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Found 23 results

  1. From my experience, these are how I would rate the plants that come from the dirt and into our fridge. Remember this is my opinion, so it is automatically better than yours, but you can tell me your grievances in the comment section anyways. Carrot: 2 Stars: Ah, the classic carrot. It's not really impressive in its own merit when you're looking to increase stats, but it's abundant in the world. You're able to instantly get carrot seeds by plucking carrots in the world and feed it to the bird for immediate farming use, meaning that you get a controlled crop output instantly, albeit with an okay crop. Otherwise, they're good for making those bunnyman houses which are harder to make thanks to the nerfs. Corn: 3 Stars: Corn restores 25 hunger when eaten raw, which is pretty good by its own merit. It can also be cooked to create popcorn, which restores less hunger, but takes longer to rot. (15 days). Corn is also essential to make powdercake, an infinitely-lasting food that can be used as bait for farms or to apply spices on to be used when needed, albeit with a -3hp penalty. Potato: 5 Stars: A cooked potato will restore 20 HP and 25 Hunger, already surpassing the other crops we talked about earlier, and if you're playing Wolfgang that hunger increases to 40. Additionally, it is used for several great crock pot recipes like Creamy Potato Puree, Spiraled Tubers, and Nightmare Pie. Did I mention that this little guy is extremely common, grows quickly, and can grow in all seasons except Summer, and requires the easiest nutrient to grow? (Manure). I find myself planting this crop very often. Toma Root: 4 Stars: While not as potent as a potato when cooked, Toma Roots are still used in a ton of great recipes such as Vegetable Stinger, Salsa Fresca, and Warly's Moqueca. It's also a crafting recipe for Wigfrid's Rude Interlude, and can be preserved a bit longer cooked than raw. Also, it has unique nutrient requirements, making it great for pairing giant crops. Asparagus: 3 Stars: Asparagus is the Compost crop you grow for Winter. It restores 25 hunger when cooked over a fire, comparable to the three mentioned plants above. Otherwise, it can be a substitute for the Toma Root to make Vegetable Stinger and can make Warly's Asparagazpacho for murdering idiots in winter cooling down in the Summer, though you better have a plan to preserve it because this one spoils quickly. Eggplant: 1 Star: "Mom, can we have potato?" "No, we have potato at home." "Potato at home:" Eggplant has the same nutrient input/output as potato and can be cooked for the same stat bonuses as a cooked potato, but it has no unique recipes outside of Hamlet besides the Stuffed Eggplant, which is a joke of a food. Pumpkin: 3 Stars: Pumpkins restore a whopping 37.5 hunger when eaten raw or cooked, meaning it will only take you three of them to satisfy your food needs for the day. Otherwise, they can be used for pumpkin lanterns if you have fireflies lying around, pumpkin cookies if you don't want to make taffy, and a friendly scarecrow for various purposes. Watermelon: 3 Stars: Watermelons are on carrot-tier when it comes to eating them raw or cooked for stats, but they can be used to craft Melon Hats and Melonsicles to combat the Summer heat. This is especially fantastic when you realize that Watermelons can be grown in Spring for preparation, and also Summer to make more of the aforenoted items. Honestly, I would put it at 4 stars if people didn't just dip into caves during Summer. Dragonfruit: 5 Stars: Come on, Dragonpie alone makes this a 5-star. Durian: 1 Star: This one might as well be a weed. It only grows during Spring, and has no unique recipes besides turning your 5-star meals into 1-star lasagna. Even for Wurt, it would be better to eat a raw pumpkin. (Durians fill her for 40 while pumpkins fill her for 50.) Garlic: 4 Stars: Garlic can be grown in all seasons, meaning you can get a surplus of them if you get enough early. They're used in the super good Potato Puree recipe and can be used for Garlic Powder. Honestly, the 24/7 season perk is what carries this little plant. Onion: 3 Stars: Onion is a valuable root to grow many different high-tier crockpot dishes such as Bone Bouillon, Nightmare Pie, and Moqueca. However, these can only be made by Warly, so if you don't have one on your team, you may want to resort to Salsa or Veggie Burgers. All in all, a great ingredient for Warly, but only for Warly, and its a bit hard to get early-game, and is not good to eat raw or cooked alone. It does last awhile before rotting though. Pepper: 2 Stars: meh, it's not really good to eat raw or cooked because of the penalties, and the recipes are okay at best. It gets carried by being an extremely useful resource for Warly by turning these hot bananas into Chili Flakes. Pomegranate: 1 Star: No unique recipes, other plants can do what it does better in terms of stats, it rots super quickly, and is resource-demanding for gardening. Hard Pass. And that's all of them! Hopefully Klei will add more recipes for some of the unused produce like Durians and Pomegranates, but I believe that most other crops have at least one purpose, albeit some being more fringe than others.
  2. Now, I love what Reap what you Sow has done to the gardening in this game. Best update in a long time, and the best update for RoT hands-down. However, after playing with the update for almost two months, I get the feeling that the crop output is too great. I have often been the benefactor of supplying an entire base of 16+ people with properly set up farms. The only downside is that the first harvest is gonna go directly to the bird to make combo plants, but after that, good gardeners can reliably generate giant vegetables by planting combos and watering/tending to the plants 24/7. Sure, this requires one or two team members solely tunnel visioning on the plots, but that leaves the 4+ other players to not worry about food, sanity, and health. (Seriously, pumpkins and potatos are the GOAT crops, I plant them off-season because they're just that good. Corn is also a really good crop if you can mass harvest them because compost is easy to make early-game.) Maybe I'm speaking out of my *** and don't know if I could gain this much food doing any other task or that farming is actually hard and I've been playing too much wormwood and got a doctorate in Don't Starve Together Applied Gardening and Planting, but from my experience, I feel like i've been getting TOO much food, and I see tons of forum posts on how people stop planting because they literally have too much food and run out of icebox room. IDK, let me know what y'all think. Just remember that I will only take posts seriously if you've played more than 90,000 hours of this game.
  3. Hello everybody, I have come down with the opinion that you all were waiting for. You all were clearly waiting on the edges of your seats in anticipation for this ungodly analysis. Okay, time to get serious. Ever since the RWYS update has been released, the opinion that Wormwood's Wild Crops has been given the shaft. In essence, due to not being able to grow giant crops from them, they have been seen as less then desirable after you start the process of gathering the stuff to spark the fire of farming. Past this point, the zeitgeist has determined the Wild Crops as inferior, which I think is a little bit hasty from consideration. While I won't debate on if the giant crops are better in singular bursts, I will say that when in combination of giant crops, they can easily reach absurd levels. The basic premise is that you first distribute and tend to what crops you want to make giant, and then throw all other in season seeds in the ground so that they don't sit around doing nothing. It is basically making it so that you never have any in season seeds in storage and having make a quantitative crop field instead of a qualitative crop field (quantity v quality). Now, the "in-season' part in actually extremely important as that is what is going to help give the brevity to allow for more 2 seeds per crop, allowing you to further grow like a vegan cancer. The process to maintain your bacteria like growth is to simply tend to the crops with the blossomed Wormwood's radius or a One man Band every stage, while the Friendly Fruit Fly acts for your giant crops in your steed, while also bunching together the families of seeds (I have never seen the Wild Crops actually get a point of Overcrowding stress, so idk if they actually do have the ability to have that stress factor, but erring on the side of caution is never bad). This process of familial ties and constant drum banging will get you the double seeds we desire, and makes the process absurdly broken as the growth is exponential, the type of function that gets very silly, very fast. So I have theoretically proven the idea of how using wild crops can be get silly after a while, but how does it do in practice. It is time to put my money where my mouth is and so you the screen shots of my concurrent Wormwood-Only world. How I decided to distribute the plant seeds was to separate the farms into 3 separate sectors: The Proper section where I use the all the bells and whistles on them (i.e. I tilled and watered the crops), The Plantation where I plant the mitosis seeds, and the random section where I plant the unknown seeds in fear of getting weeds. The Proper Farm: The Plantation: The Plantation contains, but not limited to, ~60 garlic, ~50 corn, 9 eggplants, 23 onions, and a singular Pumpkin The Results of the Plantation after harvesting (No Giant Crops): The sheer amount of seeds would fill Wormwood's sanity ~18 times if they were all planted. The harvest after both the Plantation and Proper Farm (w/ Giant Crops): The remaining Giant Crops are going to be waxed for preservation, for decoration. As we can see from my screen shots, we can see that after a certain point, the amount of potential food will severely grow after each harvest. It is clear that Wild Crops do still have great potential even after the starting of gathering the farming materials. The main point of this post is to show that while every character can now farm more easily, Wormwood's Wild Crops' exponential growth has lead me to the conclusion that they can become easily absurdly powerful, maybe even more so then Giant Crops. But, even if you see my writings as a deranged psychopath, I want to destroy the narrative that Wild Crops becomes inferior to Wild Crops. Thank any of you who read all the way through, and have a nice day/night/evening/timeless hellscape. EDIT: I would also like to add two more factors. Time and Space. Time is super important in this and I feel obligated to tell y'all that it take around a whole day of planting and harvest for the Plantation, and thus comes the biggest crux, that it could take to long to plant all of the crops when ever you get a new harvest, and I agree. It is a massive time sink into planting this many crops, but you also get the same amount of effort you put in, and thus mean that you can always reach a counter balence of time to plant that you feel is right for you. Once you feel you have enough crops to to sustain you, just tend to them once instead of every stage, and you wil only get one seed, which will only make the farm be self sustaining, instead of growing. Space is the big thing that holds back Giant Crops imo, as you need both highly specific other crops so that they grow giant, as well as needing tilled and specialized ground just so that they can grow. While it is possible that you can make this gigantic til farm, you would also be sinking a ton of materials into it, as compared to the seed only cost of the Wild Crops. Even if you do get this giant til farm going, you still could use the runoff seeds to make more wild crops and help that farm even more. There is just so much benefit in using Wild Crops that i hate to see how they are downplayed.
  4. Version 1.2.0

    1634 downloads

    Grow vegetables and fruits without a farm! How to do it? Create a hoe; Till the ground; Fertilize the soil; Plant a seed! It is possible to grow vanilla plants too! Cook new vegetables in a crockpot. New recipes: Bread (4 wheat); Fruit muffin (fruit, egg, wheat, honey) Tomato soup (2 tomato, veggies, no meat); Onion soup (2 onion, veggies, no meat); Meat soup (2 garlic, 1 additional veggie, 1 meat); Fish soup (2 potato, 2 fish); Pumpkin soup (pumpkin, 1 honey, wheat, no meat) Fruit pie (2 wheat, fruits, no meat) Vegetable pie (2 wheat, veggies, no meat) Meat pie (2 wheat, meat) Fish pie (2 wheat, fish) Sweet turnip (2 turnip, 2 honey, no meat) How to get new seeds? It's pretty simple — new vegetables can be grown from usual seeds. Also you can get specific seeds using a birdcage. Don't like the new farming system? Disable the hoe recipe and grow new vegs on usual farms. Steam links: Together, Single
  5. I was playing in a world as Wigfrid, and I soon found a desire for some variety in my diet. (Bacon and Eggs, while efficient, gets boring after a while.) So I browsed some meat-based recipes, and decided to make some Fish Tacos. Luckily, I always plant seeds in the farms around the Metal Potato Thing, so corn proved to be easily obtainable. But soon, I desired more. I set up 9 farms and began farming corn. I fed the crops to my bird, and this gave me many crop seeds, The corn ones I have planted, while the others I have stored for future planting. I have discovered that I somewhat like farming, even though Wigfrid reaps no direct benefits from the harvest.
  6. Hey check out my 2nd video on youtube of a let's play of don't starve!!! It's from a girl gamer point of view as I've only seen guys playing the game. Help my channel grow so we can support KleiEntertainment. I LOVE THIS GAME!!!! <3 Here's the link to my LP http://www.youtube.com/watch?v=4hVmiX_eG78&feature=c4-overview&list=UU0Ms1uCyE-YDY2eC_3hC1Ng
  7. Half life or any game that is on sale but post the game on here first
  8. As most of us know, farming bees/honey is a great way to get loads of extra health and food relatively easy, with multiple bee boxes providing a great amount of food, sanity being taken care of due to the introduction of taffy, a good defensive structure when combined with bee mines and a great way to store excess food as honey doesn't spoil in the actual boxes. I think to stop players constantly farming bee boxes, i propose a kind of Queen Bee boss that is summoned after the player farms many boxes in a time period or after a set amount interval, and that the boss could summon bees from the nearby boxes to attack the player, discouraging the creation of many at a time. If anyone from the forums or any dev would like to either add to or comment on this idea, or if mass farming in this way could be dealt with more effectively with another suggestion, let me know!
  9. So your working on a mod manager basically? We really need one now
  10. On one of McMatthews threads on the "Plauge Doctor" someone went into plants an herbs and if eaten would have differnt effects.
  11. Today I made a new world with one simple goal: Build a super berry base. I was fortunate enough to find a spot near rabbits with a short walk to the local Beefalo herd. Within 10 days I had 40 berry bushes and 3-7 berries sprouting each day. I built my berry patch along a cliff, and this seems to stymie the gobblers. Synopsis: Wilson would live very comfortably for the rest of his days so long as he didn't get tired of berries. Then it hit me: What if one day, Wilson turned to me and said, "Bro, I am so tired of berries. My poop smells like fruit." The Problem: The ability to mass-produce a single food resource without any diminishing returns rewards passive play. The Solution: Dietary Attrition. With my solution, characters would eventually tire of eating the exact same things over and over again. If in at least X days, Y of a given resource are consumed, Z days of attrition for that food are earned. Foods with attrition restore less hunger and health. Higher tier foods (those with the more complex recipes) are more resistant to attrition, while lower-tier foods (i.e., uncooked carrots & berries) are more susceptible to attrition. Adding More Depth: The effects of attrition are increased depending on how many days of attrition are left for a given food. Basic foods contribute slightly to the attrition of more complex recipes that use them. At the maximum threshold of attrition, a given food loses all of its dietary value. Eating that food causes Wilson to exclaim, "I think I'm going to puke!" and then vomit, undoing the effects of foods eaten within the last M hours. Foods also grant bonuses to health and hunger for the first N items consumed after waiting an especially long period between consumptions of that food, and when first discovered. Attrition Resistance: To balance complexity with availability, lower-tier foods penalize high-frequency consumption, while higher-tier foods penalize bulk consumption. Effects on Current Gameplay: Players will be penalized for relying solely on the food resources provided by a single biome or small area. In order to progress in the game, players will need to spend more time exploring the world in order to incorporate new food sources into their diet. This game is called "Don't Starve", after all, and not "Fight Lots of Hell Hounds". Effects on Future Gameplay: If Winter is being added, we'll almost certainly see other seasons, if not non-traditional seasons. For instance, Beefalo Mating Season may be the first K days after winter. Seasons will force players to adapt their production lines. When a new season is near, players will have to stockpile food in such a way as to minimize the attrition from food they've already eaten. Players will need to adapt to new production lines available only during the next season, and adapt to their established production lines going 'out of season'. Example: During Beefalo Mating Season, players can't rely on manure in their supply chains, as it will be much more dangerous to acquire. Instead, meat sources will be more important. With the promise of new Beefalo in the herd, players should consider adding Beefalo to their diet. That's all I got for the moment. Let me know what you think. I'd very much appreciate any feedback that can be offered.
  12. Not too long ago, I planted 5 spider nests a bit away from my home. After I planted all of them, I heard this strange windy noise. Like when wind blows through a cave. It doesn't seem to occur with one or two nests together though. Anyone else notice this and/or can confirm it? I was in a savanna biome when it happened and don't have more nests to test it out.
  13. Hi everyone, I am low on health, and I'm pretty sure that eating food gives you health, but what if I am full with hunger, 100 percent, and if I eat more, wont I faint or explode or something? How can I heal myself? Also, I built the second farm, the one that takes 4 poop, how do I use it? Lastly, I recently encountered a treeguard and it is sleeping now, if it somehow wakes up, will it kill me or will it wander around and help me kill bad monsters? Please help, thanks!
  14. So I've been trying to get the demo to run on Chrome to see if it'll work if I buy it. I finally got the program to install by doing what this guy did. Now, though, it's stuck on Loading Executable. I've restarted Chrome, even restarted the computer, with no luck. I know people have gotten it working in the past with Native Client, and am wondering if someone's encountered this issue and gotten past it.
  15. Currently the pathway to a farmer is way too easy with seeds practically thrown at your feet wherever you go. Why not have the plants grow in the wild and you have to search and collect the fruit to harvest the seeds or dig up the plant and plop it in your farm. The wild plants grow as if they were on turbo farms so you wouldn't want to always dig them up straight away. The wild plants will bear fruit everyday unless an animal has eaten it or it is winter. Dug up plants will only bear fruit as fast as the type of farm they are planted in and must be fertilized as normal while plants grown from seeds will need to be replanted after every harvest. Maybe have a farmer character where all seeds grown don't need to be replanted. With the crock pot it is tedious to always drag each individual item to the pot. Why not have a drop down menu like science machine of all the recipes you have discovered and with any possible combinations available depending on whats in your inventory.
  16. I found a cool way to get infinite meat and tallbird eggs. First, find a tallbird nest. Make sure the Tallbird is dead, because it will be easier to do things later (tallbirds do respawn at there nests). Then spawn in an optimus pine. Lead him over to the nest, then run away leaving him at the nest (if you get far away enough he'll unaggro so even if its by your camp you should be okay). Wait a little while, and periodically check on the nest. The tallbird will attack anything near its nest and the optimus pine is near invincible while doing tons of damage. It kills the tallbird leaving the meat and egg for you to collect (like I said earlier the optimus pine unaggros on you as long as you dont chop down any trees in his vicinity, so you dont have to worry about him while collecting). Just visit the nest every once in a while, because the mobs will only fight eachother if you can see them. That is all and happy farming!
  17. Bug Submission Please choose a category [Gameplay] Platform Steam Chrome Version Number - Issue title Traps not functioning on birds Steps to reproduce Place trap and bait with seeds Describe your issue :confused:Since the latest update any traps I bait with seeds no longer catch birds. Now when I bait the traps with seed, the birds simply land, eat the seeds and leave. I have not caught a single bird since the latest update. This is really frustrating as I rely on birds for a food source when doing primary exploration of the map.
  18. When the game started it was a wilderness explorer and survival game. It still is now but with the crock pot, the turbo farm, transplantable items, bee boxes and the recent addition of the Krampus the developers seem to be pushing more towards the farmer survival style. I myself do prefer this style, but I think it could use more challenge. As a farmer there are very little things that can threaten you when you have settled, the exception are hounds but those can be easily dealt with. Perhaps the developers should add in storms or some other kind of crop destroying thing, such as squirrels to add more challenge to that aspect of the game. However that's just my opinion, what do you think? P.S. Please try to use family-friendly language in this thread.
  19. From what I have read on the Roadmap and elsewhere on the forums, it feels as if the developers are trying to figure out what to do with farming. The primary problem is that players have a tendency to make a camp/farm and spend all their time at the camp not doing much exploring. I believe this is why Hell Hounds are the way they are; they discourage holing up in one place. So how do you have farming, yet not encourage players to spend all their time in one place? I believe the best solution would be to adjust the risk/rewards for farming. As it is, the reward (survival off of nothing else but farms) is sufficient enough to preclude exploration, even with the risks that have been added (hell hounds). Rather than increasing the risks of farming (and discourage farming), why not reduce the yield of food obtainable by farming instead? Make it so that farms alone cannot sustain us; encourage us to find other sources of food that, while riskier, provide enough morsels to eat. The risk/reward ratio I envision is this: Farming- Low Risk/Low Reward (maybe have it take longer time for food to grow from transplanted bushes, or from bushes too close together) Foraging- Low Risk/ Medium Reward Pigs/Beefalos- Medium Risk/Medium Reward Killing monsters- High Risk/High Reward
  20. UPDATED BY COREY: Over the past few months, we've quietly added in some new people onto our team who said Don't Starve multiplayer can be a thing; after a couple of months and an office-wide session of multiplayer Don't Starve, we were convinced that it was worth exploring and bringing it to our community. Learn more about it in our official announcement! ORIGINAL POST BY KEVIN: There has been a lot of talk about adding a multiplayer or co-op mode. I’d like to give our official response to this suggestion, and clear up any confusion that people might have. As you can see from the game’s roadmap, our vision for the game does not include network play. We have promised our players an awesome single player experience, and we are devoting all of our time and resources towards fulfilling this promise. We are even committing to six months of continued support after launch, so that we can make the game even better. Don’t Starve was designed and implemented as a single-player game. At the code level, you have to do things a lot differently if you want to play over a network. If we were to implement multiplayer now, we would have to re-architect all of this code, which would have unavoidable spill-over effects for the single player experience. This would make it harder for us to fulfil the promises that we’ve made, and compromise the overall quality of the game. This is an amazing community, and we really value your feedback, as you can see from our constant updates and hotfixes. We have discussed and debated multiplayer A LOT within the studio. In the end, we have concluded that we can make a better game, and better support the community, if it remains single player. This is why we are not planning on adding multiplayer or co-op to Don’t Starve. Now let’s get on with making the best single player game we can make!
  21. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title Item disappeared Steps to reproduce 4 chest, 5 Stingers in inventory go to click on the chest on the left to drop stingers in click on a different chest close to it (I clicked on the one to the right of the chest i was storing the items in) then as your dropping the item in the left chest you'll walk to the right but as you put them into the left chest click back on that quickly to open and see the stingers inside and the item 5 bee stingers went away and i didn't have them in inventory or any of the chest. Describe your issue I just went to collect stingers and was bringing them back to store them in my chest and i quickly dragged them to the 1 chest on the left the accidentally clicked to walk away to the right to a different chest immediately after i stored the stingers but i quickly clicked back on the chest that i stored the stingers in on the left and it showed them for a millisecond then they were gone right in front of my eyes. Not sure how this happened but that's pretty much how it happened.
  22. If they do, couldn't you just run with a torch and plant a ton of traps overnight? Or if they don't, just plant the traps anyway and kill one the next morning with a weapon? The new scared mechanic may not have nerfed farming as much as they'd like...