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  1. Klei, I... I don't know where to start. The latest DLC character is truly someone who has completely shocked me to my core, even more than the announcement of Wanda did, so much so that I couldn't just simply make a reply to the post whenever it came out, but I had to make my own. Where do I begin? So, firstly, while their stats aren't much to marvel at, those new tools they come with- Absolutely amazing. Their functionality is something I don't think the game has seen before, and actually looks quite similar to the character I suggested a while back, albeit in a different way- Which, I must say, is genius! The resources to craft new ones are extremely rare, but my god, that functionality is unbelievable. Being able to examine out-of-place objects to yield additional rare rewards brings a whole new layer to exploration, where players are rewarded for carefully checking items around them. I mean, trinkets and gold isn't too extreme, but it's really nice to be able to have something to do while exploring your world, and it coming with such a nice benefit is wonderful. I often go through gold extremely quickly, as my main use of it is giving it to pigs. And as for their other tool- Being able to carefully break apart stones to get more resources for them is something I think the game long since needed, as noted from the character I suggested a while back. It doesn't sound very nice to use on the ears though, so the only thing keeping me from calling this character perfect really is that. The fact that other characters use more durability than they do using the tools is kind of neat, but I think maybe just keep the tools exclusive to them. Makes them feel more special! But anyways, I think the characterization is amazing, yet somehow familiar, which, to me, just makes it all the more incredible. A dignified character besides Maxwell, who gains sanity from rich and rare materials- A really interesting way to say that he was someone who liked their wealth before the constant, which, I must say, as a writer, I LOVE little details like that, where a few lines and details can go a long way to paint a bigger picture of who a character is. And the fact they lose sanity from eating raw foods is kind of funny, although a little repetitive feeling somehow... Lastly though, Their art, while really awesome looking, brings forward a few questions. Like, to me, they just look like they'd be kind of frail, even more than Maxwell, really... I just can't shake the feeling. And either the character isn't finished yet, the art was done strangely, or there's more coming, because I'm not quite sure why they hold a blunderbuss in their portrait if they don't start with one. Just an odd note, but I suppose Wilson is there holding that duck, and doesn't start with one, so... Maybe I'm just being silly. Either way, I haven't really read any of their quotes yet, so I hope there's nothing in there to really ruin the experience of this new character for me. Until then, I think this character was extremely well made, and deserving of the highest praise I could give. I just had to buy their deluxe wardrobe because I need more of them in my life. Thank you, Klei, for making this all possible.
  2. When I first got into researching reactors, I was very confused with all the missing and conflicting information on reactors, so I decided I would analyze the game code and document it as best as I could for others to come. With the info I learned, I built this beast I like to call a CLRR (Coolant-Limited Research Reactor). But to get there, let's clarify some key points about reactors first so we're all on the same page: Fuel consumption is constant: No matter how hot or cold your reactor is, the fuel consumption will always be the same while it's running. Coolant absorbs fuel heat: Heat exchange happens between the fuel and its coolant. The greater the difference, the greater the heat transfer. More fuel = more heat: The reactor increases the temperature of the entire stack of fuel, no matter the mass. This means a reactor with 60 kg of fuel is producing 6 times more heat than a reactor with 10 kg. Less coolant = more heat: Nuclear waste is created at the current temperature of the fuel. Having less coolant means the fuel can rise to a higher temperature. More on that later. Meltdown at 3000 °K: (~2727 °C or ~4940 °F) Reactors expel coolant when it reaches >400 °C, which means the fuel barely reaches above that much and so reactors are way safer than one might expect at first. For more details on the numbers, I advise looking them up on the wiki page. I've made sure to update the page with all the details I could figure out. So with these key points, let's get onto the 3 main types of research reactors there are: Type A: Standard Research Reactors Basic reactor setup. Supports 8-10 steam turbines for ~7.5 kW or so. Simple to build. Somewhat inefficient. I won't cover those here since Francis John has a fairly decent tutorial on them. Type B: Fuel-Limited Research Reactors (FLRR) Or "economy class" reactor, FLRRs let you lower reactor output in case you don't have the resources or space available for a standard reactor. You can control the fuel intake with a thermo sensor and let the reactor regulate itself without wasting energy on steam turbine heat runoff or running too cold. This tutorial won't cover those, but let me know if you'd be interested in it. Side note: One thing I noticed people misunderstand (including in Francis John's tutorial) about FLRRs is when the fuel falls under 10kg it should spike up and then completely stop in order to save fuel. That's because reactors will use up 10 kg/cycle of fuel anyways, so feeding a reactor 10 times 1 kg a day to keep it at a constant 5 kg, for example, is worse than giving it 10 kg at the start of the day and letting it die at night. But a 10 kg fuel reactor is barely enough for 2 max steam turbines so I'm not sure why anyone would bother anyways... Type C: Coolant-Limited Research Reactors (CLRR) Now this is where the real fun starts. As mentioned before, nuclear waste is created at the same temperature as its fuel, but with 744 times more heat energy. This means that if you limit coolant intake to inch slowly towards a meltdown, you're also producing MUCH more heat. The higher the heat rises, the quicker the heat exchange with coolant, until we reach this "sweet spot" where temperature stabilizes inside the reactor. Typically, a normal reactor hovers around 300 °C (around 3,720 kDTU/s), but in a CLRR, heat can safely reach 2000 °C (around 24,800 kDTU/s). This build produces a stable 28.7 kW and outputs 1000 kg/cycle of nuclear waste at around 99 °C. Important note: The following build depends on the Rotate Everything mod. It's definitely possible to build without the mod, but it looks much cleaner this way. The final build: Plumbing overlay: The coolant feed valve is the most important part of this build and what splits the CLRR apart from other reactors. Because of the weird nature of heat exchange, you must set the flow rate to something your game can support. Start with a safe flow rate and gradually lower the rate until the fuel stabilizes around 2000 °C while on fast speed (make sure the reserve of coolant in the reactor is empty if the temperature is staying below 400 °C). Increasing game speed increases coolant demand. Steam turbine coolant loops: Coolants can be any liquid, but I recommend starting with water and replacing it with nuclear waste as the reactor runs. Nuclear waste has amazing TC and SHC, only beaten by super coolant so you'll spend less power running ATs and need less space for them. Nuclear waste as coolant requires about 1 AT per 11 ST, water/p.water requires 1 AT per 6 ST and SC requires 1 AT per 14 ST. The radiant pipes can be any metal and you honestly don't need as many as shown. Experiment to save on resources or just spam it like I did to be safe. The coolant loop in the center is NOT optional. I found tempshifts plates are not enough to pull the heat out of the nuclear waste. Aluminum radiant pipes is a good way to pull the heat from the waste and into the steam chamber. User Abynthe found that steel conveyor bridges placed vertically sitting in the nuclear waste act as a good conductor. I have not tested it myself but the weird properties of bridges might be able to have the same effect as a radiant loop. The heat reclamation in the lower chamber uses aluminum pipes. This is to pull out as much heat from the waste and into the turbines. Using ATs to cool it lower than 99 °C won't be net positive on energy unless you use Tune-ups on turbines along nuclear waste or super coolant. The reason the reactor coolant feed comes from the bottom row is for safety. During construction (or if something goes wrong), we don't want the reactor to stop getting coolant, and the lower turbines are the first to get enough steam. Aquatuners bypass: Power overlay: Automation overlay: The coolant is set to 80 °C to minimize heat exchange between the gas and insulated tiles. The middle basin should always have some amount of nuclear waste to have the super heated waste merge with. If that tile goes over 1000 kg and a new layer starts, dumped waste has a very high chance of melting pipes and creating nuclear fallout and we obviously don't want that. The heat reclamation is fine tuned to work with 2000-2200 °C internal fuel temperature and the pump should always have access to waste under 210 °C a few seconds after it's ejected from the reactor. If something went wrong or if your reactor is working harder, you'll have to increase this threshold. Elements: Insulated tiles and pipes in contact with hot steam should be made of ceramic or insulation. The aquatuners are bathed in liquid in order to prevent them from getting leaking nuclear waste and getting corrosive damage. I found that while liquid shutoff stopped the damage, they would still leak a bit, but leaks can be prevented if the lower tiles of the aquatuner have 1000 kg or more of mass. Obviously, if you aren't using nuclear waste as coolant, you don't need the metal tiles and liquid chambers. Everything inside the steam chamber should be made of steel or better, obviously. Lower chamber counter-flow: If the turbines are overheating, it could be a number of factors but usually it's because the heat buffer is too low. Adding more steam or spacing out the turbines from the coldest/hottest points helps with this. I'm not sure if the oil on the SCST is required, but I added it when I was having issues with overheating. Probably depends on the gas used. Construction tips: You should start the reactor as a regular reactor, while feeling the coolant loops with water and maybe even having a secondary pipe dump in more water into the chamber. Once you have a basin above 800 kg of nuclear waste, you can start limiting coolant and let the temperatures rise. As you add more water to the chamber, the steam should be able to reach further out and into more turbines. Stop adding water once the middle area is pressurized at 100 kg/tile (the upper chamber can reach as low as 20 kg/tile and the lower chamber as high as 160 kg/tile). Note that nuclear waste freezes at 27 °C and can damage your radiant pipes if they aren't warmed up enough. I'd suggest passing water through them first, especially in the lower chamber if part of it is still sitting in a vacuum. You might prefer passing the nuclear waste through the heat reclamation chamber before inserting it into the loop, unlike the piping shown above. It would save up a little bit of power while the system is still powering up. Other minor details: Liquid vents are slightly to the left to cool the waste as much as possible before it is reclaimed by the pump (and also apparently to avoid a heat-deletion bug..?). I know waste output is 1667 g/s, but the reclamation valve is set to 2000 anyways for when large influx come along. As long as you have something set so it doesn't come into packets of 10 kg. It's possible to have dupes deliver uranium instead of auto-sweepers, but you'd end up with a longer time with lower amounts of uranium, limiting your output. You could easily make it so each aquatuner is its own loop. I just find it easier to fill up if it's in a mega loop like this. I think the main chamber has 1 extra turbine that isn't needed... but without it, temperatures become unstable and might reach over 200 °C in some areas. I tried doing the math for the exact output, but I just gave up before converting the game code equation into an integral because of how much the results varie with game speed. If you have a way to properly calculate the heat output produced by the nuclear waste, please let me know. Bonus: Because CLRR have such a massive energy output, they can actually replace volcanoes in petroleum boiler setups Edits: 24/01/2022: Added missing steam quantity in the element picture for the lower chamber counter-flow and added tips if those turbines keep overheating. 30/12/2021: Added mention to how many ATs to use in case water is used as coolant. 26/12/2021: Thermo sensor should've been set to below not above and added bridges conductor tip, thanks to Abynthe. Also added savefile. CLRR.sav
  3. Hello, i am Custom ReForged developer. I came here to show you my mod called Custom ReForged, which adds bunch of new stuff to ReForged About The Mod Custom ReForged is a mod that completely changes ReForged. Characters perks are buffed, but at the same time enemies are stronger, than usual! The mod adds more than 10 custom wavesets, 3 custom difficulties, 2 custom presets, weapons, armors, hats and 3 new bosses, which are not so easy to defeat. Can you defeat all of Pugna's warriors or will you give up? The mod has roadmap, so the mod will not be abandoned! I'll leave a link to the mod below. If you want to help with development, then I will be glad. Working alone is very difficult. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2342610627
  4. Thanks to the Forum Moderators for changing my thread title! =D Youtube.com/MabiVSGames Thanks for taking time out of your day to check out my thread and my videos! Hey there! My name's Mabi and I love making videos! When the game first got released I posted a thread here along with my first "Let's Play" of Don't Starve. I also had some very awesome giveaways that were pretty successful. So here I am today to show you guys my playthrough of the newest update Shipwrecked DLC! It will include a lot of information on survival techniques, new items, new enemies, and much much more! Without further delay.. (THE NEWEST ONES WILL BE POSTED FIRST ON MY YOUTUBE) DON'T STARVE GIVEAWAY!! (Full Game + All DLC) | Don't Starve: Shipwrecked | Part 1 https://www.youtube.com/watch?v=rl4Gd4FfWrM If you enjoy my presentation and style then please go check out the rest of my channel over at http://www.youtube.com/user/MabiVSGames Mabi Vs Trove - Episode 1 - (Welcome To Closed Beta!) https://www.youtube.com/watch?v=tGy33YItK94 =======================================Subscribe: http://bit.ly/11sjUVP (5-6 Daily Videos)Twitter: http://bit.ly/1uileqh (Chat With Me)Twitch: http://bit.ly/13asGH7 (Live Almost Daily) (ง •̀_•́) งBecome a Mablin Today! (ง •̀_•́)ง (ง ͠° ͟ʖ ͡°)ง The Mabfather demands it! (ง ͠° ͟ʖ ͡°)ง=======================================Watch Epic Build Off (EBO): http://bit.ly/1BXzBTGWatch The Mablin Podcast: http://bit.ly/YAdmacWatch Mabi Vs Terraria: http://bit.ly/1rY0FmtWatch Mabi Vs 7 Days To Die: http://bit.ly/WNYxiiWatch Mabi Vs The Binding of Isaac: http://bit.ly/1oxfOEaWatch Mabi Vs Pixel Piracy: http://bit.ly/1nO32kGWatch Mabi Vs Invisible Inc: http://bit.ly/1tNfU1lWatch Mabi Vs Don't Starve: http://bit.ly/1xOrQCP Got an idea for a Video/Let's Play Mabi should undergo? Let your opinion be known in the comment section below! Mabi will always respond back to you! =======================================The MMO, Cubed Adventure, explore, and create in Trove, the acclaimed voxel RPG set in a massive universe of online worlds. Whether hunting treasure in far-off lands or building realms of your own, it’s never been this good to be square! Adventure Level your character with a growing range of Classes from the Gunslinger to the upcoming Candy Barbarian. Each Class has unique abilities and play styles to help you vanquish enemies and rake in powerful magic items, gear, world-building blocks, rare trophies, and more! Explore The worlds of Trove are full of diverse Biomes, enemies, dungeons, landmarks, and lairs. Whether you’re out for adventure or sight-seeing from one player-created Club World to the next, you’ll be amazed at astounding sights and wondrous creations at every turn. Create Build to your heart’s content in massive Club Worlds and in your personal Cornerstone, a home away from home wherever you go. Collect items and gear made by your fellow players or make and submit your own – including items, gear, Dungeons, Lairs and more!
  5. Will it be uploaded into the original soundtrack DLC are will a new soundtrack DLC be created just for Shipwrecked and its soundtracks?
  6. Hello everyone!! I just started to make gamethrough videos about my new savegame with wigfrid. I will upload at least 2 videos per day and you can see my progression. I dont make commentary in these episodes cause i dont speak english very well, but i will describe what i will do in my videos very well in the description. Sometimes i write in a bubble speech usefull tips.So dont disable the annotations. I would love to see you guys watching my gamestyle and learn from me...or i can learn from you if you leave a comment with tips. Here is the first video: Don't Starve (ROG): Episode 1 "Starting with Wigfrid" If you enjoy my series let me know.If you dont like something i love to let me know too. Please don't forger to "like", comment and if you want to see more from me subscribe More episodes: Don't Starve (ROG): Episode 1 "Starting with Wigfrid" Don't Starve (RoG) : Episode 2 "Find our base location" Don't Starve (RoG) : Episode 3 "Let's start building our base" Don't Starve (RoG) : Episode 4 "Wigfrid's first full moon" Don't Starve (RoG) : Episode 5 "Hound Attack" Don't Starve (RoG) : Episode 6 "Cutting trees with my Pig" Don't Starve (RoG) : Episode 7 "Using the pitchfork to decorate base" Don't Starve (RoG) : Episode 8 "How to kill the Treeguard" Don't Starve (RoG) : Mini Episode 9 "Kill the Krampus" Don't Starve (RoG) : Episode 10 "How to kill the MacTusk" Don't Starve (RoG) : Episode 11 "Let's prepare the field for some tooth traps" Don't Starve (RoG) : Episode 12 "Let's shave some beefalos" Don't Starve (RoG) : Episode 13 "A world full of pengulls" Don't Starve (RoG) : Mini Episode 14 "I killed the Deerclops" Don't Starve (RoG) : Episode 15 "Sleep tight Krampus my friend" Don't Starve (RoG) : Episode 16 "Let's explore the caves" Don't Starve (RoG) : Episode 17 "The spring Giant Goose Moose found us" Don't Starve (RoG) : Episode 18 "These bees is annoying as hell" Don't Starve (RoG) : Episode 19 "Gathering Silk and exploring caves for lightbulbs" Don't Starve (RoG) : Episode 20 "How to move a lureplant" Don't Starve (RoG) : Episode 21 "How to deal with frog rain" Don't Starve (RoG) : Episode 22 "Gold for the rest of my life" Don't Starve (RoG) : Episode 23 "Let's build our first bee box" Don't Starve (RoG) : Episode 24 "Summer is here" Don't Starve (RoG) : Episode 25 "How to make a Prestihatitator" Don't Starve (RoG) : Episode 26 "Using old bell for first time" Don't Starve (RoG) : Episode 27 "My first death-Spider Queens are strong" Don't Starve (RoG) : Episode 28 "Taking revenge and kill the Spider Queen" Don't Starve (RoG) : Episode 29 "How to make moggles" Don't Starve (RoG) : Episode 30 "Fighting the shadows" Don't Starve (RoG) : Episode 31 "Finaly discovered the whole map" Don't Starve (RoG) : Episode 32 "Kill the Clockwork monsters" Don't Starve (RoG) : Episode 33 "Let's build some stone walls" Don't Starve (RoG) : Episode 34 "Hard time in the caves" Don't Starve (RoG) : Episode 35 "Trying to make blow darts" Don't Starve (RoG) : Episode 36 "Making a route from fireflies" Don't Starve (RoG) : Episode 37 "Fighting with a lot of Mactusks" Don't Starve (RoG) : Episode 38 "Wigfrid survived until day 100" Don't Starve (RoG) : Mini Episode 39 "Deerclops do you even lift?" Don't Starve (RoG) : Episode 40 "How to make Nightmare Chester" Don't Starve (RoG) : Episode 41 "Sanity issues"
  7. *This is purely speculating and hoping* xD I've been thinking about this and trying to find a happy medium with the confirmed intro of Spring and Autumn now going into the mix. What lengths do you think would work best? I'm always confusing myself with the summer - 21days and winter - 15days. It makes calculating the next winter a total nightmare due to my lack of basic math sometimes lol If I could have it any way, I'd probably have: Spring - 10 days Summer - 15 days Autumn - 10 days Winter - 10 days Atleast I think I'd like that. Part of me feels less than complacent with it though since the harsh quick drop from summer to winter is a nasty enjoyable challenge =D The idea of having longer to stock up for winter means less rushing, but it makes me wonder if it'll lead to dilly-dallying around a bit, especially through Autumn if there aren't sizeable seasonal differences in place. What about you?
  8. With the new DLC, I though I mighteswell make a suggestion. Yeah, its not lava caves/lava biomes/lava birds. Deal with it. My idea is quite simple. Improve general animal AI. Not that its bad, but make it seem more dynamic. Standard animals If a rabbits hole is dug up, and the rabbit avoids death, it will relocate and make a new hole. Birds will occasionally make nests on the ground. These can be harvested for eggs, but if left in the nest too long, they will hatch, spawning a new bird. An empty birds nest will rot in about three days. Pigs will expand their villages naturally, as in maybe one house per ten days. Of course, there will be a limit to this. Pigs will also be found making pilgrimages to the Pig Capitol (Town with pig king). After the full moon, any pigs that were Werepigs at night are burned alive at a campfire. The campfire will stay alight for the time of a fully lit campfire, then it will go out until the pigs re-light it for the next sacrifice. Merm/Pig Relationships We have already seen signs of war between Merms and Pigs, given the heads on spikes around the map. So why not make these two races battle it out? Very, very occasionally, a horde of Merms will attack random pig houses on the map. Even ones you've built. If the pig(s) kill the merms, the siege ends. If the pig(s) die, the merms destroy their houses. Of course, it can happen the other way around. This would add more dynamicness to the world - imagine heading to the local pig village to find everyone dead... Merms will occasionally send embassies to the Pig Capitol. They can be recognized in that they carry a small, dingy white flag everywhere. Pigs will not attack this Merm, and this Merm will not attack pigs. He will walk to the Pig King and hold council with him, maybe giving offerings and the like. After the meeting is over, there is a 50% chance that the merm will be executed. Otherwise, he will go back to the main Merm village. Hostile Creatures Yeah, you knew something about Krampus would be on here. The current naughtiness summon number is 30. I say it should be 20. Each time Krampus is summoned, that number goes down by one. If you are 100% nice for 10 days afterwards, it regenerates by one. The max is 40. As for Krampus himself, make him just run around smashing things non-stop. Make him being there an actual panic instead of him only arriving when you purposely summon him. Oh, no! Deerclops is here! I'll just herd him into these beefalo and kill him instantly. The point is, Deerclops gets quite easy after a while. So here's my suggestion - everything runs away from him. Its pretty simple, but it makes the one-eyed wonder a hell of a lot harder to fight. Maybe he even breaks tooth traps. I'll expand this soon.
  9. Will Reign of Giants be the one big (heh) piece of additional content that will be expanded upon, or are there plans for frequent additions of individual DLCs?
  10. Webber is an upcoming character to Don't Starve in the Reign of Giants dlc. Add suggestions on what abilities He should have.