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  1. A lot of the stuff in the game that can help new players survive surprisingly require an Alchemy Engine to craft and/or are poorly positioned in the crafting tab. Idk what percent of newer players even make an Alchemy Engine (I assume Klei tracks this data), but seeing that y'all made changes to the cookbook with newer players in mind, I'm going to assume that number is low. I propose the following changes to make the game more friendly for newer players to the game. These changes shouldn't impact experienced players of the game cause they don't need this stuff to survive (probably just discomfort over the change in where stuff is located). DRESS TAB: I think the Dress Tab is kind of all over the place, at least compared to how the other tabs have been organized to some sort of pattern. I think organizing it a little could potentially help players. Here's my re-ordering of the items for recipe.lua without any change to the tech requirement (unless I made a change by accident): As far as the tech requirements goes, a lot of these items are actually very helpful for newer players but require an Alchemy Engine to create. The Cat Cap and the Winter Hat requires an Alchemy Engine while a Beefalo Hat requires a Science Machine. It should be the other way around; new players aren't killing Beefalos but rather Spiders and maybe Catcoons if they can stomach killing a kittykat. Rain Hat requires an Alchemy Engine while a Rain Coat requires just a Science Machine, even though a Rain Coat is much harder to make since it requires 2 Tentacle Spots. Bush Hat is T2 despite the simple recipe, unless the use of the Straw Hat is what's making it T2. Maybe the Sweater Vest should cost about half the resources since it's kind of weak? It shouldn't be same tier as Hibernation Vest, which requires Sweater Vest to make and is much better as it requires Bearger to die (or the new player painstakingly collects it's fur). I'm assuming that the Trunk Sweaters are tier 2 because they require 8 silk and everything else that requires 8 Silk is also tier 2. WEAPONS TAB: For this tab, I think the Boomerang should be placed below the Spear and that Tooth Traps could be placed after the Tail of Three Cats. Both should probably go to tier 1 as well. But I'm not sure about this one. And that's kind of it really. TLDR: Change Dress tab organization along with some tech tree requirements and maybe some stuff in Weapons Tab for newer players.
  2. Allow me to preface by saying I think the adding of a deconstruction recipe to the BeeQueen Crown was an amazing idea, and I love how that simple change made honeycomb a significantly more renewable resource than it has ever been in DST. Fossils, similarly, are one of the few non-renewable resources still in the game, and I can't think of a better way to make them renewable - at long last - than as part of a deconstruction recipe from Fuelweaver's drops. The bone shards and nightmare fuel are nice but underwhelming compared to the value of drops that we get by deconstructing a BeeQueen crown. In general I'm not going to spend green gems to farm either resource as I can acquire them easily enough via other methods. But for a renewable source of fossils I could absolutely justify deconstructing extra barmors and bhelms. I love that you are introducing ways to utilize these boss drops in ways that make more and more resources renewable; it is so nice to have uses for extra drops that would normally just take up chest space. I think that with a bit of tweaking, Fuelweaver's drop recipes could make just as big of a late-game impact as the BeeQueen Crown. What do you say?
  3. 1. This is not your rocket Couple times I had a rocket land on a wrong platform, fortunately I avoided petroleum rocket landing onto old copper CO2 platform (probably by virtue of the platform being too close to the ceiling), but I had to reload the game couple times to make small petroleum and co2 rockets land on dedicated platforms instead of steam rocket's one. This is a bit of a chore to first select destination, then go back to rocket and select correct landing platform. Suggestion A: When selecting a destination with multiple platforms, rocket should prompt to select landing point, user shouldn't need to reselect the platform to chose landing site. Suggestion B: Rocket platform should be configurable to restrict some rockets, for example it should be an option to allow only petroleum rockets. 2. I don't see a rocket One of the most annoying limitation for rocket automation appear to be not having an ability to check for presence of something on the landing platform. To some extent it is possible to work around, ex: if there is something in the pipe, means rocket had just landed, and some rockets have enough space for automation and transmitting signal of being at 'home', but not every locket unloads/loads something, and not every landing pad is rocket specific, so it's not a warranty that rocket haven't flew away and that a different rocket did not land (those platforms are large and often empty, makes sense to reuse them). Some fuels like steam or LOX should not stay in pipes, so they need reliable rocket detection, same is preferable for loading frozen food for the ravenous cyber-tree. Lets not forget gantries, because rockets can be shapely and getting to smaller modules on larger rockets can be problematic. Checking for rocket presence shouldn't be so manual or roundabout to do... 3. Get back, we haven't finished loading fuel! Checklist is way too rigid. I have rocket that delivers oxygen to destination and takes back metals. I don't mind said rocket's O2 not being fully unloaded (crew needs to breath), but I would prefer it being fully loaded and fueled before it goes back. As another case: I would prefer my petroleum rocket being fully fueled and fully 'oxidized' on the way to destination that is 8 tiles away, but on said destination oxidizer is no longer a concern (oxidizer tank holds double the necessary amount), but rocket still should refuel. Would be very nice to be able to Toggle "Cargo manifest" elements on and off per platform so that they won't be blocking 'ready' signal. Or there should be an automation extension that can be placed near landing platform and access some of the parameters. 4. Bugs. No, not the critters! Renaming: renaming platforms seems to be bugged. Renaming the platform will disable the platform, enabling platform after that will launch the rocket that is on the platform. And 'enable' button will be partially not clickable. When mouse is over left side of 'enable' button, button fails to highlight or click. Rocket info: sometimes info seems to display 'cargo' data from wrong rocket. Specifically my CO2 rocket with gas tank was shown as having 3 empty artifact modules plus a gas tank. Gantries: While some modules are effectively walkways, gantries are still useful accessing smaller modules on larger rockets, yet it seems that rockets with some modules overlapping gantries can break gantries and it isn't obvious that it will happen. Either such rockets shouldn't be able to land due to platform being obstructed or gantries should become blocked, not break. 5. Wired up Having to have a long wire go up and up for every platform is not much of an issue, but it doesn't make much sense and can look a bit messy. I think either engines that can produce power should have a power input/output (they charge battery during flight, they are 'obviously' connected to rocket's power grid), spacefarer or platform itself should have a way to supply power to rocket.
  4. Pretty simple (sounding) QOL suggestion, incase you wanna change volume mix or something right before you spawn in.
  5. I think Pig King figure would be amazing for decoration. Pig King is one of the most iconic creatures from Don't Starve, so i think beeing able to build a statue of you is a nice idea. Maby Pig King can rarely drop a sketch for his figure after trading with him.
  6. I think the pick/axe should be converted into a multitool geared towards ruins clearing (the axe function can't be used in the ruins, let's be honest). It should also have more durability because of the increased functionality and maybe a slight bump in its efficiency for a more noticable change in how fast things are worked on. It shouldn't be glass axe good, but maybe like maybe 2-3 less chops than its current state (I barely notice a difference as is in how fast it breaks stuff). Here's why I think this: 1. Adding a hammer functionality frees up a slot when clearing ruins (cause you hammer the junk piles). 2. The pick feature for obviously mining the Thulecite Statues. 3. A shovel feature so that late-game, you can dig the molehills that overrun your ruins at times. 4. Axe feature for legacy sake and for use on the surface. With this suggestion, I'd say the the tool would go from being a very niche thing that would only normally be taken if it spawned in a labyrinth chest to an incredibly nice QoL tool that would be made on every trip when clearing the ruins and an incredibly nice tool to have when base building. What do people think?
  7. 1. Crew selection While functionality is sufficient, there are some issues and space for improvements: List itself is too short, it displays only 3 dupes out of potential dozens, so it can be hard to navigate. On selection of a crew members list jumps to the top making player scroll down again if player needs to select another crew member. Either it shouldn't jump, or newly selected crew should be moved to the top, to simplify deselection later. Transporting passengers one way is a bit problematic. I have to keep track of the rocket (or have a notifier block) and unassign passenger manually after landing. Suggestion: a way to designate passengers that are there for a one way trip, so that they will be unassigned after arrival. 2. Grounded and access restrictions 'Grounded' simplified things a lot, thank you. But there are some complains: On the rockets with automation controlled groundings some of the storages occasionally remain in 'grounded' state. Beds and ladder beds when restricted do not unassign crew and my dupplicants end up sleeping on the floor. However there is an access issue that 'grounded' doesn't address: When I'm colonizing planetoids using multiple rockets (2-3 dupes per starfarer with suit stations inside), crew from another rocket can wonder in to do something (eats, idle, toilet) and as result will block dedicated crew from entering and reaching their assigned tables and beds. Fortunately this issue is possible to resolve by setting door restrictions, but in such case door restrictions need to change each time crew changes (fairly often for me). Suggestion: There are two modes 'All' and 'Crew' for confining crew to rocket. Rename "Crew" into "Lockdown". Make a new "Crew" that allows only assigned crew to enter, yet they can leave rocket at will. And may be merge in "grounded" into same list as a fourth option. Because if rocket is grounded and in lockdown, crew will be not able to eat or use toilet, might make sense for these options to be mutually exclusive. 3. Manifest Game checks and warns about not having enough food or oxygen on planetoids, I think same should be done for rockets, but in a form of lines in manifest. As it is, I have to check food and oxygen presence manually before each mission, having a manifest record will lessen that burden for short one-way missions (if rocket is going to be away for 3 cycles, it's safish to assume that food won't spoil that fast). Would be ideal if it also accounts for spoil-time and shows how long dupes will live from this food and tank-stored oxygen. 4. Schedule There are some small issues with crew during flight. Crew is often idling and game notifies about that. Besides managing schedules manually (moving crew between schedules on liftoffs and landings), there is very little player can do here and this lessen importance of 'idle' warning. I think that either warning should be possible to suppress during flight or idling/schedule should be treated differently Multiple pilots. Quite often rocket requires dupe-operation during night-time, as result when a mission ends up with multiple pilots, I'm manually moving them into different schedules to cover different time of the cycle. Would be nice if this was possible to automate in some way: automatically move one of the pilots to a night shift during flight. Food restrictions. I'm mostly forbidding my dupes from eating grubfruit preserve and preserve it for rockets ('grounded' won't preserve it if rocket is on a mission), but when I send out a mission I have to unblock said restriction. Would be nice if this was automated. 5. Wishlist At the moment there are two command modules, solo spacefarer nosecone and spacefarer module. Solo spacefarer is perfect for 1-2 cycle trips, including automated ones. Spacefarer is good for maintaining 2-3 crew members with rooms and suit stations. However there is nothing in between these two. Using solo spacefarer for 6 or 7 cycles trip with a single dupe is fairly limiting: it's preferable to have a suit dock, toilet, bed, table, life support (vent, outlet, inlet plus mini-pump, preferably to have gas element sensor to have a fridge in co2 and not to run pump 24/7) automation (location detection for 'grounded', notificator for landings). Yet only half of that fits in 'solo' module (usually I use solo spacefarer without a bed and without a suit dock). On the other hand spacefarer is an overkill for a solo or 'automated' cargo rocket. Would be very nice to have a nosecone command module variant that is in between solo and spacefarer modules in size and burden.
  8. I have the idea that wanda should be able to socked an irradecent gem into the backtrek watch and doing so will create a rift watch that can be used by other survivors and doing so won't consume the irradecent gem. This could be an useful idea that will allow other players in endgame worlds use portals without having wanda 24/7 in the server, that will emphatize teamplay while also giving the other survivors something to use endgame to teleport around the map easily
  9. WARNING: I am not good at designing characters and this could be super extra dumb or super extra smart ANOTHER WARNING: If I say something about a woodie buff, this page also was planned to contain a buff for woodie but it felt like the comments would get mish-mashed so I will keep it for later. EXTR WARNING: I might have missed some parts because I like deleting and rewriting portions of the text but sometimes I accidentally take another detail with it. We already have 2 resource collectors in the game, so I think Wilba should be changed up a little to NOT be a resource collector but still have a little extra control over pigs, otherwise no resource collector would be special if we had something like 4 or 5 resource collectors just being able to collect stuff. First, let's start off with Wilba: How Wilba could work in DST Wilba Stats 200 120 125 Werewilba Stats 200 120 350 Werewilba Wilba's werepig form is a mechanic similiar to woodie's, but better, so let's change that up. If we make werewilba not be able to chop trees and rocks down or make it slower than normal, then it would stop hurting woodie, but that just leaves one thing left, the fighting mechanic of the werewilba. Werewilba gets around 6 damage multiplier in singleplayer Don't Starve, but I feel like that's a little op so I will change her up a bit. First, I think the damage should be 1.7, BUT it can increase by eating around 10 monster meat to 4x ( For example, the more monster meat you eat the stronger you get, but it's capped at 4x ). You can also see at night and have 1.25x damage resistence when max monster meats eaten, but her hunger goes down 8x faster than normal. She might also get about the speed of a walking cane but I'm not sure if that makes her a bit too powerful. Next, Wilba gets a crafting tab because everyone deservers a crafting tab and I'm expecting wolfgang to get a crafting tab and be able to craft something leaving him only 120 max sanity, and automatically kill every boss in the game and get their loot. Crafting Recipes Wilba's crafting tab " Piggy Business " or something like that has these items which I'll later explain: Shamlet Mask ( From Hamlet ) Piggy Scepter ( Looks a little like the regal scepter, but it is not ), Silver Necklace, Labor Contract, War Contract, Royal Termination of Contract and maybe more idk lol Shamlet mask 1 pig booty, 1 meat, 2 twigs. Monster tagged characters, REJOICE! When Wilba crafts this mask for you, you can go around town and interact with the pigs as much as you like! ( Maybe wurt still doesn't want to trade with pigs because she hates them? ) Piggy Scepter 5 gold Some people would say this is just for beauty and decoration, but would a royalty really have to show her workers what to do? I don't think so. That's why you've got the Piggy Scepter, equip it and click on something with it, and your trusted pig workers will do anything that you've asked them to do, whether that would be chop trees, break boulders, or murder without having to lift a finger, well technically you would be carrying this heavy scepter instead, but still. Silver Necklace 5 rocks, 1 flint If ya lose it or want to give it to a local woodie ( Yes, woodie's can use the silver necklace and yes, this is not a leftover that is mentioned in the ANOTHER WARNING at the start of the post. ). It's crafting recipe is quite cheap and I don't think anyone would mind that. Also, it drains -6.66 sanity per minute. Royal Contracts Contracts can be used by other players, but only crafted by Wilba and are very useful. Labor Contract 1 papyrus, 1 charcoal, 1 gold Pigs are afraid of the dark, ya know? That's why they can't work during the dusk or night, but of course, if you are getting paid, you would do anything, wouldn't you? When you offer this contract to your fellow pigs, they would follow you and work for you for 2 full days, no break. War Contract 1 papyrus, 1 charcoal, 1 spear Giving such a contract to a pig would make them quite a good soldier, a soldier which such numbness to fear that they aren't even scared of the dark, 1.25x damage resistance and 1.10 damage multiplier. 3 Full days these soldiers will fight for you. Royal Termination of Contract 1 papyrus, 1 charcoal Royals can do everything, even terminate contracts, this works on food offered pig workers, too. ( Can be used by other players like every other contract ) Wilba's extra traits Gets 1-5 extra gold from trading with trinkets with pig king because pigs are racist. Werewilba can see in the dark Wilba has lower crafting recipes for the pig houses, which are 3x boards, 2x cutstone and 3x pig booty, and yes, this can be exploited with the construction amulet to make 2 houses per 1 house broken. Wilba's disadvantages No character can go without them. Wilba has some lower health than normal, with only 125 health Wilba players would probably have to wear armour when they aren't hairy. Wilba is scared of the dark, she loses 3x more sanity when in the dark rather than a character with normal sanity drain. THATS ALL FOLKS
  10. Hello duplicants, printing pod AIs and other mysterious tree-like creatures ! Today I have for you something that has been talked about for cycles : the idea of adding space stations to the DLC. Though this has been a frequent suggestion, I've never seen proper mechanics being discussed. Let's talk about this from a game design perspective. Should this be added to the game, several criteria should be met : Does it add anything to the game that it is missing ? How does it interact with the existing mechanics ? Would it become an over-centralizing aspect ? How would it be balanced ? Would it be fun for most players ? And today I'm here to pitch an idea that would fit all of these requirements ! So let's aboard them. 0. An introduction A space station would be a pretty big addition. To be honest, it would probably require its own game stage in the skill tree, but more on that later. The idea is simple : It's pretty much just a very large rocket with its own rules to play with and around that, if set up correctly, would yield great rewards to the player. As rocketry is a very important aspect of the DLC, I believe that a thing such as what is essentially a rocket with the ability to be semi-sustainable should be thought of with a lot of care. Apart from all of this, the idea is simple : You spend a lot of resources on building a big rocket, you spend a lot of resources to send it to space, you put it in orbit, find a way to make it sustainable, and then you profit from the dopamine shot of having your own freakin' space station... as well as the ability to progress further into the game 1. Okay, but what's the point of adding a makeshift ISS to the game ? Well, if you ask me, something that the game is missing is a sense of progression. The DLC made me realize this, after playing it a few times, it has a real feeling of colony development to it as compared to the base game. In standalone ONI, getting your oxygen and your food sorted out in a sustainable way is all that's required to "beat the game" as from there it's easy to work towards the temporal tear with time and boosters, lots of solid fuel boosters. In the DLC though, if you wish to have all of the resources available to you, you have to go through several stages of development, from a simple quasi-sustainable home planet to an interplanetary mining corporation with several smaller bases spread out in your asteroid field. Now, what if this path towards opening the temporal tear had another road block in the way ? Another game stage and challenge to take on that would, once finished, make everything you did so far much easier ? And this is where the space station comes in. It would be while being built a project with many requirements and things that need to be taken care of, right after being built it would be a symbol of your conquest of your new home, and after a while, be a hub of interplanetary communication to make travels much easier. Convinced yet ? What if I also added that it wasn't truly a necessary step of progression but merely a way to tackle it with style, much like super coolant and hydrogen engines ? In a nutshell : a space station is another step of progression which, though not strictly necessary, would be a way to get to the temporal tear and enable more options for the sandboxing aspect of the game and it would open up new doors as well. Oh, and of course, just like all mechanics in ONI, the core concept is easy to understand, but the execution making your own artificial planet would be hard to perfect and have many ways to be taken care of. And to spare the awesome team over at Klei some time, I made sure to make this concept not too difficult to implement as it would mainly use existing mechanics with a few modifications in order to be actually implemented in the game. Now, let's get started on turning this silly little concept into an actually designed plan. 2. How would it work, and how would it work with the current game ? Now, for the actual details. Let's go through the steps of making a station, from a player's perspective. We're currently at the late mid-game. We have access to most resources, though it can be annoying at times to bring them from another planet. There's many smaller bases on a few planetoïds to take care of what we need in each one. Strangely, to open the temporal tear, the latest imaginary update added a requirement : building a "temporal battery" next to it. Strange, we can't find this building in our build menu, though we can find a weird "Zero-G Assembler" device that's a big 6x5 (?) machine and that needs to be built from the inside of a rocket. Well, right after cryofuel propulsion there's this research that grants us the "space station landing pad"... How about we try to build it ? Maybe it'll give us the answer to what this weird assembler is. After building the space station landing pad that was twice as large as a rocket's, we can open the build menu. We're instantly asked to build two engines of our choice, though they have to be either radbolt engines or hydrogen engines. Seems hard to supply, but it should only be used once. The next step is building the habitat which takes... a whopping 10t of steel, 8t of glass, and 1t of insulation ??? This better be useful and give us the answer to how to open the tear ! As the habitat is formed, liquid, gas and solid storage modules were built right below the habitat module, lined up horizontally over the two engines. Well, let's see what the habitat looks like... (just imagine that the tiles are rocket tiles and that the metal tiles have a different textures and are called rocket linking tiles) Now, THAT'S huge ! Almost twice as big in terms of height and length (18*5 buildable area) Our player will now place everything you'd expect in a rocket, with beds, toilets, a mess hall and all that's needed for dupe comfort. The space station's interior is meant to leave the player with the ability to put in more advanced systems than usual, like a built-in electrolysis chamber, an orbital research station and most importantly, our new Zero-G Assembler (ZGA). Now, for the mechanics of the space station. It takes a full tank of radbolts / LOX and LH2 (which are built into the engines used for the space station) to send it to space. One into space, it will orbit the planetoïd that it was launched from, changing which tile it's in in a clockwise manner around said planetoïd every 5 cycles. It can move manually, but to do so, you are required to refill its tank of LOX and LH2 (yes, only the cryofuel engines can be refueled, to give more value to them as compared to the currently meta radbolt engines. This gives the player a choice between being able to refuel their space station or a simpler way to put it in orbit). But wait ! How do you refuel it ? How can you refuel a rocket that's already in space ? Well, I'm glad you asked, introducing the rocket linking tiles ! The concept is simple : any rocket that's currently flying in space can attach itself to the space station. The duplicants can then travel between the rocket and the station using the top door, and the rocket's tanks can be directly accessed through putting fittings on the rocket linking tiles. Furthermore, we'd the the addition of two new fittings : the fuel input fitting and the oxidizer input fitting, and i hope that i don't have to explain what these would do This means that any rocket can just unload their cargo into the space station or get refueled there. For example, a way that the new station and the old rocketry would interact would be by having an on-board electrolysis and supercooling set up that would allow you to make more LH2 and LOX for your rockets to avoid having to refuel at a planet. Perhaps the worldgen could calculate a spot in space that would require a space station refueling to get to ? Maybe this spot could house the temporal tear, too. Either way, you effectively have your own artificial asteroid to land one rocket at a time to and easily refuel the rocket with an on-board cryofuel production that is fuel itself by a rocket bringing in a cargo of water. The possibilities for automation are endless with this ! Maybe the station could travel to a place with lots of natural radiation to grow mutated crops. Maybe the station could be used to have a more sustainable research station. Either way, the sustainability of a space station is required for the ZGA : This monster takes in 1200W of power ! Well, you could run it in a normal rocket, but good luck with that. This ZGA would require the station to have its own power generation (the upper tiles being window tiles could help with solar by flying to a spot with tons of light, or a rocket could come in and bring in a new kind of fuel that I'll elaborate on later. Either way, the ZGA opens up a few things through being used as a manufacturing building (requires mechatronics engineering to operate (and build btw)) : First, the temporal battery to power the tear opener. Takes in ten units of "RTG fuel cells" and a bunch of steel to create. Wait, "RTG fuel cells" you said ? Well. Second, it could make RTGs and RTG fuel cells. The RTG (Radioisotope thermoelectric generator) is a 2x2 building similar to a research reactor that takes in one fuel cell per cycle to create enough heat to power three steam turbines. The fuel cells take in 100 kg of processed nuclear waste which itself is made from 500 kg of nuclear waste put through a centrifuge. Many other things could require a ZGA but let's keep it at that for now. In a nutshell, the RTG is the best way to power any remote base with no other way to power itself, but the ability to have a ZGA on-board makes it the ideal fuel source of a space station. For example, here's a design of a research and ZGA-focused space station design that made up quickly as a mean of giving a visual idea of what we'd get : (i did move the door here, i guess ti could go anywhere. Again, imagine reaaaally hard that the two supply bins are the small 2x2 RTG and that the reactor is actually the ZGA. In this case, the O2 and water for the toilets would be provided by the built-in tanks and fittings, being periodically restocked by a refueling rocket.) The RTG would also help with the current issue of what to do with nuclear waste. It's never an issue as you can vent it into space, so how about making it not just waste but a wanted byproduct to encourage another reason to build a research reactor ? The RTG and its fuel cells would fix this issue All in all, the space station would fit right in with the rocketry and radiation systems, utilizing both in an interesting way in order to create a fun and balanced challenge to tackle. But well this seems good and all, but if the ZGA is required to beat the game (open the tear and access it), wouldn't it be over centralizing ? 3. The balance Now, keep in mind, I am nowhere near as skilled as Klei and its members. I'm a mere player of the game who has a funny idea. But here are my takes on how to balance this monster : Make moving it, as I said, require a full tank of LH2 and LOX. Only allow the creation of one space station, any more seems simply overpowered. Make the ZGA buildable in a normal large rocket interior. It'd be very hard to make it work, but it would make the space station not truly necessary if the temporal tear isn't moved to a place requiring refueling at a station. Make some areas of space have high radiation and light, encouraging the creation of solar-powered space greenhouses there. This would make the station not necessary but make things way easier if one is ready to pay the resource and time costs of getting one in orbit. Perhaps fine tune the size of the interior until it's just large enough to be able to fit everything in and feel like a proper station while not being too easy to find a design (mine still has many tiles left that aren't occupied for example and i made it without even thinking) As I said, make the station costly to build and to maintain but these costs should come from 100% renewable resources. Oh, and since the RTG cells aren't technically renewable, maybe add a way to make the space station make them very slowly with a highly energy and resource negative way of processing them to not soft-lock the player if they want to open the tear but vented all the waste and used all the uranium available (maybe make uranium itself renewable through a slowly regenerating mineable asteroid field ?) Do NOT add a building like a radiator to just vent heat into space, as it would make heat management trivial. The player should have to make some form of heat management system that takes a lot of energy to run (see my example which requires an aquatuner and therefore a battery buffer to not have brown outs when both the tuner and the ZGA are running. I guess the station would also need a built-in battery buffer, perhaps one of 60kj that needs thermium to be built ?). If there is a need to add passive heat radiation, it should be a threat that can freeze the station and turn the dupes into solid oxygen popsicles if unmanaged. That's it for my ideas on how to balance this idea. I do fear that this would become an over-centralizing build for everything related to balance, but perhaps this is the price to pay for such an interesting mechanic. Oh, about that ! 4. Okay, but is it fun ? Well, i feel like for anyone that enjoyed the DLC and its rocket management mechanics as well as the radiation systems, putting these into one big endgame build that makes rocket travel easier and opens up the end of the game will be an interesting challenge. But this is where the fact that this is posted in these forums comes in handy : You, the one who might be affected by such an update (yes, you !) have the ability to voice your opinions on this. Would you enjoy it ? Why did you answer yes / no ? Any ideas on how to make this fun and interesting ? Should i delete this post and never make bad ideas again ? It's all up to you and your feedback ! My opinion is that this is a culmination of all of a run's management of rockets and radiation, and therefore deserves to be (or something similar) the final build of the Spaced Out! tech tree. 5. Conclusion To finish this very lengthy post, I'd like to say that this isn't truly a serious proposal but rather a fun idea I had. There are so many people suggesting a space station (remember when we could break out of the rocket's walls and people had fun making their own station ?) but I never saw an idea that was explained in-depth enough and that respected the game design principles that i talked about earlier. So as I was bored and thought that i wasn't active enough on these forums for someone who bought the DLC back in the very first ten minutes of early access I thought "Well, what if..." and tied to make a functional system that would fit in the DLC and, of course, add to the game something fun. Such a concept would simply add so many possibilities and I felt like it was a waste not to talk about how I'd see it work. I'd also like to add that I hope that this sparks a discussion that brings the game forward and makes us all have an even more enjoyable experience and hopefully make the game more popular and even more loved. As a final point, if anyone wants to take inspiration from this post, that being either mod developers or Klei themselves, feel free to do so, after all, my goal was to make us as a community think of how such a concept could work. On that note, I say to you, the reader (yes, you, again !) : Have a nice day, and make sure that your dupes don't suffocate ! Oh, and if you're a duplicant, don't you have a rock crusher to operate ? EDIT : Welp I'm stupid. Mods, could you move this to the Feedback and suggestion section please :S
  11. The base mechanics of the game doesn't fit well with the direction of the game. Developers want that the rockets be part of the main instead of the late game. But keep alive the dupes for longer trips is a hard work, there isn't enough space for all needs. The main problem is manage oxygen and carbon dioxide. We need pumps to take of all the carbon, also we need batteries to keep it working, they generate heat and occupies an space, if we want to automate it, we need a senser (that also occupies an space). Due by limit space inside rockets, every tile is important. How this can be improve? Here some solutions: Wall inside the rockets act like space exposure, but instead of destroy all gas/liquids, only destroy/keep the chosen type of gas. This will help to keep a good atmosphere inside the rocket. Redesign the pump system, this could be hard, currently, the pumps absorb the gas that surrounds them and only have an output, but gas pump can have a input now, this generate a vacuum gas type (yes, a vacuum type of gas), that move through gas pipe searching for a input gas vent, the vent absorb the gas surrounds them and start follow the path of vacuum tiles in the gas pipes. This will allow to us, use the gas input of the rockets as a gas pump, saving space. Add more space to rocket interiors, this cam be broken the game in many ways, because we can use rockets as isolated storage, green house or other things. Maybe if the rocket have prebuilding things that couldn't be unconstructed, like beds, bathroom and fridge. The other problem is the water, have lavatories that consume water, use a water sieve to reuse the water, but still we need more space and energy for this. Adding a small rocket module to purify water could be a great solution. Maybe that what we really need is a life support module that do all of this stuff.
  12. I've had this suggestion brewing in my mind for quite a while and perhaps now is the best time to unveil it. Something that is always mesmerizing to me is the Wormwood origin short. In this short Wormwood's gem is wrapped by what appears to be a native hamlet jungle root. This root is the source of Wormwoods natural appearance, the twists, the dark green color, etc. I've wondered what if Wormwood was to tap into that adaptive potential and do more with it? What if he was to allow his gem to absorb the genome of a fruit and then make more available that particular kind of fruit from himself. Perhaps Wickerbottom can help as she did Woodie. How would this work? Wormwood would obtain a fig for example and place it in his gem. Then his ability to chop off a living log would be replaced with the ability to chop off a fig. This is the best way I can think of balancing it and perhaps rarer ingredients will demand more hp (to avoid an hp loop). Given Wormwood has a very large arrange of skins I think a good way to implement it is to change the color of his dominant "flower". A fig would make his mushroom skin have a purple tint at the top of the mushroom, a purple tint on his rose for rosette, etc. Going nack to normal would simply require him to absorb a living log now that they're renewable naturally. Now I don't want to lock resources and the ease of obtaining them behind one character, so more alternatives should still be added (especially for figs). This would simply give Wormwood a unique way to support both himself and his team that isn't farming. Should more natural resources be added to the game that have non-food uses such as fig jam, this could be a wonderful way to boost Wormwood while also strengthening his ties with nature (which have been severely lacking).
  13. I would like to be able to plant the new tree in the oasis and by doing this a giant variant should pop up and provide full immunity of the sandstorms/meteor showers and on the spot figs are meant to grow.
  14. Here's a list of some ideas my ideas (that may or may not be too farfetched) that I think would be cool for this update: Smaller and Armored Boats Pretty self-explanatory, a half-sized boat for half the price for those narrow spaces (specially now that oars are great), and an armored boat to last longer and perhaps be a little slower since it's armored and all. (I did hear about a Driftwood boat that never made it, so maybe something like that?) Attach a rope to your boat Take your entire boat base along for a ride instead of being limited to just one boat. Maybe even attach the rope to your boat and another heavy object instead of just taking other boats with you? The more boats or heavy objects you have attached to your boat, the slower you'll go for obvious reasons. More types of mega-sized trees Why only have Above-Average Trunks when you can have Above-Average Birchnuts for example? Would be pretty cool for decoration and pretty much fixes the problem of no canopy where there's no water that everyone's been complaining about. Like seriously, who wouldn't want a big, scary Totally Normal Tree on their backyard for Hallowed Nights? Terraform not only the land but also the sea Create more land or more sea with tools of ultimate construction (or destruction if you want that all ocean world as well). A Portal Paraphernalia-like item to allow you to mark a spot where you want your new land to go, then you just dump all of the rocks you'll need to create that new land. And maybe make the Strident Trident more useful than to make music and destroy sea stacks, and allow it to destroy land as well (because who even uses Strident Trident anyways? Make it more destructive and musical (if destruction is music to your ears, that is), I say!). Rideable and Tameable Grass Gators Now look, I don't want it to be able to completely replace boats, I think the boats are awesome now and they're mostly fine as is, but I think Grass Gators should be mostly used for tiny lakes and such. In the Waterlogged biome they roam pretty shallow sea so they should really only be allowed to walk in Coastal Ocean and the Waterlogged biome when riding. Also obviously they're gonna buck you at some point so that's where the smaller boats and rope-attached boats come in, take your boat for a ride with your Grass Gator and when bucked off, you fall into the boat instead of the sea acting like a life vest of sorts. Might as well go all the way too and make them shaveable, so we don't need to be murdering so many innocent Grass Gators. Anyways, thank you for coming into the longest wall of text I've ever made.
  15. Ecological reasons: Sea striders reside within the safe leafy canopy of knobbly trees. Adult sea striders fetch daily meals for new born hatchlings, which would otherwise be eaten by the fish. Sea striders carry their prey in their mouths after injecting them with a paralyzing toxin and deposit them into their nests. The new born striders enter the fish from its mouth and begin nibbling at the soft insides first. All while the prey is still alive. Gameplay reasons: These new spiders are very cute and just great in general. Apart from their ability to "walk on water" they have the same stats as normal spiders. There aren't a lot of sought after foes that wouldn't be quickly downed by a few spitters and nurses (outside the new Crab King cheese). This ability is also tied to the ocean, where as in land they're just regular spiders. There doesn't need to be a gameplay reason to keep them around but it would be nice. Since they would die for webber I don't doubt they would do this kindness for them. Personal reasons: I would honestly like to keep all spiders as different from each other as possible. I'm also a HUGE fan of blue pikmin (so cute when they pick stuff up in the water) in the pikmin franchise; they're my favorite. I kinda expected for them to hang out outside the border of a boat and that that would be the incentive to use them over other spiders. Technical reasons: Not sure how much work would go into this and I know Klei won't go out of their way to implement something outside their schedule. Perhaps the game can give the last spider Webber befriends as the "collector". This "Collector" water strider would be the only spider capable of collecting things to keep the chaos to a minimum. They could do an attack to attach an item to their mouth an then deposit it at Webbers feet. Conversely to reduce the time it takes to collect something, all spiders can be "collectors" but will stop if a threat shows up. Edit: Just realized nurses can't follow them into the water so that's another weakness. A retreating Malbatross would probably kill them away from the nurses.
  16. I'm not into DST much myself due to inflated health bars and other glaring balance issues but that's not the point of this suggestion. I toyed about fighting Bee Queen earlier, and aside from the sheer duration of the fight, I just kind of felt her phases were a bit backwards, and also her minions were a bit too, pardon the pun, to the point. There's alot of enemies in DS that just halfheartedly kite you or even just charge at you and attack without regard to their safety, so another swarm enemy as a defence mechanism for a boss (didnt work well for varg either) is just really boring. I think she'd be better if she started the fight by keeping her distance and ordering her minions about, then running out of more minions to summon after so many die and choosing to get up close and personal, while still possibly summoning 1 or 2 extra bee guards but no longer giving orders. And rather than chaotically swarming you the bee guards circle you like batilisks do, charging in varying patterns when given the order to do so by the queen, sometimes all of them charging at once and sometimes them taking turns, and sometimes only 1 or 2 of them charge. While the loot is (from what I can tell) already good from the bee queen, it feels odd that she drops a tiny, little, puny, ordinary bee stinger, maybe make it an extra large one that can be made into something or wielded as a weapon, or both.
  17. So I've had this idea for awhile and thought there was something in the works but figured I just post this suggestion in case there isn't or that anyone in our awesome modder community hasn't attempted this or even thought of it. Me personally am an idiot when it comes to computers and stuff so there is no way I could make this mod. So here goes nothin: Some sort of Team play mod. What do you mean by this? Isn't the whole idea of Together to work as a Team? While yes DST is meant to be played as a one whole collaborative team game it rarely is. In fact on most public server you find a slew of bases all over the place and very few of them are populated by more than 2 people. Also there are plenty of private servers where the idea is everyone works together and build one collaborative base. But here's the thing. In the single base mode we are all winners. Who is the loser? No one because there is no competition. What I propose is a mod that splits a map into 2 or more teams. Upon joining the world you can either choose or are assigned a team. These maps would of course be PvP and members of your own team are flagged as friends and therefore safe from you while the other team is of course flagged as foe and not safe from you. This in turn would open the game up to another style of play and more importantly other modes of play. The key aspect of this is splitting the players and creating a way of distinguishing who is on your side and who is on the other side. Imagine a world where 2 teams fight for control of parts of the world, secure specific resources found only in their secured corner, and where 2 teams work with their respected others to create bases and defeat the others. And most importantly we have a game that has what all games sometimes need and most often have, winners and losers( xP ). Most importantly this would allow us to create a capture the flag mode(alternately you could just make a capture the flag mod but splitting the map into two teams is still necessary). And of course we already have our 2 flags: chester and glommer. No way to hide the flag in your inventory cause the flag hops or flys behind you (you would need to make it so neither one of them can be killed most importantly for glommer otherwise how do you respawn your flag? Wait for full moon? NOPE too OP and every team with glommer would kill him instantly to keep thier flag unattainable). So this is my idea. I dunno if anyone has thought of it as well or is already working on it but just in case I figured I would put it out in the ether and hope this becomes a reality.
  18. So, in many servers the talk with someone that just got in the server for the first time is like the following: But at this time, the player probably already rotated the screen a bunch of times (atleast if he is like me), and as so, don't know anymore where is the North. So why we don't have a button below the map icon to reset to the default camera rotation? That, or add a compass to all characters starting inventory (finally a use for it!!)
  19. Hi, I'm a fan of the world presets, and I think it'd be awesome if for future updates one could delete and name them.
  20. I wanted the same thingIt would be an angel, and the meter's color will be purple (like how health is red, hunger is yellow, and sanity is orange). When you loose naughtiness the angel will start dying (like when the heart for health meter starts cracking and breaking, the stomach shrinking and the brain withering away) and starts turning into a monster.
  21. On this thread I will be writing stuff about DS that happened to me and my friends while playing Don't Starve. Enjoy-Seth
  22. Asthma is a disease for human not for bees, they are behaving normally it's like they are tired or in healing more oxygen. You don't need to worry about them may be it's because they are thirsty.
  23. Okay, hello and good day! This is the ASK BOX for an upcoming adventure that I am hoping to start up, called Mary's Realm. The concept behind it is two threads - One with the on-going story as chosen by YOU, the forum poster, and the other with all of the commands for the story. The process is simple: I will post part of my writing. It'll be about the situation at hand, and then there will be a little sign at the bottom: > At which point, you get to choose what happens by posting a comment below with your command in there. So, I'll do a quick example: ----------------------------- You awaken on an unknown island. There's a rabbit here, and some sticks. What do you do? > ----------------------------- Your comment should be something like this: > Picks up the sticks If you're interested and such, leave a comment below about it! Some rules and other things: ~ I will try to answer as many comments as I can in one post, but don't be upset if your one wasn't chosen. ~ Try to keep the comments in the main thread to a minimum, so people can read the ongoing story. ~ This is based off of many text-based games, so silly/impossible commands may be acknowledged but simply go to a default phrase like "You don't know how to ____!" And now, for the opening post! ------------------------------------------------------------------- It's dark. You've been lying down for such a long time. Everything hurts, as if someone set you alight and left you to burn fiercely for a few hours. You cannot see. You cannot move. All you can do is listen to the sound of slow, deliberate footsteps crunching through dry grass towards you. You feel an icy coldness coming from your side as the being approaches, getting close to you. A smooth, calm, feminine voice reaches your ear. "Say...you don't look all that good. Maybe you better find somewhere to sleep before night comes!" You sink back into the darkness as her laughter, soft and musical like a silver bell, fades away. ~ When you do awaken, you're lying face-first on some discoloured, dry grass. Your mind seems to pitch and reel at every noise, so you decide to run through the basics. Your name is Wilson. You are the greatest gentleman Scientist this world has ever seen. You have woken up in the middle of nowhere, in a land you don't recognise, a series of islands surrounded by water. There are trees here, some small, dried-out shrubs with no leaves but many twigs, a few Rabbit Holes, two Berry Bushes and a small pile of Flint Rock near you right now. Shelter. Food. Survival. What do you do? >
  24. Wait.. Robots have brains? I never.. oh wait, they don't. Why does WX-78 have sanity? I don't think if they had no emotions they'd start to go insane... Not nagging at the devs to change this, because that would be way to overpowered. So, if WX-78's sanity is removed, you could make it so that as WX-78 loses hp (or in a robot's term, power) the player will do less damage also. This may just all be a waste of time, but I'm just stating this.