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Found 100 results

  1. Everyone wants a cure. I think it would be interesting if the cure will kill bees and decrease the honey production of bees, when the hives are close. I appreciate your presence.
  2. Marble walls This is a really simple request,the addition of buildable marble pillars to act like walls. We have hay, wood, rock, thulecite and even moon walls, why not marble. From a base building stand point, they would add alot to a decor and would look really cool. Plus they would be in the white palette compare to the other wall colors. From a defense stand point, they could be a higher tier then stone wall. It's just a shame that such beautiful pillars are so rare and not that much seen in the base game. Also the recipe shouldn't be as crazy as moon stone wall, since farming marble can be a real grind. Finally if it's not a new wall option per say, having a similar skin for the rock walls would be really appreciated. Moon glass walls I know glass isn't the best material to protect yourself with, but those walls would be a bit different then the other walls. -Have same health as wood wall -They would deal a small damage back to the attacker. Like thorn damage. Would be usefull against hounds. -And finally, they would have a chance to repel shadow creature or to prevent them from walking trough them. -With that last perk in mind, shadow creatures would be able to attack those walls to try and get to a player that is inside. They would take extra damage from the walls. Your thoughts ?
  3. Well, I've been playing DST for a while now (on PC em PS4), and my friends and I always have the same problem: we're playing on cooperative server and some player come in our game, set the base on fire and/or take the most valuable items and then leave!!!! I feel unsafe playing DST without my friends because of those people who ruin our game. So, i've been thinking about some solutions: 1) That we can report those users. In PS4, specially. And they receive punishment for those acts; 2) When a Player is kicked/banned all his things is automatically dropped on the floor and he leave the game with nothing on their inventory. Because, sometimes, we're affraid of kickim the player and he have something valuable on his inventory. Now, another sugestion. MEAT BALLS!!!!! The food that is most easy to make. Imagine if the items that you use to cook your meat balls produced differents meat balls? For exemple: If you make yoour meat balls with green mushroom, you'll receive +5 os sanity besides the normal meat balls give, or if you use ice than you have "Ice meat balls" and you lost 5ºC of heat, or if you use pepper, than you receive 5ºC of heat. Got it? I think that's nice So, that's my suggestions for now. I hope we see at least the changes about the mean players soon.
  4. So I had a dream that I was playing Don't Starve, it wasn't exactly as the game itself but there was a general ambiance and I was on my camp, and I opened a chest, and there was only one slot with some kind of egg, then the hunger meter came to zero and there was an urging music, I'm my mind the only logic was to eat that egg, and when I did, it made a visual effect like your average cursed chest. THEN. I started to hear some kind of rodent running around in the grass (without any visual cue), and when I saw my hunger meter coming back up I relaxed and walked to my campfire. When I arrived it started shaking and a bunnytail popped from it, then it lifted from the ground (all in one piece unexplicable) and ran away from me. Aparently that egg triggered some kind of easter egg curse that when eaten, sent a bunch of rabits to my camp and some of the structures that I had there were turned into some kind of turtle bunny and the structure was its shell so when I came close it ran away like a bunny, so I had to chase them down and manually pick my structures from them or grab a boomerang and then hunt them one by one. In my dream it was super annoying because once I killed the bunnies the structures dropped in the place they died and I couldn't move them, but if I was to implement this on the game I would make it that you could reposition them at least once, or that the rabbit doesn't die and just accepts deffeat and returns the structure it stole.
  5. One of the things I miss most about Don't Starve Together is the presence of challenges. Unlike consoles the Steam version does not present this system. It would be very interesting to create goals for the players. Missions ranging from easy to difficult level. That you're going to need hours of play and a lot of teamwork. For example: Kill 50 koalefant... Kill 30 Bee Queen... Survive 1000 days.... Kill 1000 butterfly...Kill a beefalo using only a walkcane. With this system there could even be a 'battle pass' to encourage players to conquer missions. But in fact, Don't Starve is not a game targeted at this BP system. With adaptations it would be cool to win special skins only by playing. (Not only through direct purchase or randomization) It would have a pass with a paid level, and another with a free one. Where it would be released from time to time BP with varied themes. My dream since released the skins for Don't Starve Together is to see a summer or steampunk collection of characters. With this system this would be possible.
  6. Something that I would really like to see implemented into the game would be boat linking, as I think that it'll open up an immense amount of potential for different variants of boats. It'll also allow the creation of mobile naval bases (and also make them sturdier, I'll elaborate on that later on), which would make the oceans a much more interesting place and more than just a "glorified salt puddle". One way that boat linking could be implemented is to add an item similar to the boat patch that can be used between boats that are relatively close to each other, and it'll link them together (pulling them closer to each other so that they touch, if necessary). A link can be broken anytime by a hammer, which would unlink the boats and make them completely separate entities again. Linked boats would practically function as a single boat, but there are certain exceptions for which they'll function as separate entities, such as their HP or their leaks. A steering wheel is also only able to control the masts that are on the same platform as it, so big boats would need sections that are specifically dedicated to masts and sails. When a boat that is linked gets destroyed, it's no longer considered to be linked and would drop its ressources like a single boat will, while that the rest of the link remains unaffected. When linked, boats would share any thrust/friction that they receive from masts, anchors or paddles that are on them, which means that the bigger the boat, the more masts/paddles it'll need. Functionally-wise, it means that the amount of thrust/friction that a group of linked boats gets would be divided by the amount of boats that are in the link. An example in the screenshot at the bottom of the post: Considering that the boats in the image are linked as a group, they are totalling 7 boats, 8 masts and 6 anchors. In this case, the maximum thrust that the boat can have would be around 1.14 times (8 masts/7 boats) the thrust of a single mast, and the capped amount of thrust that a group of boat can have would still be at 3 masts (for those that don't know, the thrust of 3 masts is the current maximum amount that a ship can have in-game). The maximum amount of friction that the group of boat can have would be around 0.857 (6 anchors/7 boats) times the friction of a single anchor, which means that it'll slow down at a lower pace than a boat with one anchor. Boat paddling would also be divided by the number of boats, so to paddle the boat in the image below at the same speed as a single boat being paddled by one person, 7 players would be required to paddle at the same time. Following the same logic as with the thrust/friction thing, knock back that is applied to a group of boats would also be reduced. The boat in the image, for example, would only receive 1/7 of the knock back that a single boat would receive. Now, how would this open up more possibilities for boat building and make naval bases better? I'll start off with the naval base part, as it's something that I found out the hard way recently. As of now, one of the greatest weaknesses of naval bases (even those with anchors on every platform) would be waves or collisions of any sort. While that anchors slow down any movement made by the boat, it doesn't completely immobilize them, which means that a Gnarwail taking a splash nearby is enough to upgrade your naval base into an underwater one. Platforms tend to be extremely close to each other, so a strong push (from a wave, Malbatross, Gnarwail, etc...) would set off a chain reaction that makes platforms collide into each other, which puts leaks in them while sending them off in several directions. Boat linking would prevent this, as linked platforms would have no collision boxes between them. If a linked base was to get hit by waves, it'll simply be pushed away, as it'll also get a knock back mitigation from the amount of boats that are linked. As a plus, it'll also open up the possibility of relocation for naval bases, which could be a fun thing to do once in a while. As for opening up potential for boat designs, it'll allow players to be much more creative with their vessels. People seldom mount Houndius Shootiuses or Winona Catapults on boats due to a lack of space, so having the possibility of linking boats in order to make bigger ones—thus getting more space—would enable players to create ships that are more designed for combat while remaining reasonably mobile/flexible. An example of a smaller set-up would be two boats linked together with one acting as the weapons platform and the other acting as the propelling platform, while that larger set-ups could be floating fortresses with Houndiuses and catapults covering every direction. Boat linking can also be beneficial to boats that aren't designed for combat, such as farming or transport boats, and having a large naval platform that you can easily move around would be very convenient for pretty much any purposes. Mobile pig villages, anyone? One last positive thing (depending on how you look at it) I feel that such a feature would bring would be the need for better communication to operate larger vessels. Currently, a boat only requires a single person to captain properly, and the captain tends to get quite grumpy if any of the other players onboard touch the controls. If boat linking were to be implemented, mega boats would be possible, which would be very likely to require close-knit cooperation and teamwork in order to function properly. If we look back at the concept screenshot below, the player controlling the engines (the platform with the masts and anchors) can barely see what's North of the boat, which would result in a boat crash as they can't stop in time (8 masts to close and 6 anchors to drop, which would take a minimum amount of 15 seconds for a single player to do). Other players on board would be able to move around and give out warnings on threats that the pilot can't see, and they can be of a priceless help with dropping the anchors and closing the sails when a stop is needed. I feel that all this would make boating much more fun and interactive, as working alongside a crew in order to pilot a huge vessel sounds more entertaining than sailing alone. It's been a while since I've last visited the forums, so I apologize in advance if the suggestion has already been made in the past!
  7. How many times have you created a new world, played for a few days, and then realized you forgot to turn on caves? I can't speak for everybody, but for myself, it's happened quite a bit. The feeling of realizing that all the effort you put into your world is basically for naught, since you're locking yourself out of a quarter of the game, Well, the feeling is aggravating, to say the least. I understand why no caves is an option. Some computers legitimately might not be able to handle it, although mine has worked completely fine. But caves being off by default is a pretty big annoyance. The simple option here is to add an option to toggle on or off whether you want caves enabled or disabled by default when creating a new world. It would save half the playerbase a lot of hassle, while still letting the other half carry on with what they're doing.
  8. I would love the ability to make notes on one of the layers. I've made a mockup of how it might look, where you can draw notes using neon style pens over the map. Then I don't have to try to remember where that one hidden gas vent is, or why i have a random tube in the middle of nowhere after a days break.
  9. I've been using a mod for some time now that allowed sensing items on conveyor rails to direct them where I wanted them. It was incredible and seeing Klei put these into the game was VERY welcome... however... being able to only sense one item in a filter or sensor isn't practical. Limiting the selection in other types of sensors and filters works because there aren't many gases or liquids to sort and you generally want to separate a single type of liquid or gas from the others. This is NOT true of items on conveyor rails. We DO want to separate (for example) lots of different eggs to a hatchery or lots of edibles/ingredients to a kitchen. I tried to do this last night with my hatch farm. Everything went well until a sage hatch egg was laid and I tried to add the second egg type to my filter. I was stunned to discovered that selecting the sage hatch egg deselected the regular hatch egg. I realized that, to sent all my hatch eggs to my hatchery, I would need to construct 4 filters that would consume a whopping 480 watts of power. This gets utterly ridiculous if you want to send foods and ingredients to your kitchen. As a result, I'm back to using multiple conveyor loaders with multiple rail lines. Isn't this what the addition of conveyor filters and sensors were intended to alleviate?
  10. Hi, since we already have high capacity electrical lines and "high bandwidth" (4-bit) cables, I propose/request adding a high capacity variant for water pipes and gas ducts as well. 50 liters and 5 kg per packet of liquid or gas respectively seems reasonable. Obviously with some disadvantages, probably the same as in the case of high capacity electrical lines (no crossings, special tile required for routing through walls).
  11. There are a lot of overlays with own shortcuts and icons in overlay list. Only automation overlay can be accessed exclusively during build of some automation structure. It is pretty disturbing when you press Esc while targeting automation building preview and instead of just closing current preview it's closing overlay completely. Also sometimes you just want to analyze current state of automation wires, but since it is accessible from building mode - tooltips covering major part of screen. https://imgur.com/a/qg3Wa4p There are even some shortcuts placeholders for 12th overlay. I am sure that it will be pretty handy for a lot of advanced users.
  12. 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!
  13. Title says all. Add an option in the settings to mute all or some game audio (or at least the music) when tabbed out or not focused in the game. Just a tad bit annoying when alt tabbing at the main menu and having the music blasting unless you turn it to 0 in the options and have to manually re-enable it once you get into the game.
  14. so i had an idea discussed on discord for Wes as the title this was mainly focusing on announcement animations and etc i will copy and paste them here for the purposes of my time
  15. As the title says, simple thing that would allow automatic emptying storage of canister filler after receiving green signal
  16. HI Recently I decided to make mega base on Lunar Island, wanted to test how good is that + I didnt seen anyone else doing that. Lunar Island is like a paradise island, no nightmares, no deerclops and no bearger can spawn while you are on island, thats the best thing about basing there. Only thing you need to worry about is hounds and antlion at summer. Two things I noticed on Lunar Island, that you actualy can summon Reanimitated Skeleton and activate shadow bosses at new moon. Its probably intended, but I think you should be not able to summon them on Lunar Island, because nightmares cant step on there and they both are nightmare/demon type creatures
  17. The robo-miner is already very nice, but there are some scenarios, where it lacks certain comfort. Example 1: when mining the meteroids from the top of your base, you either have to place them on the ground, where they will overheat or at a ceiling, which will be loaded with piles of meteors that you cannot mine easily. Example 2: when mining meteors from a rocket silo, they will eventually be overheated by the rockets thrusters, whenever there is a rocket start. Suggested improvement: It would be very convenient to add another higher tech of the robo-miner or mount-tech to place the robo-miner on. It would be 2 tiles of wall with a robominer on one side (2x2) and a blocked space on the other side (2x2). With an automation port you can then flip the robot to the other side of the wall. This would allow us to create cleaner constructs and have an better destinction between the work area and the cooling area of the robot. Maybe there are even other usages for a flippable wall-mount. And finally, it might even look oni-funny.;)
  18. I would like to have said ability as it is quite enerving to have to set every bit / On/Off state everytime while building 7-Seg Displays, Bit adders, etc...
  19. what if there was an other menu screen for priorities where u can set priorities to the hats like I wannaf set a farmer hat with building and digging disallowed and maybe for mechatronics hat I wanna set farming and ranching and digging disabled etc. so we can put hats on people for easy priority management and there should be tick box in priority screnn for hat default so u can costumize after putting hat on people cos sometimes setting up all the priorities one by one is really anoying
  20. Am I the only one to think that salt could be spread on the ground to keep these animals away, cause damage and consequently kill? Kill Snurtle and Slurtle with the absolute certainty that I will not break the shell? Protect my base from the rain of frogs? Do more damage to Toadstool?
  21. Can we get Tame Only and Wild Only checkboxes on the egg cracker? I'd like to the ability to automatically process tame eggs[1] without obliterating the wild hatch populations I like to keep in various biomes. [1] I know this can be achieved via automation (quite easily, in fact), but the egg cracker's animation is too cute not to use.
  22. I usually have a few manual generators with low priority so that my idle dupes can do something useful. The problem is that once they start using it, they keep on it until the batteries are all 100% or the schedule ends. Suggestion: Add a check every X seconds to see if there's other chore higher on the dupe priority list. If there is, hop off the manual generator. If not, continue, and check again later. The check could be every 15s (at 1x speed) after 30s. So they would need to be on the manual generator for at least 30s before considering stopping.
  23. When sailing to mine for salt, to collect resources, or just interact with the environment in general, it can be tricky and annoying to maneuver around rocks and other salt pillars to get the items you need without damaging your boat, or being blocked off entirely from things the boat cannot access. My suggestion would be to add a craftable lifeline that you wear on the body slot of your character (much like a rubber ducky floaty, or a lifesaver) connected by rope to a wooden stump on top of the ship. The purpose of this lets the player physically move around to the area they need to, and allow them to do tasks that would otherwise be very difficult to do so by getting the boat as close as possible. The player would (for a very short distance) be able to float around by themselves (again, by extension of the boat, and following its path) to do chores or pickup resources that would otherwise be very difficult to do so. Kind of like this (except attached to the boat directly); allowing the player to get in those hard to reach areas, to do their work.
  24. At the moment it's impossible to catch the new ocean animal called the Skittersquid. I really love the art of these guys, they are cute and adorable. Klei please add some kind of way to catch these little abominations and be able to put them in the Fish Scale-o-Matic for decorations around bases and such. You could make it so you can lure Skittersquids with a sea fishing rod if you put big fish meat on it or you could catch it with a new item called the fishing net that has been in the files for a while now. Wilson is shown to caught a Skittersquid on his fishing rod in the game menu so why cant you in game. You could make it so if a Skittersquid is in a fish tank, it can glow during dusk and night in a small radius around it, plus it could act like a bird cage of sorts and you can feed the Squid various fish morsels for trinkets, squid eggs, or more!
  25. 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?