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  1. I know that my posts here on these forums are going to always be meet with the Confused react emote from loyal followers who love to confused react my posts But HOPEFULLY with some (very poorly put together) Images showcasing the HOWs & WHY it should Work that maybe even they will actually like this post. If this type of content is NOT for you please do explain why.. don’t just confused react everything, Your confused reacts could potentially be what makes Klei think that the Idea is Bad and they should never consider it, which would be overall BAD for the people who actually DO Like the ideas.. With That said- I have been playing a heck of a lot of Don’t Starve Single Player.. and there are challenges IN Dont Starve Single Player that Simply Are not in the SURFACE World of DST (not counting Cave Content because many people can’t play Cave Content..) All of these things server as a “Progression Blockade” a specific Area within the game that you can not by pass without first meeting specific requirements in doing such. DST... has very few of these preventing players from simply running from Biome to Biome in a straight line without a care in the world. These Things are Warrior Pig Chokepoints as seen in Image 1.. Limited Movement Mazes full of Hazards, as seen in Image 2.. Insanity Obelisks that could only be raised or lowered by being Sane/Insane as seen in Image 3.. And last but probably my favorite Entire Biomes that are extremely Deadly Without wearing protective Head Gear as seen in Images 4 & 5.. I have listed in the images ways that I feel these things COULD exist in DST.. but these are only Images, Only KLEI Developers know if any of this is actually possible. Now that the Ocean itself is fully sailable Klei is probably thinking that there’s no way to incorporate things like the Trapped Maze but.. here is an Example of how it COULD work in my head (I give credit to this idea to @Hornete for suggesting Whirlpools in their thread)
  2. Hey everyone, I love DST, and have some great ideas for stuff to add to it, ranging from very easy to "I have absolutely no clue where to even start". It's a lot for one person, especially when that person is still very new to coding. So, I figured I'd ask for help turning these items ideas into things that everyone can enjoy. Get in contact with me here or on steam if these sound like something you'd like to see too. Having other people working with me is always great motivation. Throwable Weapons For starters, Rezecib made spears throwable a long time ago, and I decided to extend that to every other weapon in the game. If you can hold it, you'll be able to throw it........eventually (except ranged weapons because usually there's a mod for alternate modes already, and I don't want to ruin those). The current standing of the "Throwable Weapons" mod (found here) is that while most of the weapons I have worked with eventually worked properly, several didn't. There are no animations for anything except the spear, as I have no clue how to make them, I can't get the lantern to work if my life depended on it, and I'm still trying to figure out how to work with mod weapons that have configurable uses. In addition, I'd like to eventually look into a stun function with the bug net and fishing rod, as that would make sense in certain situations, and makes throwing them more useful, as you only get to throw them once. It could also use new art for the mod preview, maybe some screenshots, and some coding in the description to make it more appealing. I already made SW weapons compatible too, though the coding for the mod doesn't seem to work in DS, so another thing could be adding those weapons to DST. If you want to help with this, get in contact with me and I can add you as a contributor on Steam. Horzine Syringe I have a few ideas for this but haven't even started looking into it. I'd like it to be a sentient being, using quotes from the game (if that's allowed, I don't know the rules), but there are so many ways to approach this, from making it into a syringe gun (but minus bullets), to allowing perks for healer characters (through tags I guess), and then there are all of the crafting recipes and reload options. My one thought was to have it jam after it runs out of ammo and then the quote would be "You could always complain to Horzine". Challenge Worlds/ Adventure Mode An adventure mode mod doesn't need to replicate the DS adventure mode. It's a different world now anyway, right? I've been forcing my group to use the teleportato mod by Serp (found here), but there's limitations like not being able to decide what the next world will be, not forcing players into caves, and it doesn't play nice with custom world gens like Desert Enhancement and Megarandom. So, I thought about making the challenge worlds as loadable presets first, and then figuring out how to chain them together to make campaigns of sorts. This is where all my crazy ideas come into play. I've seen Serp and a few others working on a quest API, and I think it would be awesome to have different ways to obtain the teleportato pieces rather than just trying to locate them each time. What if a certain condition had to be met to obtain the piece, or to obtain a blueprint for the piece? What if the teleportato pieces were replaced with scrolls or something that told you how to actually obtain them? What if other game modes were incorporated like the starving floor and hunt modes (though edited a bit to make it work with this)? There are so many options from how many pieces have an objective tied to them, to the difficulty of each objective ("Survive X Days" VS "Defeat the Dragonfly" VS "Reset the Ruins") to which worlds can be chosen, to which mods are used. And if it's made as an API, everyone can add challenge worlds and their ideas to the mix. How I could see this working is that each world gen is tagged with numbers that determine when it can appear in the sequence of worlds that must be overcome. There doesn't need to be a proper boss fight at the end or anything. I think adventure mode mods haven't become a thing because it's hard to replicate the DS version and find a fitting end to it.