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  1. It's that time again where a new beta comes out and everyone including myself rushes to make an opinion on it! This time around the beta's content revolves around a new mangrove biome situated in the rough biome of the ocean (the third 'deepest' one, after the coast and swells), on top of that boats have been further refined to make their speed much quicker and the anchor's slowing power much greater to help explore the oceans (for the sake of this post however it won't be going indepth for the boat changes, just know that oars provide much more speed, anchors slow boats down considerably better, sails are about 20-30% faster and the power of sails are reduced less when multiple are on a boat, and boats will come to a halt on their own if left without anything providing it speed). NOTE: The first part of this is gonna be explaining what was added, the suggestions are at the end of the post. Also sorry for the long read. There will be a TLDR at the end. As I've said, the newest biome is located in the rough biome in the ocean. It's fairly small and there's typically around three per map. Its most notable feature being the canopy shadow that covers the entire biome, caused by the giant trees located within it. This canopy provides a small amount of protection while raining, protects from lightning, protects from wildfires, and provides the same protection from overheating that a tree can (minor insulation and the temperature underneath it is lower than the world temperature so you'll barely overheat at best, but can still overheat nonetheless). Underneath the shade of these massive trees lie its own unique ecosystem. Firstly, each giant tree contains 4 vines which bear Figs. These Figs can be picked and provide 12.5 hunger when eaten raw, 18.8 hunger and 1 hp when cooked, and have 0.5 fruit value in the crock pot. These provide another vegetarian source of food in the ocean (poor Wurt gets some brief reprieve from eating kelp and corn to survive off the ocean) and have 4 crock pot recipes attached to them. These are: Fig Stuffed Trunk - 1 Koalefant Trunk and 1 fig. 60 hp, 56.2 hunger, 0 sanity. Lasts 10 days. That's right, the Koalefant Trunk can finally be used in the crock pot. Unfortunately though despite the trunk when cooked providing 40 hp and 75 hunger, it only has 1 meat value in the crock pot and its one unique dish provides less hunger and only 20 more hp as a benefit to it, despite the scarcity of both required ingredients. Figkebab - 1 fig, 1 meat value, 1 twig. It won't accept more than 1 monster meat in its recipe or else it'll turn into wet goop. 20 hp, 25 hunger, 15 sanity. Lasts 15 days. The stats on this one is generally okay. It's nothing too impressive but it's quite easy to make in the mangrove biome. There's typically 12 figs in a biome and there is an easy source of meat and twigs that I'll bring up soon enough. This can be a good general food to have due to the spoilage time as well, making it perfect for stocking up in the mangrove biome for sailing trips. Figatoni - 1 fig and 2 units of veggies. 30 hp, 56.2 hunger, 15 sanity. Lasts 6 days. This one isnt as easy to make on the spot, you'd need to fish up corn cods to get the needed veggies since kelp is 0.5 veggies. On top of that it lasts 6 days, similar to some of the good Leafy Meat recipes so it'll go stale fairly quick, making it not as ideal on long trips, but it's a good food nonetheless to make if you need stats across the board. Figgy Frogwich - 1 fig and 1 frog legs. 8 hp, 18.7 hunger, 10 sanity. Lasts 15 days. This one is a bit of an oddball. The obvious thing about it is that it has rather low stats. Something else to note is its priority in the crock pot is incredibly low, meaning if the filler ingredients can make anything else, odds are it will. It seems like it's intended to be a food to stockpile on, especially given how common frog legs can be due to frog rain in Spring. That being said, it does suffer from Figs being required and similar to the Fig Stuffed Trunk, the ingredients aren't available in one spot and may thus feel too tedious for what they're intended for. Now, as for what's an easy source of meat and twigs in the mangrove biome that helps Figkebab's case as a good food: Say hello to the Grass Gator! This adorable (it's cute, fight me) creature spawns by falling from the branches of the giant trees and wanders the water, running if the players get too close but attacking if it' hit, similar to a Koalefant. Due to the fact that you're chasing it on the ocean and it'll dive if it gets too far from the trees, it's best to bring a ranged weapon to draw aggro if you intend to fight them. If you're able to slay the beats, they drop a whopping 7 leafy meat, two grass and two twigs. Not only that but they respawn within 2 minutes as well, making them excellent sources of leafy meat (which helps for those who want it but don't have many lureplants to farm). Every half a day they also shed twigs....which is strange for a Grass based animal but either way the effect would be negligible, but it's nice nonetheless. If you ever go to the mangrove biome I suggest try to hunt these if you're low on food. Moving on to some more minor details, hiding above the water in dens lurk the Sea Striders. These babies come out at dusk, like any other spider, and hunt fish. On top of that if you ram into the giant tree then nearby dens will be alerted and the striders will come down into the water to lurk for a while. They have 200 health and deal 20 damage. Webber can befriend them and make a switcherdoodle for them using Figs in the biome. Their drops and the drops of the den aren't anything unique, they drop typical spider loot, so they're mostly there for atmosphere, to provide some danger within the biome and to give Webber followers that won't clog up his boat as he's sailing around the seas (since spiders are typically meant to overwhelm enemies with their numbers). One last mob that spawns in the biome would be the Sweetish Fish, a new large ocean fish that spawns in the biome. There's nothing unique attached to it however other than it has an affinity for berries and gives you large fish meat. The characters make remarks about it indicating that it has a sweet smell and taste due to its diet of figs but it doesn't provide sweetener in the crock pot or anything like that (they also look funky). Lastly, Knobbly Trees and tree roots are scattered across the biome. The roots act primarily as obstacles and can be chopped to provide you with driftwood, whereas Knobbly Trees provide a source of logs in the ocean, but they do have a secret to them. You might've caught earlier that I mentioned ramming into the giant tree will alert nearby spider dens. Well there's more to it than that. If the giant trees are rammed into or are struck by lightning they also drop several twigs and grass, but the main attraction is that when rammed into an ocean tree nut will drop and can be retrieved using the Pinchin Winch. While these provide nothing for you on land and need to be carried, you can drop them off using the pinchin winch into the ocean and after about 1 and a half days, it'll turn into a small Knobbly Tree! Now as for the secret these trees hold, you'll need to craft a new recipe in the food tab known as Tree Jam. Tree Jam is a fertiliser (provides mostly compost and can be used on wormwood for instant health, health regen and forcing bloom) and requires 2 figs and 1 glommer goop to create one. The game describes it as a growth formula for trees, which is indeed true. They will cause trees to advance by 1 stage when used on them (such as evergreens) and can be used to repair boat leaks completely (no patch for Wavey Jones to pull out). What's more, you can use these to 'enrich' Knobbly Trees once they're at their last stage of growth. They reach this stage after over 7 or so days (including when they were planted) and enrichment lasts 3 to 4.5 days. If they're enriched 4 times in total, they'll create an Above Average Tree which has its own, slightly smaller, canopy similar to giant trees in the biome. They can also provide grass and twigs similar to them and from what I've heard they can provide more nuts to get trees (note that it takes about a day and a half before you can get more) on top of the protection from the elements they've provided that I stated at the start of this post (no wildfires, no lightning, some protection from rain and overheating). You can chop these trees down, requiring a total of 25 chops, and doing so will provide an astounding!!!!.........6 logs and some grass and twigs. Yeah, it's underwhelming. It's clear based on their loot that Klei intends for the Above Average trees to be primarily used for summer bases as you can get shade from the canopy on the coast if you plant your tree next to it, but for 20 days of waiting and actively going to it 4 times to enrich it (and making sure to enrich it while it's big), it's a tad underwhelming. And well, that would be all the new content. Overall I'm quite fond of the direction this update took and I absolutely adore the aesthetic of the new biome and the canopy the giant trees provide, as well as being a sucker for new recipes, however there is room for improvement as always and I would like to suggest some things that could improve it. For starters, Fig recipes. 3 of them seem fine stat wise, the only one that has a blatant issue would be the Fig Stuffed Trunk. If you cook a trunk and cook a fig, you'll get 41 hp and 93.8 hunger in total. This means making the recipe would give you 19 more hp but cause you to lose 37.6 hunger from making it, which is a considerable difference. On top of that the trunk also lasts longer than the recipe itself, making it not that worth making unless you really want 19 more health for some reason and have nothing else to use for it. It would be better if the recipe's hunger was more than 100, perhaps even 112.5 like Warly's Moqueca due to the fact you need to hunt a koalefant for it and get figs which are found only in the ocean. On the topic of the trunk, it provides hunger equivalent to 3 pieces of large meat but it's only 1 meat value in the crock pot. It could be better to make it be worth 1.5 or 2 meat in the crock pot due to what people are trading away stat wise on the trunk in exchange for a crock pot meal. Another issue with the recipes are that figs are only accessible in the mangrove area, which does make them less appealing especially since only 1 can really be made without too much hassle in the biome and one of the recipes seem to be made to be mass produced. It could be a good trade-off to make 2-3 figs grow from the Above Average trees but in exchange the nuts can only be found by ramming into the giant trees in the biome itself, providing incentive to go back there as well as making Figs much more accessible. This would also help with the next issue, namely the worth of the Above Average Tree for the effort put into growing it. It takes over 20 days for 1 to grow, requires 8 figs and 4 glommer goop and needs to be interacted with at least 4 times but it provides a small amount of loot if you decide to chop it. It's understandable if the intent isn't to chop it but when 2 evergreens can provide more logs than it within 5 days, it's a bit sad and an issue. These trees could be viable for loot if they provided maybe 15 or 20+ logs as well as substantially more twigs and grass. While this won't make them more viable than evergreens farms, or lureplant farms with twigs and grass, it can make occasionally farming them for quick loot a use of them for the community. Lastly, tree jam is quite expensive to make, due to figs and glommer goop being rare. And while fig can be more readily available if Above Average Trees are made to grow them, glommer goop is still an issue and the fastest way to get it would be to kill Glommer every night during the Moonstorm event where every night is a full moon (and thus he respawns nightly). With that being said, it has alot of potential. If it's allowed to be used more freely some changes to it that would make it better would be for trees to grow fully when it's applied on the small version of trees, and it can be more freely used as 'boat patches' to fully repair leaks. A kind of out there suggestion that likely won't do much in the long run but would make sense would be that it could be used to befriend treeguards, since it's a tree growth formula and treeguards are well, tree guards and would probably appreciate the gift as a result of that. That's all the suggestions I have for now, though I'm sure there's some things I missed. The biome is certainly a unique take and is a nice way to implement more ways to combat summer and more survivability while exploring the ocean but as always, there is room to improve and the tools it provides have alot of potential that can be taken advantage of if used right. Thanks to anyone who read this far down, I hope the information provided will be of use to you and if you have any suggestions yourself feel free to comment them in the post. (Also sorry for anyone who thought this was a lore post, no real lore. The only things I can tell you are: grass gators are skittish, sweetish fish are sweet cus they eat figs, and you can make giant trees because you're able to closely replicate the conditions the trees grew up in, though not quite. This could also mean that giant Knobbly Trees on land are at least a no go due to that and because well, they'd need to actually be planted on land as a massive tree seed. Still room for evergreen giants if you wanna fight for that though.) TLDR: Figs are nice fruits but 3 of their recipes suffer from their accessibility and 1 suffers from only having a minor hp boost and a hunger decrease when compared to its ingredients. Above average trees are nice but for 20+ days of growing they are a bit lackluster. Having them grow figs but provide no Knobbly Tree Nuts would be a great change to them that still provides incentive to go to the biome while making figs much more accessible and viable to use as fruits and for their recipes. Above Average Trees also need more loot since 5 days of two evergreens growing is more wood than they provide. 15/20+ logs and considerable amounts of grass and twigs would be great for them to be an option for some quick loot for all 3 of them, even if it can't outcompete the top methods. Grass Gators provide alot of leafy meat and are not to be overlooked, they could do more in terms of grass and twig supply like have a small chance to provide saplings and tufts but are generally okay. Spiders are neat. New fish is also neat. Tree Jam is good and could be better if it grows trees fully and fiigs are more accessible. And as a niche thing they could help to befriend treeguards due to their nature.
  2. Version 0.1.0

    116 downloads

    The purpose of these mods is to provide some proposals for change in mechanics to the developers, help with balance, take up some part of balancing to allow the Klei developers to focus more on other things, while at the same time letting other players out there test the mechanics of these mods to see how well they like them, as well as get feedback to further improve them. Any mods within this file will stay for so long as a certain mechanic is not in place. Whether any of these mechanics are applied to the game depends entirely on the Klei forum, and of course, the Klei DST developers themselves. You can play-test any mechanics from these mods to give feedback on how well you like its contents to help with the process. The mods within this file are created for Don't Starve Together only, therefore most of them may not be compatible with the single player version. You should take in mind that some of these mods were created while A New Reign sequence of updates was still in beta, so be careful with the installation if you cannot access this content in any shape or form. The content of this mod was created using a DS software tool called Sublime and on Windows 8.1 operating system. Any issues in regards to other platforms and operating systems I may not be able to help with. Mod contents Desirable features that are not in the current build of this mod file WARNING: The methods in which some of these modifications have been created involve creating copies of existing files and then editing them. To my knowledge, these mods are compatible with each other, but may not be compatible with other mods out that that use the respective edited files within these mods. Enable with other mods out there with caution, if you so choose to do. The reason a large part of the code is done this way is to keep it easier to create this type of content and to allow developers to make changes more easily, if they decide to include any of the content provided within these mods. If you encounter any bugs, errors, exploits or overlooks as a result of these mod mechanics, or if any information given here is in any way inaccurate, please let me know. Special thanks goes to @Arkathorn and @Desblat for their help in guidance of mod coding. If you want to contribute to the way the you can post your own mechanic changes seperately. Additionally, any changes that aren't already mentioned here, which you think would do well for the game (in relation to what the mods here already cover, e.g. Willow) are welcome. Also, any constructive feedback is welcome. You can discuss this mod and anything related to it in the comments of this mod file page, or in this topic.
  3. hello, there's not really a story so...we are on The Islands, enjoy.Name:willyrace: hound doglooks: brown with white spotsadvantages: knows all languages, night visiondisadvantages: has random sparks of violent behavior
  4. Well, being completely bored out of my wits, I decided to make an art thread. Here is my first piece of "art", if it even deserves to be called that... open the following spoiler at your own risk:
  5. 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.
  6. I'm not really good at making pictures on the PC, but here it is anyways!I can take requests and suggestions if you want (anything Don't Starve or profile pictures)
  7. tthis is my first multi-part story, hope you like it! part 1: the idea Maxwell pondered and paced in his zone, a zone that he created where he could live and plot out his next deathtrap for Wilson, in there he lived with his two roommates: Spidey and Grue. Spidey was a spider warrior who served Maxwell and is more of an intern to Maxwell, Grue was a creature of the night who never reveals its true look, for it only can survive in perfect darkness, because of this, Maxwell has created a physical, shapeless form for Grue, in order for him to be mobile during the day. “how can I kill Wilson if he keeps on surviving my traps, and that blasted spirit guardian Wendman keeps me from killing Wilson directly?” said Maxwell that night “uh, sir?” said Spidey “how about instead of you killing Wilson, you let someone else do it, someone who you know will do it right, someone like a bounty hunter” a grin appeared on Maxwell and Grue’s face as they thought of it “yes, of course, a bounty hunter, Spidey that’s brilliant!” said Maxwell “that may be the best idea I’ve ever heard you say!” said Grue “Grue, you and I shall go off and search for these henchmen, once you found them and got them on our side, send them back here, Spidey, you’re in charge.”
  8. What are they for what is there purposeI've noticed when they attack the red thing gets bigger.What could this mean?When its full do we get the blood they had stored?WHat could the blood be used for?
  9. Hello the following are some Ideas that might be interesting to see developed into the game.Hair - this is an idea i was thinking of in which all characters can cut hair to create a meat effigy i.e. Willow/Wendy can shorten their hair, Wolfgang can shave his mustache, Wes can cut ear hair (for humor) etc. now although this would get rid of Wilson's special ability he could be given something in return such as faster hair growth than other characters, or takes longer for starvation etc.Bridges - this could be a new structure the character can build (like walls and can be built with different materials as well) to reach other areas not easily reached through other means (have been stuck on an island before, with only way off is to loose sanity from wormhole).This one is not a suggestion but a problem I have with walls, When trying to build a wall near edge of land (where water meets land) it seems impossible/near impossible to build the wall.I hope these are decent Suggestions/problems that you perhaps like and implement into the game and perhaps in the future i will have more suggestions to try and help the game.Night
  10. So I was thinking that since they added winter and a winter based enemies why not do all of the seasons and enemies for each. Why not take the scare crow idea and have them as things you can build and as enemies during fall. And perhaps a random spawn Halloween based monster. Even having wild growing pumpkins and pumpkin patches show up. Each pumpkin could have a chance of becoming some sort of plant based monster with a pumpkin for its head. Maybe the lower your sanity the more likely they are to spawn. A shadow or something could be seen flowing into it right before it rises up to attack. And during the spring there could b more bunnies and the king of the bunnymen could come out of a large wormhole or something of the sort.
  11. So while I enjoy the idea of adventure mode, I feel it has some serious issues, I know its in development and will be much more fleshed out in the future, and that is why I am posting this to share my ideas because I have many and I am curious to see what other people have to say too. So here is my biggest complaint- The wooden thing is WAY to easy to find, this is mainly because all the pieces are near each other and if you spend a day looking for it, chances are you will find it. This would be fine for world one and two, but for world 3 and onward I feel the pieces should be spread to being on a different island each, and in 4 or 5 some if not all the pieces are being guarded or carried by some kind of large threat, like a spider queen or something (there would be a clear indication that the mob would be holding the piece of course) This would make the adventure more eventful and longer-next is a more obvious change, I feel as worlds go on they should become more unexplored and barren. To the point where world 5 does not even have things like pig villages or lush forests. And what mobs you find there peaceful desperate and hostile, and have more hound attacks more often, Like in world 3 its every 5 days, and world 5 its every day or every other day.-I also feel spiders should get more and more feral as you continue, In early worlds they are fine the way they currently are but in later ones make spider warriors spawn 90% of the time instead of normal spiders, and then possibly in world 5 they just never sleep and remain a constant threat.-Later worlds should also have much more night time threats, Things that you have to defend your fire from (I know we got the night hand now but that's only when insane and could you imagine dealing with both hands and some kind of hostile monster? Nights would sure be much more eventful) Also make it much less safe to go off with a torch or mining light in later worlds, considering as of now there are no real threats out there-The crawling horrors are said to be from another world right? So I think it would be cool to see them spawn quicker and become more hostile in later worlds, like in world 5 make them hostile once insanity has reached less than 80% or make them hostile all the time (I think that would be a little over kill) - This is a more lesser thing but I think it could be interesting, what if say around world 3 or 4 you had to fight the wood thing is some way shape or form, I do not know if this would work out to well considering the game does not have the best combat (But that's fine considering I know that is not the main focus of the game), But I feel if done right it would be really cool and could test the player mid way through. Perhaps just have it defended by a circle of Tentacles while having a projectile attack, does not need to be to complicated if done, that thing just always looked menacing to me-And lastly I would like some kind of final showdown with Maxwell in some way shape or form, Perhaps a wave of enemies or some kind of boss fight, or one last world where its a survival game between you and him with the scales tipped in his favor, like he has a revolver if you get to close, Guard hounds and perhaps slight manipulation of the world around him. And if you beat him you could get some kind of great reward for the next new game you start (would only apply once, adventure mode would have to be completed again to start a new world with it again) Like a revolver that hits like a tentacle or spear from a distance, but requires amo that is a bit hard to craft (Like 15 charcoal and some other things to make 4 bullets)So that's what I would like to see, I am sure some of these are ideas every one has thought of but just felt like putting them out there, Love the game currently and I am sure I will love it even more with what ever choices the developers make
  12. The problem with the sarcophagus, is that the Meat Effigy is so much easier to make, and the Amulet about the same as it, but without the curse, that no-one would build a sarcophagus as it would be annoying having a random curse...
  13. Are you able to use your Treeguard as a Guard? As in after you make it neutral, can it attack any hostile mobs that are after me? Pretty much what Im saying is can they be like a Pig? But better?
  14. Firstly I would just like to say that Don't Starve from when it came out on beta to its most recent update has been and I'm sure will continue to be what a game should be, difficult, time consuming and entertaining. I would like to put forward some ideas to be discussed and expanded upon, as Don't Starve is a game where one thing can lead to multiple. So here are my suggestions... - Wilson's Shadow: A new enemy type that has a chance of occurring at sunset. You would be notified of its coming at day break where some time during the previous night Wilson has lost his shadow. When the shadow comes during the sun set you will have to kill it like everything else. To expand upon this you could also have the players character take more damage or lose health slowly in the sun until he or she retrieves the shadow back by defeating it.-Crows and Farming: Farms in the game can be exploited to just live of them forever and not have to venture out to find other food sources. So a way to stop this from happening would be to make crows or some other animal perhaps SNAILS which can just hide away in their shells when attacked so another method would have to be used to remove them. With the farms at risk from attackers items like scarecrows and mesh can be used to prevent this from happening but to also prevent the outcome of a user creating an item that will just sit there and last forever, adding durability to this prevention system may add the extra edge.Any way that's all from me for now, still have a few more suggestions but I will end it with just the two for now. Good job on a great game, keep up the good work
  15. Update: Added items not found on my 1st post on Page1 --- Suggestions ---- Using Manure on Farms : When you use manure on a farm plot instead of always making it grow at random one might stay small even when you put in the manure.If you keep feeding it manure you get the chance of making a giant sized version of the crop grow. Its a gamble though because there is only a % chance that it will grow giant sized. ----New Special Enemy types ---- Small Foot - hH is a sasquash that must of not grown to full height because of his lack of berries and honey.He appears during sunset to try to steal honey from any near by source. He only appears in wooded areas since he is shy since he is a Sasquash of small height. However what he lacks in height,he makes up for his large apatite for honey and meat. He is pretty harmless unless you try to shoo him away from honey once he is eating.Then you better run for your life because he will chase you until you are far enough away from the honey he was eating.He will not stop eating the honey until there is none left in the hive or bee box. Jersey Devil - This crafty guy is not a myth or legend anymore.He is a pain in the butt truly to no end.He has a taste for tall bird eggs and fresh veggies.Despite the myth Jersey Devils are vegetarians but have a liking of eggs.Being a shy creature he will not show himself while your around and will wait for when you are a safe distance away to go after whichever food source for the day he is targeting.He only eats one type of food each day so trying to figure out which one he is after can be tricky.The only time he makes a sound is just before he swoops down on his prey but if you listen carefully enough you can hear the sound of him salivating the further you get away from the food source he is after. Best way to stop him from eating something you wish to protect is to stay near it,only other way is to set traps around which ever food source he has after. He only needs to feed on the day preceding a full moon so make sure your ready for him.Also unlike what you would think he is not alone.Beware if you manage to corner the Jersey Devil,though shy a Jersey Devil will turn ferocious and attack you at full force to get away until you get far enough away from where ever it is trying to flee to. Cubacawbra: This crazy looking creature with its razor sharp claws and vampire fangs can look quite unsightly to the eyes.Though it is equipped with a arsenal of natural weapons it seeks only two things, baby tall birds and beefalo.Now a Beefalo can handle its own when its with the herd or alone against it.However if the Cubacawbra keeps attacking the same beefalo every night that Beefalo will slowly but surely get weak to the point its hair falls off.If that weakened Beefalo is attacked a few more times in its malnourished state it will die. Only way to reverse the effect is to feed the Beefalo yourself some nutrient rice fruit and seeds,to put it in a holding pin to protect it,or kill the Cubacawbra to allow the Beefalo to heal on its own. The other items a Cubacawbra likes (or should I say loves) are baby tall birds and jackelops. Unlike the big size of a Beefalo neither of these can protect themselves quite well so your going to have protect your baby tall birds by either putting them in a holding pin,protect them yourself in any way you can,or kill the Cubacawbra.This keeping your baby tall birds safe until the next time a Cubacawbra spawns. The Cubacawbra makes no nose at all,the only way you will know one is around is if you see it feeding or spot it fleeing or heading toward its prey.Unlike the Jersey devil these spawn during the day or night of a New Moon.If they spawn at night you will know your seeing one from the red glowing eyes they have. ------ New Craft & Gather items ------- from rocks or naturally found in arid areas. Sun Dry Box - used to dry things,veggies,meats,grass,etc Smoke Box - used to smoke veggies and or meats for preservation Cook Book - used to remember the recipes you learn as you discover them. Holding Pin-made using lumber,grass or rope.Primary use is to keep tamed beefalo from wondering off.However if you do not keep the Beefalo tamed,or they can come under attack they can break out and tamed beefalo will follow the ones that became untamed out to freedom. Achievable if you use stone walls to enclose them,if only we had a gate/door we could use...... Hay- Made by drying grass in the Sun Dry box.This serves two different purposes one to tame beefalo and to keep them feed which keeps them tamed.They need to be feed daily otherwise they will being to become untamed and even hostile toward you. Seasonings : Made out of dried veggies dried in the sun dry box. They help to preserve raw or cooked meat help preserve it or even make something edible.Only certain types of veggies would be able to be sun dried and combined into seasoning.Seasoned cooked food also adds additional + sanity compared to their non seasoned counterpart. Salt : Pretty much main use would be to preserve raw meat and veggies but unlike seasons cannot be made. Must be mined ----New World Gen Biomes ----- Desert- This would be the location to which you would find a area that has salt flats that you can dig or pick for to get raw salt that can be used for preserving raw or cooked meat and for other uses. Creatures found here:Scorpions,giant "Spice" worms,"tremors"(which would serve the purpose as baby spice worms),Vultures,and scarab beetles would roam these sands. Food sources: Various dried veggies and fruits that can grow on flora that can survive these hot sands. Flora: Various Don't starve versions of real life flora that can grow with a few with a dark demon twist.Some say the flora have eyes in this biome and can talk to each other through the sands. ----Additional Game Mechanics ------- Food Spoilage-.Pretty much simply food should have a decay rate. Depending on the food type,and storage used.Raw meat should spoil faster than cooked meat if not kept in a cold place.Fruits and veggies should spoil at same rate in there raw state. Cooked versions will spoil faster than raw stored. Happy to say in the game now ^_^. ----- New Food Types ---- Jerky- made via smoking meat in a smoke hut or sun drying meat in a sun dry box.The Jerky will last much longer then raw food and cooked versions. Happy to say jerky is in the game now ^_^.
  16. So, I settled my base in an awesome island with beefalos, tallbirds, graveyards and spiders. Spiders. They seem to get stronger and stronger every single time I pay a visit to them. Currently there are 6 dens, 3 tier 3 and 3 tier 2. I wanted to get rid of those once and for all but without losing the resources and such. I do not dispose of fire darts/pigs (there are 2 pig houses near them and they kill the pigs as Soon as thry spawn). Thank you! ( this game is awesome)
  17. 3 things i like the most: 1) Rivers. Here is why: Also i think that you shouldnt be able to trespass rivers.2) Caves. Everybody love dungeons! (And dragons...) Also dark caves fit this game's creepy atmosphere. 3) Bridges. No gates on them though. Also i think that the following terrain generation mechanics would be good: Rivers are not trespassable, but they have narrow sections (requres less stones to build a bridge, but you still can buld a stone bridge in any part). This will make player make decision on where he wants to put the bridge and not just put it at random spot of the river. Narrow sections shouldn't be too far from naturally generated bridges to not let player easily cut huge corners in the early game. You can build wooden/stone bridge across narrow section, no difference in functionality (or maybe wooden bridges should be flammable?) and you only can build stone bridge across wide section. Logic behind this - wooden bridge is not durable enough so you cant stretch it across too wide area, but stone bridge is. Balance behind this - stone is harder to get in a big number so player will have to work hard to be able to build even a single bridge but will also be rewarded by ability to cut any corner he wants.
  18. When I get on chrome and play the game, it asks me to play the demo, when I already bought the full game and entered the product key. Then I realized that it changed e-mail accounts and it won't change back. I've tried everything I can and it's not changing back to my e-mail, anyone know how it can be fixed?
  19. Hello to all and good evening. I come to you all because I saw that my copy of "Don't Starve" won't save my file? I had an actual decent map and got through my 5th night when I had to leave for work. when I got back I started it up and it didn't have the save? I first thought it might be in the Import tab but I decided to come to you guys. So? What do you all suggest? Thanks and have a good time trying not to starve.
  20. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title Items disapearing before I can take them Steps to reproduce random it rarely happens logs from a cut tree simply disappearing Describe your issue In the new map engine, I cut a tree 2logs fell on the left side and a log on the other side, but when I went to take them the 2logs on the left,they disappeared before I could take them, the other log I could take. this issue has happened before with rocks, but I considered I just collected them.
  21. 1. Swords (An alternative to spears) 2. Different levels such as Caves New dimensions if possible. 3. Availability to make small huts. 4. New Armour like Gold and iron. 5. Be able to make multiple saves. 6. Weather changes such as Rain, Thunder and lighting Note: All of these are just suggestions.
  22. It was a right proper fight, that. In retrospect, I should have taken a screenshot.
  23. we can kill rabbits with impunity once again. It seems like the game is just moving in circles, with the player being punished for surviving. Krampus was made to limit rabbit trapping. Krampus was then nerfed to a non-issue. Now there's a way to farm rabbits with no bad karma at all with the tooth traps. What was the point of Krampus to begin with? Pigs were being abused for meat. Pig spawns were then lowered and house recipe requirements were raised. Now the pigs just plain die off, leaving only a 25% drop chance for one of the 4 items needed to renew them. Extinction will occur, and is inevitable, when pig abuse had already dropped due to the spawn changes. To make this a viable change, I suggest making it only apply to player made houses, and perhaps nerfing pig spawn a bit further. Farming, the only "proper and nice" way of surviving has now been nerfed to pointlessness. It's pretty much impossible for new players to start up with the lowered seed rate. Not to mention that the lengthened growth times and reduced nutritive payoff make it not really worth it, considering rabbits can again be farmed with impunity, which is why farming was buffed and Krampus was introduced in the first place... We're chasing our tails trying to find a proper solution here. I'm no gaming or coding savant, but here's a couple suggestions. Feel free to add your own. 1.) Pigs should only go extinct from player built houses. -To compensate for this, lower pig respawn times from 3 days to 5. That way even with an absurd pig village the player won't be able to sustain himself on their meat alone. -An increase in pig strength and village size, to present a higher threat to those farming bacon could also be welcome changes. 2.) Farms should have a bump up in speed, closer to what they were pre-Queen. -However, perhaps introduce a spoilage or infestation mechanic. If you're not there in reasonable time to harvest within a given window, your crop simply dies and you lose it. There could be a percentage chance for dropping seeds, but of course there's the threat of birds picking them up. -A slight drop in manure farm fertilization efficiency could also work. Say that each poop is worth 6 crops, meaning you'll need 5 poop for one plot. -Perhaps Beefalo, Pigs, Birds, and Bunnies develop a taste for the easy life off your farms and could eat the crops as well. In other words, you'll have to work a lot harder if you want to see reward from your turtling, but it's not impossible, nor is it all-reliable. The current nerfing just means people will be making a lot more farms and can live off them once started up. Sure, winter might change that, but winter is only one season. 3.) Lower Krampus's summoning requirements. (I haven't tested this patch out for him yet though). On the last patch I killed 3 full backpacks of bunnies in a row on the same day without even one coming for me. I also killed an entire pig village without his company. If you're going to include a deterrent in the game, it should be possible to summon the deterrent before I get a handy supply of food to last out his forgiveness period. This would keep the pig hunters in check, make people think twice before abusing tall-bird respawning, and give the people who jumped ship from the farming nerf back to rabbits something to think about. Which leads me to my next point. 4.) The tooth trap shouldn't be guilt free. I haven't tested it yet, but from how it was made to sound it seems like you don't get "naughty points" from using the tooth trap. Why wouldn't we? We're actively hunting and killing defenseless, clueless bunnies with tools of our own design. Yes, making them die instantly is a good thing, but we should still be considered naughty if the deterring effect of solely farming them is to work. 5.) Increase in spider hat durability? For people who stockpiled eggs beforehand, the hat isn't that big of a deal, but for people who earned their eggs fighting the monstrosities that are the new spiders and the queen, shouldn't they have more to show for it, at least a bit? -Which also leads into a question and another point. I haven't seen it myself yet, but are spiders spreading on their own? If not, why are level 3 nests only dropping one egg? If we can use them to make hats to control the spiders and they aren't repopulating they could potentially go extinct. Again, I haven't checked for their re-population, so this could be a moot point. 6.) Fireflies shouldn't just die out in lanterns and hats unless they can respawn. Think about it: You've captured the firefly alive. Why does he die if he's given shelter in my lantern but will live forever if I simply let him go to light my sidewalk base path? Unless they actually do respawn, then it's a moot point. 7.) Goes without saying, but Beefalo have no repercussions for murder atm. They yield 6 meat, so 2 beefalo are enough for 3 meat effigies, making you nigh immortal. They's also an absolute ton of them. My current map has 3 or 4 herds of about 10-12 each. I could kill half of them and still have enough to farm poop with. -Needless to say they should respawn, or breed. -Their drops should be nerfed from 6 to 4 meat. -They could become territorial, the individual beefalo you get close enough to startle attacking you once or twice. -They should most definitely hit harder. -Perhaps fewer should spawn initially. 8.) Now that the seed drops have been nerfed, perhaps the feather hat can attract more birds to increase the drop rate of seeds. This gives an incentive to braving the swamps as well. 9.) A way to harvest honey without angering bees? The beekeeper hat, at least last patch, didn't protect you from the bees, so there's no point to it. 10.) Increase Optimus Pine spawning. I enjoy his threat and I also like experimenting with him, but it seems I always have to cut down an entire forest before one spawns. This last one is more of a want than a need: -Taming hounds? they're so adorable when they're sleeping. Maybe they could need a regular supply of food like the smallbirds, but could actually be useful in combat. To combat the "Flock of doom" mentality with the hounds, perhaps when you don't feed them properly they attack the nearest source of meat: you or your other dogs. Again, these are all just suggestions. I in no way no what would work best for this game and am probably unaware of some of the repercussions my suggestions could present. Sorry for the long-winded post. Feel free to add your own.
  24. Im on day 50 something and im running into a problem where there are no more rocks/flint anywhere nearby.I know there are rock islands, and i have one close to my house, but i mined all of the boulders there and I'm running out of places to get flint. Problem: 1. My rock island was actually just a thin strip on my smallest island, yet it was the biggest rock area. (world generator problem here? perhaps requiring a certain amount of things to spawn in the world) 2. The other rock area is even smaller, and most of the space is taken up by tallbirds which killed me, (i had a respawn point) then chased me all the way back onto another island where they fell asleep. So not only do i have to deal with the crazy birds, but they take up all the space for any boulders! 3. the other islands have a few rocks, but it would take me 1-2 days to get there for only a few boulders. So if there are no more islands, I'm going to have to go all the way over there for only a few rocks. which won't fix the problem Suggestions: Perhaps making it so the rocks respawn on rock islands only. Maybe some sort of monster that spawns rocks some how? Perhaps a mound of dirt which you can dig up to find more rocks, and the dirt mounds would eventually regenerate, giving you more rocks. however it should be quite a few days before the dirt mounds respawn. Maybe this is just from one post, but i saw people asking for 2 rocks to be made into 1 flint. please dont do that. thats just making a way to make a limited resource item available with another limited resource item... that you find in the exact same place. Sorry if i type too much ._.