 2 stools cannot be together in 1 area, they must be seperated in another biome.Monsters:Blue Tentacle (Hostile)Health: 575Damage: 55.55Drop: Ice Spike (Weapon), Blue Skin, Monster Meat.Spawns: Winter Update might probably add a Snow/Tundra/Taiga Biome much? pls? At least?The Tentacle's brother, Blue Tentacle. The Blue Tentacle is a Rare Monster that can be spawned naturally. Since the Winter Update will be coming soon, It would decrease your warmth slowly when you are around it. It will also throw Ice/Snow at you if you are not near it, but eventually it'll come back into it's Hidey Hole. It's Ice Spike allows you to freeze your opponents, It has a durability when you use it in your Tool slot when you are near fire, and will decrease like the Spiderhat.The Crackler (Hostile)Health: 250Damage: 33.55Drop: Bone, William's SkullThe Crackler is a Wooden Skeleton near Graveyards, they came above ground for revenge and WILL kill you, Most are nearby spiders which form a deadly league. They can also be falsely reported as Meat Effigy, which are fake. Their Bones are meant to craft Tortoise Armor. William's Skull is a Headgear that was meant to be a Spoiler of William Shakespeare's Skull, It'll make all Hostile, exception of Sanity Mobs, Friendly to you but, Neutral Mobs hostile to you. Durability like Spiderhat.The KappaHealth: 275Damage: It'll do 20, 25, 30 and then 45 each hit you took from itSpawns: Swamp BiomeDrop: Froglegs, Gravedigger items, Red GemThe Kappa is a ancient mythical creature that resembles a frog and alligator that had babies, The Kappa will take the first hit and then it'll stop until it restores health, It'll repeat itself until you die, fair enough?Bosses:I didn't mention this, but I think Don't Starve needs more than 2 Bosses, don't you agree?Cerberus (Hostile, Never sleeps.)Health: 1350Damage: 100(Bite) 70(Ice) 85(Fire)Drop: Monster Meat, Ceberus's Tooth, Hell's EyeSpawns: When 101 Hounds are killed, spawns around the area near the playerCerberus is a Hard Boss, 3 Heads 3x the damage, each Bite from each head costs 100, making them the most hard to defeat boss, they run faster than the player, suggesting their big size and matter they'll probably ram you into the ocean and make you drown, Since of Winter Update they'll have a Ice Attack which 1 of the heads casts it. They won't stop to eat any meat so traps aren't suggestive. They are immune to any Fire damage. They'll drop Ceberus's Tooth and Hell's Eye to create the Devil's Rant Hat which is 1 half the durability as Nightmare Armor and 1 half the defensive counter part, but sanity will be lost.Characters (Wilson,Willow,Wendy,Wolfgang,WX-78,Wickerbottom,Wes)Health: 100Damage: Depending on what toolDrop: Whatever in their inventorySpawns: When Maxwell has been defeatedThe Characters can befriended by giving them things they can use to survive, like you. If your character is Wilson, Wilson can't be spawned, but the other characters can. The Characters will follow you until you hit your shack/shelter, they'll work to survive and trying to "Not Starve". If you help them for 7 days, they'll go survive for themselves, working as a team won't do it. Maxwell won't like it either...Sanity:BansheeHealth: 600Damage: 55Drop: Pandora's Box, Nightmare Fuel, Devilish LampSpawns: Sanity <13 13% of spawning though.When your Sanity is <13, consider yourself, "I'm gonna die! ;_;". because the Banshee will scream when spawned, infact, the Banshee will scream everytime you see it on the map, thus making you loose Sanity MORE than ever. If you defeat this Screaming Horror, you might get the Rare Pandora's Box. If you use it, it'll spawn a random Hostile mob right next to you. Be warned, this will spawn Bosses and Buffed up mobs.Faded ShadeHealth: ?Damage: ?Drop: Nightmare Fuel, Beard Hair(If Wilson), Torch(If Willow), etc.Spawns: Sanity <7 4% chances of spawning.The Faded Shadow is the Character's imprisoned shadow from the Real World, When you find your Faded Shadow, their name will be ??? and take the look of the Character you are playing. When the Player encounter these, the Shadow will have the Same Health and damage done, and it'll follow you once you get your sanity up, and also drain your sanity to negative -1 The Shadow will copy your movements. if you simply attack it, you attack yourself. It'll not assist you in fights, You'll also get weaker... and weaker......X_X.Once Proper AI is added, the followers will follow you more properly and efficiently, Chester doesn't get stuck in one corner and keeps moving forward and touching the ocean barrier... RIGHT? RIGHT?!?!Man this is pretty long, I hope you like the idea, if you have anything else to say or any MISTAKES and RAGES at me, pls comment. kthx.
  20. It would be great if Klei added multiplayer in an update after the launch, so they don't have to worry about finishing the single-player. Kinda like how Mojang is focusing more on the multiplayer after the release of Minecraft on updates like the upcoming redstone update.
  21. Thanks!I opened a poll for it... How does this make the game easier?.. except for the marbles the item effects are quiet "low powered".
  22. When a treeguard appeared... T_T, i was at day 7 or 6 i think, nothing to defend myself...