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  1. I think there should be an option to turn off melee lock on so you can just swing whenever and hit something close to you. I especially want this as trying to hit the tentacle pillar on console is very hard as the game never locks onto the pillar unless all tentacles around it are dead. And in the crab king fight there were instances where I had to kill the claws attached my boat but instead it locks onto a different claw which doesn't pose a threat. Please consider this and if its not possible for any reason tell me.
  2. One feature I've wanted for a while is an option to have the chaining of consecutive actions handled by the server instead of the client. While the action button is held, the server will automatically make the player do a new action when the current one ends as opposed to waiting for another input. How the game operates currently (at least to my understanding) is that most actions have to be individually initiated by the client. When you pick up a series of items, for example, you'll pick up one item and then your client will wait until that item is picked up to tell the server to pick up the next. When there's latency, this causes a delay between each pickup action. It's especially noticeable (and detrimental) when the latency is high - picking up many items in a common scenario, starting right at the early game when you chop trees for wood and have to pick up the 3 logs and 2 pinecones that drop on the ground. My idea is to have the server receive the action button input itself (which I believe it used to do already, if it doesn't still do that in the current version) and while the action button is down, new actions are initiated by the server when the player is idle. This would eliminate that delay. This is not without drawbacks, though, which is why I specify that it should be an option - If the server is the one picking actions, then client mods that restrict what the player can pick up (such as ones that make the player avoid accidentally picking flowers) wouldn't work, and players with high latency might find themselves doing more actions than they intended to do. Still, I think it would be a great option to have to make playing with friends on 100 ping or so more bearable.
  3. In the Winter's Feast update from today, instead of the Winter's Feast theme playing, the Wolfgang rework music plays. Bug or not, this reminded me of something that I had wanted to say here for a long time. It would be really cool if you could weave title themes like you can with loading screens. So you can have your favorite theme playing all the time and you don't have to listen to ones you don't like.
  4. Part 1: Dear Klei entertainment ever sense the webber rework came out I’ve noticed that one thing is missing and that thing is a small but noticeable sanity drain when befriended spiders die it doesn’t even need to increase by the spider like being in range of befriended spiders dying drains not spider by spider and if that’s to much sanity loss then preferred he can gain sanity from decorated dens and you send yourself that the point of the reworks are to make the characters more like themselves so please make this change it would make a world of difference I love your game and this community and thank you If you like or dislike my ideas please leave a response feel free to tell me your opinion Part 2: p.s. Also although not as important to me it would be nice if characters pacific companions and the companion’s home you know companions like Woby,Webber’s spiders ,Wickerbottom’s grumble bees, Wurt’s merms, Lucy,Burnie,Maxwells shadow clones and the bio scandalizer or Jimmy I think people are calling it, tools ,transformations(Woody and Wilba if she gets added) some ghosts , idol animations(Webber’s spun web should probably match his beard),a triumphant skin for beefalo and structures /aesthetics( such as base stuff or something random like shadow flames that come from a triumphant Willow’s lighter kinda like the dung bell bolder skin from the Wolfgang rework)had skins like there respective characters(also to be clear I realize some of these ideas may be a little critiquing but I’m just throwing stuff out there to see what sticks honestly I’d be happy with the skin fixes and companion/tool skins but still the other skins would make a lot more sense) maybe not all companions but the one essential to the character obviously not all skins Expectably sense theres a warrior spider skin for webber which would be confusing but at the very less triumphant skins for webber’s spiders I’m thinking through the den decorating kit skin and for Wurt’s merms I’m thinking through merm hut and DIY royalty kit or warrior merm hut and if you plan to give some characters a second rework like The Wes rework I got some ideas like cutters(name open for change) made from 2 razors and some webs ,spreading ground webs by placing 2 webs (or more if you see fit) on the ground like turf,Queen decorating sets, upon feeding spider queens meat Webber gets spider eggs/webs and possibly even sleeping nurse spiders like merm/pig king gifts and rewards , faster farming,volt goat milking, like bush hat or snurdal shells and is made like spider eggs but instead of spider glands it’s built with a den decorating set or instead of the the spider egg idea its made with a empty den dropped by spider queen spawning+ something else(maybe dencorating set+ someing else) called webbers den or queen less den and if there are befriended spiders or a new character pacific permanently bedazzled variant of normal,warrior and nurse spiders possibly even baby spiders not being used will return to webber like a den, a chance for that weird electic stuff the fused webber together to turn a hit in to a electric attack etc. if you don’t like the second part pay it no mind I don’t want it to undermind the first part
  5. Bet you didn't think an ice cube thread would happen of all things. Anyway, i got a suggestion to make: If anyone who has no idea what i'm about to spew out about: The ice cube hat.. it could use a buff, the recipe is expensive, the drawbacks are not worth crafting for what you get out of it but the potential is there. if we could perhaps halve the recipe down from 2 doodads, 4 rope and 10 ice to just, 2 rope and 10 ice, (and maybe 1 doodad), make it last longer for 12 days instead of 8 (especially when it's even less in summer which its supposed to be good for) and additionally double up the replenish value to 0.8 days (the reason for this change specifically is that you're better off just making another ice cube than replenish the one you have due to the amount of ice it uses to replenish). All of these changes will not battle between other summer gear, especially the thermal stone so i think all of these changes are quite fair. it won't make ice cube overpowered and i think we can all agree that some more variety in summer gear would be a pleasing addition. it's such a relic to RoG and hasn't been touched since it's existence it could really deserve some redemption. Plus, look at it! I rest my case. TLDR: halve the ice cube recipe to 2 rope and 10 ice, (and maybe 1 doodad), let it last for 12 days instead of 8, double up the replenish ice value from 0.4 days to 0.8 days Thank you for your time. -an ice cube hat lover.
  6. The effect of this Walking Cane skin fits so well with the rework. Any chance of including Walking Cane in the Tier list of equipment that buffs Maxwell? Maybe an early "Shadow Thurible Build".
  7. Right now, different types of mobs have nightmare forms altered by the nightmare fuel. fe. rabbits, bunnymen. What kind of meat do they drop? Monster Meat. What causes pigs to enter the werepig state? Either the moon, or the monster meat. So the transformation can both be triggered by the lunar powers or nightmare fuel corruption. So this may be accurate lore-wise, since monster meat drops from nightmare-corrupted mobs and it's possible that it indicates that monster meat in itself is corrupted by the shadows. The werepigs also cannot be turned against each other, so farming them in pig farms would be extra effort with Maxwell's fragile body, if that's a concern. Or just make it have a chance of turning them into werepigs.
  8. It could turn into a broken version that would need to be fully repaired to turn into's regular form again or just lose it's defensive properties and deal a small amount of damage similar to other unfueled items. I just think it's very easy to lose on accident for an item that's quite hard to obtain. The Eye Mask is a lot more manageable but would also be cool if it had a similar tweak.
  9. It taking 3 walls to repair a broken wall when hammering it and placing an new one would be the same result is basically theft. It should just repair back to it's original 50% health state without needing to hammer it. Same should apply for using 1 wall item on a existing wall to make a full HP tall wall which often look very nice. As Walls are mostly used for decoration I think this would be a good QoL without impacting gameplay at all.
  10. I'd like to propose an idea to make the progression of shadow duelists throughout the game smoother, I find the current equipment system quite weird and unintuitive for players who would like to try playing maxwell for the first time, moreover weapons and armors are not permanent and can break in the middle of a fight, so we can find ourselves in the unfortunate situation where duelists would suffer an abrupt loss of damage if the player did not anticipate more equipment or if unexpected enemies come to join the fight (hounds, seasonal bosses, shadow creatures for example). However, the stats improvements proposed in the last hotfix seem to be correct and I don't want to modify them but rather to distribute them more equitably to better match the player's progression. So my idea is the following: Change the duelist boost criteria to something more evenly distributed. The following proposal is only an example of what could be these criteria: What do you think about this proposal, don't hesitate to give me feedback on it. TLDR : modify the criteria for the stats boost currently given by the equipment. One possibility would be to beat the bosses for smaller boosts, but more numerous and less spaced in the game. Allowing us to keep the minimum and maximum stats that we currently have.
  11. New equipment system is pretty unintuitive in my opinion and limits player's option a bit. So what if instead of shadows getting stronger when Maxwell has certain stuff equipped instead you would be able to imbude Codex Umbra near Pseudoscience Station? When Maxwell would get in crafting range of a fully repaired Pseudoscience Station with Codex in his inventory, he would say something about feeling a lot of shadow power he could use and instead of "reading" Codex by right clicking on it, you would be able to "imbude"/upgrade it. Again, actual numbers of power of Maxwell's shadows/spells and how much they'll be strengthen by this are up to devs. And additional note: I know refresh is pretty much finished but if you go this direction of Maxwell's scaling it would be really cool if Maxwell could do the same near a Lunar crafting station and get the ability to summon scrapped "Brightmare" clones of characters. They looked very melted and stuff and that would fit Maxwell since Lunar and Shadow magic don't go together very well.
  12. the current duelists are very fun to play around with, and since they are upgraded when you are wearing or using nightmare-related equipments i feel like it should have a little visual flare to distinguish empowered and plain duelists. something like, just a phrase spoken by maxwell, making the duelists a little bigger, or have them be a more solid black, just something to differentiate, it'd be nice. i know it isn't something earth shattering, but honestly, if i hadn't followed along the updates i would have no clue that duelists can be upgraded.
  13. Just about everyone I've seen expected it to work cross shard and it'd feel smoother than taking caves loot up to the surface as well as keeping tools in there.
  14. In the recent beta patch servants gained the ability to pick stuff not only from the ground but from stuff like saplings and grass tufts too, I think it would be really nice if lazy forager gained the same buff!
  15. Could be something like a Hand grasping the fuel similar to the statues and murals in the Atrium. Just some visualization of the other major threat of the constant in the form of a sculpture would be cool as the "Moon" Sculpture looks really good. Not sure what could be a ruins counterpart to the Moon Moth as it's a kind of random statue to have. Sketches could be made at a upgraded Pseudoscience station or maybe found in the Atrium.
  16. Ruins crafting at home would be a fun late game QoL and would allow people to smash every Ancient Pseudoscience Station without a second thought. Having Pick/Axes and Walls for decor always available would just be cool.
  17. I would like to suggest an idea that I think would allow Maxwell to actively participate in the fights and to take advantage of his summons, while being different from the existing characters on DST: My idea would be to give a main attack to Maxwell, it would consist of small fireballs of shadows that Maxwell could send on his enemies on a very short distance, they would make little damage (about 10 per fireball of shadows, the goal is not to increase considerably his damage). They would have the particularity of redirecting the aggro of the duelists on the targeted enemy, allowing Maxwell to actively participate in the fight while having a better control of his invocations. Players would then be free to play in melee for more damage or slightly at distance (but still with the risk of being targeted by an enemy attack) I would like to get feedback from the community on my idea and how to improve it?
  18. I was so shocked to see my shadow duelist busy eradicating butterflies while i was being chased by 2 Terrorbeaks that it made me genuinely pause (and promptly get killed by the terrorbeaks). I understand why most followers like Pigs and such don't fight them, but surely Maxwell's own shadow minions of all things would be capable of seeing nightmare creatures.
  19. When the QoL update changed the ingredients for the Hermit Home I was excited to see how much this could accelerate the process of scoring 10 friendship points. The change has helped a bit in that regard because you can now get that 10th friendship point earlier than Summer because cactus flowers are no longer required. However, it would seem that for most practical purposes, the pearl is still locked behind certain seasons. The main reason for this is because several of her friendship points can only be accessed after some time has passed. The cactus salad friendship point is not obtainable before Summer. The lureplant point is not obtainable before Spring. The snow clothing point is not obtainable before Winter. The heavy seasonal fish are locked behind their respective seasons. While technically, yes it is now possible to obtain the Pearl before first Spring, there are significantly fewer options for reaching 10 friendship points. Unless you get lucky with the weather and manage to deliver both an umbrella during rare Autumn rain and insulating clothing during Winter snow, you are forced into hunting for heavy fish, another heavily RNG-dependant task. My main suggestion would be to give the Hermit a new favorite food for that friendship point, preferably one that more accessible year-round. This would make sense since cactus flowers are no longer a requirement for the house. Any veggie crockpot food would work here: butter muffin, ratatouille, trail mix, stuffed eggplant, jam, potato puree, tubers, salsa, or any banana recipe. This change alone would mean that there would still be a straightforward method to obtain the pearl in your first season and would be significantly less dependent on luck. If the purpose of changing the house recipe was indeed to make the pearl accessible earlier in a run then a change like this makes sense. Thoughts?
  20. so, maxwell rework beta is here, and it's ok. not bad but not too good i've had this idea for the eventual maxwell rework that using his codex umbra he'd be able to sort of "curse" tools and weapons, to make them have a different purpose or be more powerful at a significant downside, and when i saw the "imbue tophat" feature i've just been thinking that it can be so more interesting my idea is by using the codex umbra you can "imbue" them, making them more powerful. like, an imbued axe would be able to sort of chop things in an area of effect while making them less efficient, the imbued pickaxe mining in a single hit while decreasing max sanity for a day, the imbued shovel digging a short distance shadow wormhole for quick escapes, and the list goes on. i just think this would be a neat idea to have in-game, cuz it lines up with maxwell's theme of "dethroned king of the constant" yeah that's it
  21. I love the update thanks Klei but it has some issues and I'm here to make suggestions When shadow workers pick up an item those items teleport to magician's chest if we are not in the area of their working space. Summoning should be faster Workers working space should be more bigger Since its harder for maxwell to go insane there should be an option to lose sanity to give duration to Codex (like 50 sanity for %10 durability) Maxwell could work really well as a buffing charater like %50 codex for +10 damage for 8 minutes or %50 codex for %50 faster gathering, +25 health for 16 minutes for %50 codex and such. Maxwell should use nightmare sword and armor x1.2 better (for damage and durability) In the codex options, there should be a mimic that costs %25 of codex, %40 of your sanity and does exacly what you do for 16 minutes or more. (Deals 40 damage if you're attacking) shadow dualists should have a small armor so that they don't get 1 hit. also when they die, they explode in AoE and deal 40 damage I have another idea that might be too op and its upgrading shadow equipment with thulecite, making them deal more damage, have more durability and give small buffs like %5 movement speed or %10 chance to spawn shadow tentacle every hit and repearing them with nightmare fuel
  22. This would be mainly useful for server-side mods that implement some kind of a additional check when a user attempts to join or some auto-kick feature. I am also sure that many server admins who maybe just want to ban/kick some naughty players in a fancier way will welcome this additional parameter as well. Even though the default message is enough in many cases, sometimes you just need to provide more info to the user in order to prevent confusion. Not always is the reason for a kick or a ban that obvious to the player. It's just my small little QoL suggestion after quite some experience with this stuff
  23. Hello Klei, I've got a problem. My character has component variables that save/load a pretty essential part of her kit, which is gained as you use her perks over time (as in, unlockables). When recovering from Wonkey, the custom component is reset, including saved variables. You might understand this is problematic for something that is in essence unavoidable. When looking in the code, the methods for saving/rerolling character stats before and after Wonkey are as follows (in player_common.lua): Unfortunately, these aren't done very dynamically. With help of the lovely people at the Klei Discord I have tried adding my component to these methods using a PlayerPostInit, however, while SaveForReroll gets modified perfectly, LoadForReroll seems to discard/ignore the extra data. Regardless, even if this did work perfectly, it is obviously a band-aid, which brings me to the title of the topic. Instead of having them hardcoded as they are, would it be possible to have SaveForReroll loop over all the components and call a new OnSaveForReroll() function on each of them (and of course modify LoadForReroll to accommodate the change)? That way, mods can adjust their behaviour to the new mechanic, and more importantly, data won't be lost. I hope you guys think about it.
  24. We had this idea while endlessly picking up dug turfs when building a mega base. Tried to mess around with terraformer.lua but turns out we have no idea how to mod . Is there anyone that would like to take this request por favor? We think it'd be very useful for lots of people.
  25. Hello, I was wondering if there's a function or something like inst.AnimState:GetCurrentAnimationName() (not an actual function) which returns the name of the current animation playing for an inst as a string. If there's no such code may I recommend Klei devs add such a feature, I do not think it would take too much work and it would allow for some cool new things possibilities for modders to mess around with! With this information we could easily just play or push the same animation and set the time for any other entity we want. As one of the things we would like to do with this is add a shadow clone effect and add duplicate symbols on entities without editing their animations (such as armor using the entity's head or torso symbols). Considering we already have IsCurrentAnimation I don't see how this would be hard to implement as it should be a simple modification of that code. Instead of comparing current animation name to our input and returning true we would just return the animation name.
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