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Found 65 results

  1. The Rollems HP: 300 Damage per hit: 40 Loot: 3x rocks, 1x flint. 0.5% for blue gem, 0.5% for red gem, 0.1% for other gems only one gem per Rollem Attacks: They will roll and crash into mobs or players if attacked and they will be knocked back after crashing. Female Rollems will bounce at a pitchfork away from their target dealing an entire pitchfork of AoE damage Info: - Rollems are mobs living in villages in the rockyland biome - They are neutral and wont attack even monsters til they are attacked - Rollems can be befriended with magma buckets, Buckets can be crafted using 4x rocks and a flint and you can obtain magma from its pools in the dragonfly desert - Rollems have a leader known as the Momai, She can trade magma buckets for blue and red gems and rarely other gems - There is a craftable structure known as Rocky Stoneson which requires 9x rocks and a feather pencil, You can place Rocky in a Rollem village and giving it a hat will make Rollems drop loot near it, The value of loot depends on the rarity of the hat as boss drop hats are the highest while garlands and strawhats are the lowest
  2. Hello friends of the constant, recently a character named Walter has been added into the game giving us slingshot rounds. A thing that has been added to the game are slow down rounds which give us the ability to slow down enemies, which Gives Walter a better chance to shoot and hit enemies, but the only problem I have is that there's not really a timer or a particle effect letting you know if the enemy has been slowed down or if it's about to run out. And that is a huge thing especially if the mob surprises you with out of nowhere speed while you're still expecting it's slower speeds. What I suggest is maybe an icon or effect, such as pointed down arrows circle around the target, (to look as if they are weighing down the creature) and dissappear one by one as the slow down timer goes down. I'll try to draw it later, but I want to see what you guys think of this?
  3. Vegetation Mutation "It seems the lunar island's radiation did not just affect what it impacted but also our dear crew!" This skin set includes each character becoming plant-like or partially a plant including Willow as a willow tree, Wolfgang as a mandrake, Woodie as a tea tree, WX as a walnut and all other characters as plants
  4. My concept for a whole new update for rot *New mechanics: -Thick ice: generated around the frozen Archipelago, land creatures can freely walk on it, but the ice can be breaken or melted, destroying part of it, and anything on it will get into water, and if it's not aquatic or a structure they'll be destroyed, gnarwhails can also attack anything on it, and it's also a slippery surface, which means that players walking on it will get an increased movement speed the more they keep walking on it, but will be harder to turn around, and they have a chance of slipper while walking aswell, which makes they take instant damage, all of the negative effects are prevented while using a walking cane. -Pengull bartering: giving an ocean fish to pengulls will make they give you a random sea item back, having a low chance of being something valuable, that chance increases the more they like the fish you gave to them, their favorite fishes are ice breams. -Deerclops ice patch: Not even the water can stand between you and his frozen wrath, deerclops will now create his own patch of ice to reach you, and trust me you won't want to fight him on water, the ice he created will start melting quickly as soon he no longer stands on it, while the ice he's standing on can't be breaken or melted under any circumstance, if you manages to defeat him on water you'll be rewarded with an unique lure/float(not sure about which one could be). -Bearger swim: bearger can now swim, but only for a time until he starts searching for a land or boat to stand on, and trust me you don't want him on your boat -Antlion's geysers: you've thought that this mass land of water would save you from the antlion's wrath? well not anymore, antlion can now create geysers instead of sinkholes when they spawn in the water, they'll be created next to your boat and constantly makes huge waves that deals some damage and pushes any boat they hit and gives wetness to players on it, it'll also happen on thick ice *New items related to the archipelago: -Boat beak: crafted in the seafaring tab, it has durabiilty and can be equipped to the boat, will be always facing to the direction the boat is navigating to, it greatly decreases the damage taken when hitting an obstacle and the chance of leaks being created in the same occasion, it'll also damage any aquatic creature in it's way such as skittersquids and gnarwhail, such asit's very userfull when reaching the frozen archipelago -Snowballs: dropped from stuff covered in snow, such as evergreens during winter or in the frozen archipelago islands, or the own turf covered in snow, or two of them can be crafted using a single ice in the survival tab, but requires an alchemy engine to prototype, their only use is to be tossed just like water balloons, they chills creatures and players in a small area where they land, they have the same spoil mechanics from ice, meaning that if you want to use them for combat you better have a portable fridge with you, or use them during winter -Ice breaker tool: crafted in the tool tab, a tool that has durability and used to make a hole in thick ice, where any player can fish random sea fishes using a regular fishing rod, with also a chance to get random sea items such as driftwood, every time a hole is made it also creates an ice block, which is a heavy item that can be either carried or mined for some ice, these holes also have a chance to generate skittersquids during dusk or night, it can only be crafted by obtaning their blueprint by trading with sealings or buying from the snowstorm wanderer --Frost goggles: They have the function of giving the same protect as desert googles does to the sandstorm, but it also provides heat, making it not much recommended for sandstorms, it can be crafted using goggles and two cattails but only once obtaining it's blueprint, which can be obtained from sunken teasures, as an uncommon drop from narwhails, trading with sealings or buying from the snowstorm wanderer, and regular goggles can be obtained in the same way. -Thick ice turf: crafted in the structure tab, it has the same sliding mechanic from thick ice and uses ice in it's own crafting recipe, just not sure about the entire recipe yet -Gear turf: crafted in the structure tab with one gear and 3 marble turfs, crafting 3 of this turf, it don't just have a cool gear/steampunk pattern but also brings some additional effects to the area it covers: Increases the efficiency of machines on it, increases the chance of a lightning to hit in the area that's not covered by a lightning rod, slighly reduces the fire spread. *Frozen Archipelago: many islands located in the opposite direction to the lunar islands, each island has their different size and content, and they're all covered in a large thick ice, that makes a big part of the continent, this place is always cold, meaning that if anyone want to get there they better get the winter stuff, but the cold also depends of the current season, and while in the archipelago nights are longer and dusk start sooner, but only for anyone in the archipelago. The new stuff present in the archipelago: -Aurora borealis: Similar to full moon it brights the entire night, but it don't give the effects of a full moon, only happens on the archipelago and has a random chance to happen, but only if there's any completely non mined aurora crystal. *Biomes: -Cold seas: the seas near the archipelago, from there the temperature starts decreasing, those waters can still have bull kelps, ancient debris, salty dogs, sunken teasures, sea junk, skittersquids and fish shoals, but ice breams are the only seasonal fishes that can generate there, this biome also has an increased chance of generating gnarwhails, it also have some small parts of it being outside the frozen archipelago being the ice biome, making some small islands made out of thick ice, and it's also filled with... >Icebergs: new obstacles generated in cold seas, they'll act as sea stacks but dropping ice instead of stones -Ice: This biome is present in every thick ice surrounding the archipelago, they contain pengulls during every season, and during full moon spawns moonrock pengulls, they also contain some of these new stuff, which aren't present in the ice biome islands on cold seas: >Misterious broken machines: misterious machines that no longer work, they can be destroyed with a hammer for gears, wires and rarely a gem >Sealings: New pigman like creatures, they have their own houses, speak an understandable language, have a fluffy cute white seal appearence, they're also smaller to pigmans and completely pacific, once any of them is attacked all sealings in an area will quickly return to their homes, they'll also return to their homes during dusk and night and the player can give them sea fishes, which they'll balance and give something in return depending of the fish type and weight, sealings drops one meat and some fur turf when killed, if anyone is heartless enough, and since they're pacific they get constantly bullied by mc tusks during winter -Main frozen island: Biome present in the main and biggest island from the archipelago, it contains similar stuff from the continent, such as evergreens, boulders, walrus camps(which are more common to find than in the continent, but still only contains walrus mc tusk during winter), etc. It's also the only of the islands where sealings are generated, and they're more common there than in the ice biome, it also contains the seal village in part of it, which can be found by following an ice road, that unlike stone road is completely visible through snow, the seal village contains a larger amount of sealings, it's a region that mctusks avoid to get any close due to a different sealing guarding the village... >Elder seal houses spawns inside the village, the elder seals are adult versions of sealings, being bigger and whitout the white fur, they're also neutral, attacking anything that hurts any sealing in their range, they attack very similar to mctusk, with darts and calling 2 ice hounds from their houses to help in the combat, they drop 2 meats and a bigger amount of fur turf than sealings when killed -Crystal island: biome present in the secound island, it's filled with mineable rocks such as boulders, moon rocks, etc. And this biome contains two things which are exclusive from it: >Aurora crystal: Mineable structures that can be mined, that gives some of the new item: crystal fragments, that has unique uses. But the chances of an aurora borealis happening are decreased for every crystal mined completely, it can be reduced to 0 if there are no remaining crystals, the crystals regenerate to their full size every winter >Abominable arena: An arena made entirely of an walkable round ice surface, it has some skeletons inside this ice circle, a misterious altar thing in the middle of it, and 4 different ice crystals in four different sides of the arena, with the same distance from each other, they can be mined but it's not recommended The archipelago would have more islands, but i have no idea for them *The archipelago during winter: During the winter it gets really different, and with a lot of new content -Snowstorm: Takes over the entire archipelago during winter, very similar to a sandstorm, but with snow instead obviously it extends to the ice surrounding the own islands, and obviously that desert or frost goggles can be used to protect yourself from it in the same way as sandstorms, the sandstorm has a chance to dissapear during dusks and nights, and it always dissapear during aurora borealis or full moons -Yeti crab: While walking around the continent during the winter, you may find one fur turf, once picking it up it'll reveal some footsprints(not like from the footsprints from suspicious dirt piles) going in a single direction, following the direction which they go will lead to another fur turf, which if collected again will reveal more footsprints.. and it keeps that way until it leads to the yeti crab, a neutral creature that'll normally attempt to run away from the player, they're slower than koalefants but once they reach the water they'll dissapear, if attacked they'll start to fight back, they have two attacks: they pinch with their bulky claw, that deals great damage and greatly damages armor(either head or body wear), and a ranged attack where they makes a big snowball and then throw it, making an explosion of ice that either damages and chills anything in the area, when killed they'll drop many meat, fur turf, a yeti claw and rarely a thick fur. >The yeti claw is a spoilable weapon similar to hambat, but it spoils faster outside cold places or a fridge -Snowstorm wanderer: A new npc very similar to crabby hermit, he only appears in the frozen archipelago during winter, he has the appearence of a player like npc with a blue coat and hat hiding his face and body(making it similar to the character sillhouete shown in random), and a walking stick(similar to the stalking stalk from hamlet, but made entirely of wood), the player can either buy stuff from him using crystal fragments and sometimes other items, he can also give some crystal fragments when you give him certain items, being either an ocean fish(that he'll scale and give an amount depending of the weight and type of fish) or valuable teasures(for example gems and rare drops), and and he'll be always wandering around the archipelago, meaning that if you find him you're less likely to find him again in the same place. Once trading him a certain number of times he'll dissapear in a misterious smoke and leave behind an item that can be placed anywhere: the igloo kit, it can only be placed on land mass from the frozen archipelago, and after placed it requires items to build an igloo, one of them being 5 blocks of ice that have to be carried and brought near it, once the igloo is finished the snowstorm wanderer will appear out of nowhere, he'll start making some activities such as reading books and making holes on thick ice to fish, and get inside his igloo during dusk and night. Making an igloo won't just grant the wanderer to stay in a single place, but it'll also make you able to trade him outside winter, unlock more stuff to buy and you can now do tasks for him to gain even more friendship and unlock more recipes, you can also upgrade his igloo to an igloo with a wooden cabin for an expensive price, which also includes 10 wooden planks, after upgrading his house to the max level and doing enough tasks he'll gift you with the ice idol, which will start emiting a misterious light during aurora borealis. *Giants: -Polar bearger: A completely snow white bearger that spawns instead of bearger for any player in the frozen archipelago, the polar bearger swimms faster and for longer, and he also has a preference for meat and fishes instead of honey, he'll also hunt sealings -King yeti crab: Don't mistake it by the regular yeti crab or the king crab, this might giant requires tasks to be spawned: >Kill at least 3 yeti crabs >Get the ice idol from the snowstorm wanderer >Use the ice idol in the altar in the middle of the abominable arena, but it can only be done during an aurora borealis Doing all of those tasks will make the roar of the king yeti crab, which will spawn once the next day arrives and go toward the player, and once triggered snowstorms will stop happening until the next year. The yeti crab is a dragonfly/bee queen/etc. tier giant, it's a bigger yeti crab with a slighly darker fur, some scars around it, an angrier look and an ice crown on it, it's attacks are: a pinch with it's huge claw that has increased damage and range from the regular yeti crab version, throw 3-5 snowballs instead of the single one thrown by regular yeti crab, and a double ground slam similar to toadstool, but the secound comes quickier, and it also summons some ice stalactites that attempt to hit the players. After getting damaged until a certain percentage of it's health, it'll made a giant snow mound around itself, it can't get hurt while in it, he also won't regenerate health, and 2 ice totems will spawn in parts of the same island, and a snowstorm start during it, the ice totems have to be attacked to be destroyed, they spawn some ice wraths to protect them(a new creature which i still haven't planned anything about it), the crystal will also charges an ice explosion when attacked, that's similar to the crab king's freezing spell, with a cooldown before using it again, once all the crystals are destroyed the snowstorm will be gone and the player can attack the king yeti crab inside his mount, so he'll leave the form and keep the battle, he'll summon the ice totems 3 times, for each 1/3 of his health that he loses, with each time generating one more idol from the previous time, once killed the ice crab will drop a large amount of meat, two yeti crab claws, 2-3 thick furs, the blueprint to the abominable mace and the frozen crown. >The abominable mace is crafted using one yeti crab claw, one thick fur and 4 hound tooth, it's a very strong melee attack with a durability that lasts for many uses, and it can also be used for a ground slam attack that deals heavy damage in area, with a cooldown before using this attack again, each time this attack is used it drains more durability than the regular attack, the special attack can also be used in water to propell the boat in a direction and damage water creatures, just be sure to don't use it on the boat >The ice crown is a headgear item with durability, to the wearer it gives a weak armor, allows the player to create an ice patch whenever walking on water similar to deerclop does and once getting hurt charges an ice spell attack similar to the once used by ice totem, that also has a cooldown before being used again, it's sanity is drained every time it uses any of it's superpowers, and once the durability reaches 0% the crown is destroyed, but it can be recharged with crystal fragments. The crown can also be given to the snowstorm wanderer for an unique reward and increase your friendship with him, not sure about what could this unique reward be, but it would be something worth the sacrifice of the crown. After defeating the king yeti crab the snowstorm will return in the next winter, and you'll have to do the same tasks to summon him again, the ice idol can be bought again from the snowstorm wanderer again for a very expensive price.
  5. (Apologies if this is unbalanced, Too complicated or too much for a character) Health: 100 Hunger: 125 Sanity: 100 - Extreme adaptation. - Friendship is nice! - Is a monster. Info: Webber gets an entirely new bar that indicates his friendliness, Befriending spiders and leaving food and gold near pig villages increase friendliness and attacking mobs will decrease it, Webber has the ability to molt and evolve every 7 days and 2 evolutionary lines each packed with perks and choosing evolution depends on your friendliness bar, If it is above 75 you go to the second line and if it below you go to the first, However if you evolve on tier 1 in the first line you can also evolve to tier 2 of the second line if your friendliness bar matches it. Molting will spawn dead skin that is only edible for Webber and Webber will restore 5 health and 20 hunger if he eats it. Each evolution will have their own symbols that appear top left to the day cycle and putting the cursor over them will show what they do Evolutionary line 1: Tier 1: Trapdoor Spider Webber gains the ability to dig holes but it will cost 10 hunger each. Holes will trap small mobs in and they will disappear after harvest Tier 2: Huntsman Spider Webber gains +25 health and +50 hunger. Tier 3: Black Widow Webber will deal 10 damage per second to anything he attacks for 3 seconds(Does not stack) Evolutionary line 2: Tier 1: Jumping Spider Webber instead of walking he'd hop around increasing his total movement speed by 10% Tier 2: Sac Spider Gains 2 new craftable items alongside 25 health - Spider Sack: Craftable with spider eggs and 9x silk, a 12 slot backpack that is able to store befriended spiders in, Storing befriended spider wont make other spiders aggro you and will preserve their friendship - And he gains craftable Spider Turf that takes 5 silk for 4x Tier 3: Harvestman Spider Webber can now collect groups of items and crops from thrice the distance, He can also make a Web Dart that costs 1 silk and 1 Hound's tooth and 2 cut reeds it will deal 25 damage and attach a mob or boss to a certain area for some seconds, Bosses take more darts. Downsides: Webber now has half the time of friendship towards spiders and takes 10% more damage from mobs, Gains half the sanity, he keeps his old downsides and he can no longer grow a beard
  6. 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!
  7. Seeing how there aren’t much islands in the sea except for the lunar island, i thought it would be clever to introduce the idea of the iceberg. during winter a new land will appear which will be known as the iceberg once it appears it will stay through out the rest of winter and will melt during the time of spring and the land can appear anywhere on the map, it can be a island by itself or it can be connected to the mainland once the island spawns it will come with new resources and creatures - resources on the island you will find - pengull nest - mctusk home - ice caps - animalistic shaped ice (if you mined them you won’t just get ice but you may have unleashed a enemy) - drift wood - skeletons - shipwreck looking trees (once chopped down you get a random item and wooden planks) but enough with the landforms what about the beasts that we may encounter on our journey towards the iceberg - creatures porka the pig of the sea and the most slow one at best once the iceberg spawns, the porka will appear swimming in near distance with the iceberg and will act neutral unless if your raft hits the porka and it will hit back, sending the raft away from it if the players attack it, the porka will fight back by ramming itself into the boat and play with it like solo pin ball it will also eat anything that’s on the sea and I mean anything! Reward - drumstick - 15/20 meat - anything it may have consumed as well Strangler fish as you sail near the iceberg, an Item of great value being held by an organic looking stalk but as you approach the stalk, a creature will grab hold of the player nearest to the item and try to strangle them a player can however save them by attacking the strangler or the player who is being strangled can get out by themselves but It will take more time to struggle then a friend attacking if a player fails to get out of the stranglers grip, they will drown and end up back on shore, and the strangler will keep one of their items so they can trick them again reward - what ever was on they’re stalk - scraps (it’s really not as useless as it sounds) the emperor pengull finally, you got to the iceberg at last but wait may I introduce the monarch of the iceberg the emperor penguin the emperor penguin is a giant but a more reasonable then the others the emperor penguin much like the sand ant lion and the pig king, you can trade it and it will give you special items but it’s not trinkets but something more valuable he will vomit out... - fish - gems - blue prints - gears - nightmare fuel - gold - equipment in which are near to breaking - bones - meat - rocks - flint - junk there will be times when he will vomit out a enemy Move stationary combat movement (yeah sounds like I’m contradicting myself) :cannon: once the battle begins the emperor penguin will vomit out a cannon and use it as a means to blast you from a distance :spread shot: much like a shot gun just in case if you get to near to him he will prepare a attack which will only do great amounts of damage if you get to close to him, but you will have a chance to get away from it by taking cover or taking a smaller amount of damage :sky bomb: the emperor penguin will point the cannon towards the sky and the cannon balls will land on our unsuspecting survivors, you can however can dodge them if you see they’re shadows and at the end of the attack if your lucky a cannon ball might land on the emperor penguins head and knock him out for a bit. :body slam: the emperor penguin will try to use hover up in the air by using its large eyebrows, but will drop and cause a shock wave - reward once you kill the emperor penguin he will vomit out the items that I have mentioned on the list the rest of the population of creatures consist of - pengulls - a village of mctusk - puffins - penguin men (just like pig men but they drop eggs and feathers) departure In the beginning of spring the iceberg will melt and the island will get smaller until the end of spring when everything I have mentioned will disappear until the next winter That’s my iceberg island idea, anyone going to give me feedback and I’m also up for illustration
  8. Im gonna be honest when i say that in my whole gaming life ive never encountered such unbalanced and op charecter like wx78. NEVER. Why op you say? Well for starters he can eat foods in any freshness (spoiled or not) and say that its just food. This alone removes the need of rushing an icebox and the tactic of planing the food income to make sure they dont spoil. He can also upgrade himself with gear meaning a trip to the ruins will give you the highest base stats across the ds universe. And the worst part is that the upgrades arent even necessary meaning youll be fine even without them. And lets not forget to mention his sonic ablity in runing and zooming around when he is overloaded. Specialy when paired with wickerbottom where his ablities are no longer Limited by time. First i wanted to let this one thing alone cuz this is one of my Favourite team ablity(that we need more of in dst) but since the overloaded state makes him immune to freezing it means that paired with wicker he dosent even need a fire to suvive winter.this is in all regards an exploit and it need to be nerfed. Oh and what is the downside for all of this? Well lemme take a look here... Hmm.. Ah 0.5 health every second that he is wet. ARE YOU SERIOUS????!! not only that this downside is Completely minor and easy to overcome but it is so specific that outside of spring you wont even know this is thing. Plus the damage is so low that you can just ignore it Completely. If this is the best idea klei had for a downside then they need to think a bit more about it since a tent or siesta lean is all you need to battle it. Atleast other meta overpowered charecters have noticable downsides like wolfgangs hunger drain and wikers sleeplessness and spoiled food being garbage problems that make them expert only charecters while this guy gets away with no problems what so ever. Its so painfull to see dear old maxy suffer for being able to make workers while this metal can gets all the benefits with no Challenge at all. His powers need to be nerfed and i have a few ideas for it. 1)lets start with something that is actualy in normal ds and that is the lower base stats. Those stats were set to 100 in ds to counter his ability to upgrade but was removed in dst for some reason and i think it needs to come back in order to give a downside to him while also making upgrades a MUST rather than WANT. 2)make him so that he would have a rust meter. Since he is made out of metal he should rust after a few day with a rust meter to show it. When the rust meter is full he would turn into rusty wx78 and how a few downsides for it. Additionally wetness will speed up this process to actualy make rain a downside. Although a higher damage for the rain is also good. 3)make him so when he gets strike by lightning he would loose max health. Now i dont know if you ever saw a lamp geting a high amount of electricity but lemme tell you that the lamp EXPLODES. Same should be applied in dst for wx78. He also should not have any immunity to freezing. 4)make a downside for eating too many spoiled food. My best and most Creative idea is that after eating a certain amount of spoiled food his chemical engine will produce a flamable gas indicated by a fume around his face and when he gets on fire or get striked with lightning he would then explode causing damge to all of his stats and setting him and nearby objects in flames. This was my attempt to bring justice to dst while also not taking away his existing benefits that make him fun. Most likely my ideas arent the best thats why this discusion was made. I would love to see everyones opinion on this subject. Thnx for rading#justiceformaxy
  9. I think that it would be a cool creature to the game, it's a dog and a tree, you would get it's bone log, then it would appear and start following the one holding it similar to chester/hutch/gloomer, it has many traits that can be trained doing different activities with dogwood, these traits are: -attack: dogwood barks at enemies to temporarily increase the damage they take and deal, training this trait will unlock it's ability to bite to deal great damage and increase the effect of those two moves, it's increased by either barking, damaging or getting damaged by enemies, and hunting any creature -rescue: dogwood can swim in the water, bringing items dropped in the water for his owner, and even fishing, training this trait will also reduce the penalty for drowning and make dogwood able to swim for longer, it's trained by any physical swimming, by a small amount for each, but swimming only trains this trait -luxury: dogwood can be sheared with a razor for a new item called dogwood branches, not sure about many uses for it besides being used for fuel, he'll also eventually scratch himself dropping more often a twig, but it can be a dogwood branches, a living log or some item stuck in it's leaves, training this trait will increase the chances of rare chance items in any of these and other activities and will also grant a sanity aura to anyone near it, this trait is trained by using a razor on it, scratching itself, shaking itself after getting wet or feeded with most crockpot recipes -playfull: dogwood won't be always following the player, sometimes it distracts itself with a butterfly or anything and play around, sometimes it'll also dig graves or pick up dropped items and randomly burrow them, training this trait will increase his movement speed and it'll also be able to lick the player to instantly heal them a small quantity by the cost of a small sanity drain and wetness gain, it's trained by physical activities aswell, but not the exausting ones such as swimming and attack -stuffed: dogwood has it's hunger meter, so he have to be feeded to don't die from starvation, it can eat any type of food and each time it's feeded it'll train this trait, training this trait will increase dogwood's health and make it starve slower Each trait has 4 levels, some activities can also reduce the level of other traits, like most physical activies will reduce the luxury trait, there are the effects for each level from any trait: -Level 2:Dogwood get bigger, increase the stats related to this trait(for example damage to attack trait), and unlock the secoundary ability from the trait(which's the secound ability mentioned) and you unlock the collar tab by dropping it's bone log on the ground and interacting with it, where you can craft different colars that gives him an extra ability, only one can be equipped at a time. -Level 3: Will make it grow even more and increase the stats related to this trait even more and will unlock even more collars to be crafted in the collar tab -Master level: During a full moon after reaching lvl 3 in any trait, dogwood will start to howl and transform completely, it acquires a different form for any trait and each based on a different real life dog breed, once reaching the master level it's stats related to the trait will get slighly higher and it'll also unlock a 3rd ability for the trait(still not sure about what could it be for each trait), it'll keep the progress from the other traits, but very slighly reducing the stats related to them. If you try this with a dogwood with two or more lvl 3 traits, he'll acquire a different form from any of the ones based on real life dog breeds, and won't get any trait mastered and all of it's traits will stay the way they are with a very small increase. Once it dies it drops living logs(dropping more the more grown it was before dying), some sticks and dogwood branches and one meat, but don't worry since you can replant it through it's bone log, that takes some days to grow into a puppling again, the bone log can't be fertilized to make the process faster, then you have to train the puppling over, and once it dies the player will receive an instant heavy sanity drain aswell since nobody likes to lose their best friend ;< If you're the one who killed it i hope you're proud of your living logs and really low chance of obtaining a single krampus sack from the one krampus that spawned, while PETA is coming right to your house to break your kneecaps. don't worry it's just a joke, but please don't hurt doggo :>
  10. As seen in his short, Wortox used to be friends with Krampus, thus a little bit of in-game details would make sens towards his lore. I would very much like some sort of interaction between Krampus and Wortox, here are some examples: 1. Krampi could come more often; 2. Krampi could come less often, but would have a higher chance to drop a Krampus sack; 3. Krampus could be able to steal a baby beefalo like in the short, but if Wortox manages to kill him, the baby beefalo would be free, and Krampus would drop some Fissured Sack Fabric, that then could be used to craft a "Wortox Sack", but would be an in-between Krampus Sack and Piggyback, but without a speed penality. Basically, I would really like any form of interaction between Krampus and Wortox (but I really like my suggestion number 3 ), it would just make so much sense with the little bit of lore that we have for Wortox.
  11. Hello everyone! For the update in Dont starve together we've got introduced to a new item called the shell bells, I haven't got to test them yet (since I play on console) but the idea for music in game excites me for a lot of opportunities, but I wanted to bring in an idea of my own Possessed Sea Bell: Maybe crafted with Shell Bell, nightmare fuel or something else. The main Joke of this is for this item is to be a reference to the folk myth of how you can hear the ocean whenever you hold a shell up to your ear, instead here it will be music. ok, so this idea is heavily inspired by Terraria, a 2D action adventure sandbox game where they also use music boxes. Make a possessed Sea Bell, and it won't make any sound or nothing, (for now atleast...) but when you start playing in game music, you have the option to "Record" it, and all you have to do is, wait around until it is complete. One the Sea Bell is finished "recording" It will change it's appearance and will begin playing the music it previously recorded. If you hold it in your inventory it will play only just towards you in your inventory that way you don't annoy anyone by playing the music you want. And maybe you could put it on a table or something to play in around In a certain area, this could be good for people who likes to work around certain music, (such as the lunar island theme) anyone have any suggestions or ideas to add to this?
  12. Klei I LOVE the new Clean Sweeper item in the beta. Its really usful for changing skins for items without recrafting them. But i have one small problem with it. You cant change berry bushes to thier second variant, sapling to thier moon counterpart, nor change evergreens into thier lumpy variant. This item would be 100% 10/10 if i could change bushes with it.
  13. The newest beta was another great update, even added a new boss which seems pretty tough, and i just got an idea for him that would make him even tougher, similar to misery toadstool(but possibly more expensive to trigger), there are all the parts of my idea: -Cave lakes: Places underground with water similar to overworld seas, unlike the name suggest it's not freshwater, but unlike overworld seas they won't surround the entire cave continent, but be only a single spot of water in some places of the caves, where boats can be placed, it also contains lobster dens, exclusive fish shoals and using winch the player can catch sunken teasures, more uncommonly sunken ruin remains, which gives some ruins resources such as gears and thulecite fragments, and due to it's eternal darkness, it's also the best place to find this next item... -Dark oyster: Obtained in the same way as sunken teasures, but only during night or in the previously mentioned cave lakes, they're giant oysters which can be carried around, and a player can give it a certain item, that after some in-game days the oyster will turn into a dark pearl, not sure about the item that could be used, my suggestions are nightmare fuel, some gem or broken shell. -Dark pearl: Obtained from shadow oyster, it can be socketed to the king crab in the same way as pearl's pearl, but not so ... -Possesed crab king: An even harder version of the king crab, turned from crab king once a dark pearl is socketed instead of a regular one, in this form crab king eyes(cointing with the eyes that can be seen inside his shell) turn black with the pupil red, it's legs will get really extended, making him able to walk around, whitout staying in the same place, and even walk on land, once defeated his legs would return to the original size and he would do the regular defeat animation. His attacks will stay almost the same, but he can now do a melee attack with his claws, and he no longer have to restore it's shell as smaller crab claws comes out of it to keep repairing it instead, not sure about how will the geyser and imposing claw attacks would work on land, i guess that crab king would only use spells that work on land in needed cases, like the chilling one. This fight will worth a big quantity of a new resource... -Dark gem: Once socketed to the possesed crab king, all of their essence is absorved, and replaced by the dark essence contained inside the dark pearl, all of the gems used on king crab will be lost, by the price of this new unique gem, which won't be used just for it's own variation of gem items, but also used for other recipes, obviously that as gem variants they'll have other ways of being acquired, but they're received in a very large amount by defeating the possesed crab king, the items that requires dark gems to be crafted would be crafted using the celestial tribute.
  14. The Problem: This might be a bit hard to explain, but in Dont starve together the reticle we use to aim in the game is really weird in the game(The reticle let's players see where they are teleporting/aiming, instead of being able to move anywhere on your screen, for some reason it's only forward directly in front of you, and you can't control how far and close the circle has to be, and sometimes it's extremely aggravating and makes it a complete nightmare to locate the exact point to where you want to teleport. Sometimes you want to hop/teleport a really small distance, but sometimes it goes the farthest it possibly can, sometimes you want to throw a water balloon at someone, but you have to distance and adjust yourself a bit for the circle to get it just right and risk the chance of missing or the player moving away. An Idea of a way to rework it: Now I remember seeing this before in shipwreck for console, but when I check it now I think it got patched, so I can't really show it but I'll have to explain it as best as I can. (Please Note: I will be using a PS4 controller button route as my example here is a picture to help detail it.) Similar to when you click the left joycon to auto target, If you press the Circle button (while holding an item that requires to aim like a lazy explorer or Playing as Wortox) It will initiate a type of aiming mode where you can drag the orange reticle around anywhere on the screen using the right joy con. Once you want to use whatever your aiming with you push Circle again to use it! If you don't want to currently use it then you can just simply press Triangle to cancel it. Make it optional in the settings: If it ever does become an option, make it an optional setting in the options for the players that like the way it was before. That way, people can still use the classic way if the don't like the new one. If anyone has any suggestions or ideas to this let me know, I want to see how people think of this idea of adding this.
  15. This is a mod that I wanted for a really long time! I would love to have a Wilson/Percy character to play as! The idea was made a few years back, yet no one made it yet If you don't know what I'm talking about, there is plenty art and such online :3 I would make it myself but I don't know how :/ Thanks a lot ~Faelove (p.s. plz tell me if someone already made it, and that I just didn't see it yet :3)
  16. There have been mods for things like this for DS, but not DST Maybe I want my character to relax with a cup a tea after a day of hard work :3, or some chocolate as a reward of sorts Wouldn't that be nice? There could be tea leaves to pick, and some coffee/cocoa bean plants around as well Then you could make other stuff like chocolate milk and coffee cake!!! Please make it happen! ~Faelove (tell me what you guys think!)
  17. Hello Don Staav Modders, I have recently had an idea for a character mod. (for DST, no one downloads vanilla DS mods anymore D:) All in all, the character is a pigman. I have a few ideas for the character, such as; - He can chop down trees with his bare hands.... er, hooves I mean (for crafting purposes he will also be able to mine rocks) - His handslot doesn't exist (he can't hold anything because of his darn hooves!) - His bodyslot doesn't exist either (his body is really big) (he would probably have like a 50% free damage resistance because of this) (he will still be able to wear head items, though, because normal pigmen can. Duh.) - Pigs are automatically 'following' him. (kind of like Wilbur and the monkeys) - He can locate pigs and pig villages easily - He can talk with the Pig King (this feature wouldn't provide any pros or cons, just kind of a funny side thing) - On the full moon, he turns into a dreaded WerePig - and finally, he poops when he eats fruit However, the main reason I made this topic is because of the first worry; the animations. I wanted this character to not use the wilson build, (the one that all the characters use) but rather the pigman one. So okay. Easy right? Well, no because the pig build doesn't include an item pick up animation, or a 'fiddle' animation (fiddle as in the one that plays when you upgrade walls, build things and pick grass/twigs/berries etc) So how would I go about creating these new animations and applying the pig build to the character? [Also, because I'm lazy, I'd just use the original pigman art for this mod.] Thanks if you can help!
  18. Webber is an upcoming character to Don't Starve in the Reign of Giants dlc. Add suggestions on what abilities He should have.
  19. 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. 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!
  22. 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.
  23. 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.