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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.
       

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Found 31 results

  1. so i cut some trees down and my question is if they can grow back i didnt take the tree stomp out.
  2. Don't Starve With Daily Gaming

    Hey guys i have been on youtube and uploading for 3 months now and i am told i am doing a good job with my channel i just need to get my videos out to people so i came here to these forums. I have been recording Don't Starve for a couple months now, but i am having a little trouble getting my videos out to people who like Don't Starve so i figured i can get a little love from the forums. All i am asking for is a chance to entertain you guys, so i am going to post a couple of video links here and my channel link as well so you can watch the other games i record. I hope you guys enjoy and don't forget to leave a like and subscribe if you want to see more. Season 1 is good and short so i hope you guys enjoy. Season 2 has only three episodes at the moment i will continue uploading every day. The way i record is i record for two in game days each episode and i keep the series going until i die and i will typically start another season whenever they update Don't Starve. So i should start a new season in a couple of days. DailyGaming Channel Link: http://www.youtube.com/user/TheDailyGamer2429/featured Season 1 Link: Season 2 Link:
  3. Bug Submission Please choose a category [Gameplay] Platform [*]Steam Version Number 70828 Issue title Creating Second Backpack Causes First to Disappear Steps to reproduce 1) Create Backpack and Equip 2) Fill with some stuff 3) Create 2nd Backpack 4) Equip - replaces first backpack 5) Take off Backpack and Drop 6) Cry, since your items and original backpack are gone Describe your issue The steps says it all. Essentially it seems that there's a bug where if you create a second backpack and put it on top of the first, it wipes out everything in your original pack. So, so sad....
  4. TL-DR A Perk-like purchase-able system that uses EXP as a currency. They are all one-use items per session, and can use only up to 3 perks per game. List of purchase-able perks are near the end of the post. ======= I'd like to refer to Excess's Unlocking Characters thread first. Most players would probably know by now that Kevin is changing the EXP and unlocking system, thus Excess's suggestion for the different ways to unlock characters. You can discuss it further at his thread. Because I wanted to suggest something else, that may be somewhat similar to tangmcgame's Quirks suggestion. ====== EXP as Currency Given that the EXP system will undergo overhaul, along with the current "Research System", I'd like to suggest to turn EXP into a form of "Currency". EXP will still be accumulated after death, but it will not have any Experience Bar or anything similar... It will instead be an arbitrary number, a currency that can be spent for unlocking recipes or purchasing resources for the next game. There will be a high limit, or no limit, to the amount of EXP that can be accumulated in total. Lets call this "Perk" You can only bring up to a limit of perks (I'm thinking 3 types of perks, max) into the next game, and you cannot purchase it while already in-game. So, as example, you can bring 27 rocks (count as 1 perk), 40 logs and 8 meat, or perhaps 3 different recipes/prototypes (each recipe is counted as 1 perk). Bringing BASIC resources in lets you have more resources in a single free-play mode (assuming you can't "portal" in a free-play mode). Bringing recipe/prototypes will automatic unlock that recipe for that game, so during that game, you do not need a bloated resource requirement to unlock that recipe. There will also be other things available for "purchase" with EXP, such as tangmcgame's suggested Quirks. Maybe a permanent stats buff, like +5% health, or food value, etc... HOWEVER - These are NOT unlocks. For every purchase you make, you receive one of the purchased perk as a single-use for the next game: You can buy (I'm just randomly plugging numbers here) - 10x Recipe:Board, 100 Rocks, 1 Buff - You choose to bring Recipe:Board, 23 Rocks, 1 Buff - So you have 9x Recipe:Board and 77 Rocks left in your main menu for the next game. I'm not too sure if I'm explaining clearly... Think Worms:Revolution - One of the game mode where you buy weapons with in-session currency, and they are mostly one-use only. Something like that with regards to purchasing and usage, except it's after a session to buy, and use (and consumed) for the next session. To sum it up - EXP rolls in after a session, you buy "perks", you equip maximum of 3 different "perks" mix (resource, recipe, quirk, in any mix), you enter a new session with resource/unlocks/special, your non-session inventory is updated after use of "perks". Below is a roughly-made example of a list that EXP can "purchase" --- List (Counted as a Perk Slot based on type of item, listed at the back) > Basic Resources (Things that can be harvested without combat, such as Berry, Carrot, Rock, Flint, etc) - 1 Stack/Perk > Rare Resources (Things that are more valuable or require combat, such as Gold, Spider's Silk, etc) - 5 Pieces/Perk > Recipe for Advance Resources (Board, Rope, Cut Stone, Papyrus, ?????) - Recipe/Perk > Recipe for Advance Tool (Gold tools, Combat, Vanity Hats, Traps, etc) - Recipe/Perk > Quirks/Traits/Buffs - 1 Piece/Perk > Unique item (I guess people can go crazy with this option... Yes/No/Maybe?) - 1 Piece/perk > Data Wipe (Yup, for those LPers who want a wipe-progress button, and those who want to keep restarting for any reason) - Yes/No confirmation, consumed immediately. --- Just some thoughts that were thrown together, so will need to flesh out further... Recipes for Expert Trades (very late-midgame to end-game) should not be available for purchase. Example like "Recipe:Portal" is not purchase-able, which can only be unlocked in-session via Prototype method. It's not exactly an achievement or a grind thing, but some players whom require a Goal (I had once an experience in ME3MP wanting to max out all consumables @ 255) or a sense of progress can probably use this as a way to get that kind of sense. ...Thoughts?
  5. Don't Starve at the moment is quite challenging, but, in my opinion lacks a rather obvious feature, Seasons. Or to put it in more detail, seasonal cycles. As a certain amount of in-game days go by, the season changes, each with it's own weather types, survival priorities and animal behaviors. For instance, when the game goes into a winter cycle, many animals will start hibernating and become significantly harder to find, snow will fall (with the chance of a blizzard) and a warmth mechanic comes into play, what this will do is force the character into creating appropriate clothing (Arctic coat, scarf, woolly hat) to keep warm (a beard would be useful too!), the materials for these things could be acquired from killing various animals and getting their fur and leather. In the autumn cycle, the game stays as it is now, only requiring the player to survive as normal. In the spring cycle, the amount of animals found in around the game are bountiful, allowing the player to stock up on food and animal material to survive and create items. There will also be large patches of flowers along with seeds and small trees. The weather will include rainfall. In the summer cycle, trees will grow faster than usual, the sun will blaze along with a chance of thunderstorms and the thirst mechanic will come into play, this will force the player into finding sources of water and requiring the player to create a dependable source of water such as a well. I hope this idea could influence future updates and becomes an integral part of Don't Starve. Thank you for reading.
  6. Just a note: I would like this to be a suggestions thread which will be Dev team friendly in which we can remark on what is good, bad and for what reasons. Let's all keep our suggestions specific so the Dev team has an idea of what to work with. Note: What I've noticed is that when the game first spawns you in a new world you seem times in a spring biome (green grass biome with lots of rabbits, berry bushes and other supplies) My First suggestion is to spawn the player based upon their "XP" (characters unlocked) and partly Research points (how many they've accumulated over time) is what should be spawned in their new worlds and where they should be spawned. I think that spawn location should be based on XP because it is a marker of how well you have survived and putting players in a spring biome all the time feels like it's a little too easy to start off, oftentimes boring and repetitive. It should be reasonable to expect the player to know by then which biome to try to explore and find to settle into. My Second suggestion is that there be an algorithm which renders the maps enemies to be more dense in locations further away from your spawn location. Or better yet, if the Dev team creates new and more difficult enemies they should put them at those further ends of the map. My Third suggestion is that there should be an incentive in exploring for any play style whether they like to make their base or character more asthetically pleasing or have tools that increases what they can do. If there are more difficult enemies in the further reaches of the map but they are protecting something like a cave in which you can go mining for iron to create chain mail or a knight's helm. The incentive should be varying like some material which allows you to build something that better improve your ability to farm so that you can explore more, or something that allows you move faster therefore cover more ground and see more of the map. What do you think could be added in the game that would keep it well under the "Survival" genre and help the scale of difficulty and the learning curve remain fair and enjoyable?