Search the Community

Showing results for tags 'research'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Return of Them
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Hot Lava
    • [Hot Lava Beta] - General Discussion
    • [Hot Lava Beta] - Suggestions and Feedback
    • [Hot Lava Beta] - Bug Tracker
    • [Hot Lava Beta] - Strats and Records
    • [Hot Lava Beta] - Developer Log
    • Hot Lava Beta Latest Update
  • Griftlands
    • [Griftlands] - General Discussion
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
    • Eets Munchies
    • [Invisible, Inc.] General Discussion and Strategies
    • Mark of the Ninja
    • Shank
  • Other Stuff
    • The Off-Topic Area
    • Forum Upgrade

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included - [Early Access]
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included - [Early Access]
  • Don't Starve: Hamlet
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Shipwrecked
  • Hot Lava - [Open Beta]

Categories

  • Hot Lava - Beta Reports


Biography


Location


Interests


Occupation


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together


Oxygen Not Included

Found 15 results

  1. I was thinking about the research experience overall and how insignificant it is to the player. The only real choices you make are your first 2-3 selections, for the rest of the game you just click the end of a tree and work your way down, out of sight out of mind. A simple addition would be to make each research path require different materials. I get that dirt and water are the most basic ingredients a player has access to, allowing you to research out the gate. But there are a ton of other options available at start too! Raw mineral for paths like plumbing and ventilation for instance. This also leads me to the point of requiring material from specific biomes to unlock relevant research paths. I've never gone to the oil or volcanic biomes, but every game I have oil well and oil refinery unlocked. Same goes for space, by mid-game the molecular forge is unlocked but I haven't even broken the surface. I think it would be a much better player experience to retrieve material from the surfaces of these biomes in order to unlock their tech trees. A more complex addition (and way more interesting) would be to require the researcher to perform experiments to unlock selections. Some examples off the top of my head: Employment: Requires a stress test to be performed. A dupe has to monitored while using the manual generator for a total of 0.5 cycles (cumulative). Filtration: An experiment on gases/liquids needs to be performed. Deposit 100g of two different gases/liquids to unlock this selection. Decor (lighting): The effects of light on dupe environment need to be analyzed. Deposit one shinebug to unlock this selection. I think all of these additions would make for a more thoughtful research experience.
  2. I never really did understand the point of researching a geyser. I know that researching it does give the active dormant cycles. However eh. If you know about what you'd get on average and play the game casually. You play to not rely on geysers for everything. They are there as a tiny little supplement to support a few extra dupes or feed your rockets or whatever the case. More information should be hidden from the start. Hey there's a geyser. Yup. That's all you should really know. Research it to get the output g/s etc. Cut the research down to half and you have to research it twice or 3 times to get all the information. I have never had a dupe research a geyser in 1 cycle anyways. If he's going to take 2-3 cycles to get it done. Break it down into chunks. After completed the geyser has the little wind vain and 2 options. The dupe takes the information back to the science center for further analysis. Takes him a few cycles to run the number and you get the full layout. How much output during eruption. How much in active period how much in a cycle, eruption/non erupting. How much over the course of it's life cycle. Option 2. Keep researching the geyser another day-2 what the numbers are. Better hope volcano isn't about to erupt.
  3. Hello guys! (•ω•) I just think about something that can boost researches on those T1 Research Points without building more research stations. If you are talking about to get smart dupes, well, I’m telling you, if you are focusing too much on research, your colony dies. And I need those smart (but not smartest) dupes to learn other stuff quickly rather than wasting them on research programmes. As usual, I am putting a new building idea here: Semiauto Research Station. This research station is an upgraded version of the original research station, with ×2 research speed and relatively more power saving (it only consumes 180W power, compared to two normal research stations, 240W). But it uptakes more space (3×3) and only scientist tier dupes can operate them, means, other dupes can’t.
  4. I dont know if its all right to necro this...but i tought it was a great idea!especially the food bag, we could even be able to make icepacks to help keep food longer in the inventory, for those long roads ahead XD
  5. Every 20 like days a rare mouse like mob spawns and wanders around the map and when you find it, it will become aggresive and it will start attacking you. You can tame it and it could follow you forever until it dies. after days the mouse will grow bigger and eventually you need to build a cage using 10 wood, 5 twigs and 3 grass.you can't control it after it's huge and you can feed it wood or twigs.
  6. Playing the game i noticed that certain items i nolonger had to research to have access to in later game play (Note*** I do not mean continued gameplay but rather when starting a new game). I can understand xp rolling over in the manor of unlocking additional characters but i feel that the Science machine and alchemy machine loose their value as constructed items if they are rendered obsolete once a player has researched the tech tree once. I dont think i can recall any game ive played where after failure the tech treee to that point in game play was left open to use. That being said, and not to be the masochist type of game player... but i do feel as though every new game should wipe the slate clean on the tech tree as though the player were going into the survival senario with nothing. It is after all a new game, but this game takes on that old adage of "if i knew then what i know now" and applies it to the game play. I feel it diminishes the experience by handing back to the player what they toiled to have accomplished to that point and there fore the subsequent playthroughs of the game are easier not because the player approached the game with a different mindset or experience, but because they could skip a portion of the game entirely and jump strait to making a spear and some pig houses. A major part of the sense of enjoyment of core games is the sense of accomplishment in the efforts of the gameplay, and while allowing a player to move forward from scratch with their unlocks intact can be more player friendly or accessible, it tends to lead to a ramp down of the difficulty curve and can in some cases over simplify gameplay. like starting an rpg with the best weapons and armor and the game just not being the same level of a challenge. Now the tie in of xp to science points or what have u and its role in character unlocks is not the same sort of issue. If the science points equate to xp, and it helps u unlock new players that would be fine, since each player would still start with nothing and only bring to the game play a new dynamic in their skill set or perk. A player would gain the added perk of being able to swap characters should they survive to research and build the tent, adding incentive and increasing the difficulty of the privilege that comes with xp and game survival knowhow. THIS level of difficulty, which in essence is only the starter difficulty but without the permanent skill trees, may not be for all players... some may like to research once and play on with the skill for any future games, so perhaps an easy or regular mode... and a hard mode (or regular if an easy mode were implemented)... one where the skill tree resets each game in the harder mode so even with newly unlocked character the player must still approach the game as though it were their first time. Even with a familiar map, the player would still have to plot out a survival plan and weigh their science points to research say a weapon or a tool... it restores the falue of the finite resources again in game. As a final point, even if what i wrote earlier were to be brushed aside... the skill tree should at least reset when a new world is being made then played as i feel of all times where the characters would have to find their bearings from scratch, wouldnt it be understandable that they have to rediscover the skill tree as they discover and explore this newly generated world unlike (though similar) to the last...??? Just sayin... half the challenge of the game is the survival to research new tools and items.
  7. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number 70828 Issue title Abigail won't disappear during the daylight and... Steps to reproduce If player touches Abigail right when the day starts (when Abigail should disappear) — she stays for a minute and levitating still, and then poof! She's gone. Just like a blink. Second problem is Abigail's attacks. If she touches creatures it's okay, but when she attacks anything that spawn creatures, here's the next bug starts. If Abigail destroy Spider Den or Beehive it won't drop anything and just slowly fades away, then blink and disappear immediately. Another thing I want to say about — is how she attack creatures. She miss pretty often if creature moves (like 2 of 3). Describe your issue Abigail didn't disappear during the daylight.
  8. Came across this again after playing don't starve and it just came to mind that this should be the theme song for don't starve. :D:D:D
  9. I think my one may have already been done, but it didn't look like what I'm suggesting. Also would be innaresting to use this idea as a jumping off point for others. Basically it's like exceedingly rare versions of animals, in my case, the Jackalope (horned rabbit.) (alright, more horned than usual!) A rare rabbit that can be fed into the science machine for a research bonus.
  10. Bug Submission Please choose a category [Crash] Platform Steam Version Number - Issue title Crashes when minimized Steps to reproduce When playing in Windows mode, minimizing the window causes a crash. Describe your issue Basically when I'm playing not in full screen mode, I accidentally minimized the window, and the game just crashed.
  11. Here's an idea I had rolling around in my head, so here it is for my first post. I almost feel like I'm cheating sometimes when I start a new game and can immediately make myself a spear and some log armor to boot. It's nice for when I'm going for time to gain experience, but sometimes I find myself wishing that I could start a game mode where I'd have to do all my research anew, but without losing my progress. I call it "Fresh Start." In this game mode, you'd be thrown into the world with no items researched. This way, I could feel the experience of that first time I played, taking baby steps towards my first special tools, my first weapon, and my first structures. This wouldn't be a total "new game," though. Rather, should you later decide to start a normal "New Game," any and all research you had before your "Fresh Start" would be in-tact. ie, say you have everything researched. You start a Fresh Start and die after having only researched a few things. If you start a New Game, you now, again, have everything researched, and if you start a new Fresh Start, you now have nothing researched. My other idea, which actually came to me as I was typing out the above, is the game mode "Forever Fresh," with the idea being that, in this mode, you CANNOT research anything. You're only allowed your basic tools and campfires, plus whatever else comes default. This would be seen as a sort of "hardcore mode." As an additional thought, maybe playing on these modes would bank you slightly more xp, given that you're at a greater disadvantage than starting a New Game. Just some ideas that popped into my head.
  12. Im trading my whole entire steam account for don't starve i have portal 2, fortix, and i will also trade all of my tf2 items for Don't Starve on Steam Add Me On Steam If Interested: http://steamcommunity.com/id/GamerRoach/
  13. I've noticed that the world I play on is not very exciting. If I create a new world, will I keep all of the beautiful, beloved research that I worked so hard to get? I want to create a new world, but do not want to risk loss of research. Will I lose it?
  14. Bug Submission Please choose a category [Crash] Platform Steam Version Number dunno Issue title No buttons working when starved to death Steps to reproduce I was at day 18, playing as the fire-girl, when I went exploring the fourth island. I emptied all of my bag-slots into the second explorer-thingy and then starved to death between the third and the fourth island. I have all the upgrades from the first two machines, if that could have anything to do with anything. Describe your issue As I starved to death on day 18, I got my xp (so that I am now level 2 + 850 xp). The buttons was like always when dead (Retry, Main Menu and Forum), but I couldn't click them. The music continued and the birds flew around in the background, so it wasn't really a crash - just the buttons not working. Can't find the version number, however I installed the game at around 6 pm on december 7th I died two times earlier and had no problem at all. I had no problem alt+tab'ing out and closing the game, so it was running just fine - except from the non-funcional buttons. I would've attached a screenshot of the screen, but for some reason I'm not allowed... And I guess you know what the "YOU ARE DEAD!"-Screen looks like anyway.
  15. So, I noticed the quote that appears when one clicks on a boulder without a pick. It says "It wouldn't fit in my pocket." I think it would be pretty awesome if by using the magic in the game, it could be possible to actually make the quote untrue. This would be possible by making a crafting blueprint in the magic section. This blueprint would require 1 Opulent Pickaxe 8 Cut Stone and 5 Gold Nuggets. This would create the Quarry Digger. This item would require 500 research points and an Alchemy Engine nearby before crafting. The Quarry Digger can be used to instantly turn a boulder into an item called Tiny Boulder. When a player clicks on the Tiny Boulder with the right mouse button it turns the boulder into double the drops of breaking a boulder. It also has twice the chances of dropping the less often dropped stuff by boulders. Researching a Tiny Boulder would grant 25 research points. The Quarry Digger has half/the same of the durability of a regular pickaxe. I hope to see this item in the game.