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Found 61 results

  1. I made this idea a few months ago and thought it was a really stupid idea... then modern me now decided to give it a chance to see how the community thinks about it and sort of rework it so, here we go! (I'll be using images from my old drawing of the concept and maybe remake them later.) purpose: Alot of new and a small handful of experienced players either might be bad at kiting, might lag too badly to be able to fight, or even just doesnt like the combat in total. Even I have a friend who sometimes finds it difficult, getting him killed in some situations.( "Don't tell him I said that, he would kill me!" XD) The purpose of this is to find a way to make learning the combat system easier and time your attacks. And to sort of add something new to combat system instead of the classic hit and run or Tank. how it works: A shield can be equipped In the hand slot of your character. when equipped, If you push a certain key/buttom (haven't thought of it yet) your character shifts into a blocking animation for about perhaps a second long.( Similar to the block animation using the blacksmith's edge from the forge) If anything attacks you during this animation, your character would be pushed back a tiny bit and the shield would absorb the damage! (maybe 80 or 85% say-ish percent) however, if you are not in blocking animation when you WILL be taking damage WITHOUT the shield's armor absorption meaning you will take full damage if you are not wearing Armor! And maybe I'm thinking you would also take damage if you are either facing the wrong way or if the attack is from above or below you, but that might be a little too harsh and specific... I made it designed like this to Help teach someone the attack pattern and make it based on knowledge and timing rather then how fast you can quickly move the opposite direction to avoid the hit. You can hit with a normal weapon and when your opponents about to attack. Quickly equip your shield, guard the attack and get right back to hitting. After you block though you will have a cool down of probably a second so you cant just spam block. Design: I tried to make it look, something from Don't starve based on how other things man made items would look made by the survivors, a wooden plank shield with a gold nugget in the middle of it with metal outline covering the outer layer. The shield will be held by an arm strapped around the character's arm. When dropped on the floor, maybe it makes a clunking sound and play a short animation of it spinning like a quarter before laying down as a cute little detail! images (4).mp4 Crafting: Something a little bit pricey for constructing and stocking up on early game, but effective enough to use mid game! For now I would say 2 boards and 2 gold. And maybe its can be prototyped with a science machine, but it would fit just right in the Fight tab. Projectile and lunge Block: If a projectile such as a blow dart, spitters's shots, or a bishop's range attack as Example. Blocking it would fully negate all damage from blocked projectiles. Though maybe if the attack does more then 100damage (assuming your probably not going to safely block a giant laser or something your way)then it will still hurt you, but you will still get damage absorption. If a small or medium creature like a spider or Clockwork Rook lunges at you while you are shielding, you can negate the attack and stun the attacker. However lunges from creatures like Klaus or ancient guardian, will not work and instead act like blocking a normal attack. Guarding other players: If a creature intends an attack for another player or maybe an Aoe attack, and you use your shield while you are standing directly in front of the player and the attack, you will absorb some of the damage the player would take and share it with them (as an example the player blocking could take away probably 80% of the damage and give it to them instead while the protected player receives only 20% of the damage.) Things not decided yet or seeing what people think about these : -Damage absorption -Durability - absorption % for protecting other friends -should attacks below (ex: ant lion pillars) or attacks above (coconuts from shpwrecked) be blocked and absorbed from shields? -projectiles negating all damage from shields Conclusion: I know I say this alot but, let me know on your thoughts I really like making concepts and stuff for the game, and I try my best to make the idea something that could actually work in the game and give it a purpose to make an object useful and fun, just like my last concept with the banana duck thing.if you guys think this is good or not, I will try to add more to this (Images and ect) thank you for listening!
  2. HELLO AGAIN !!! I really don't know how to close the old topic lol,so I'm just gonna post the idea first so people can discuss about it and then I'll close the old topic. Ok hear me out,this is a topic that I don’t see many people talking about but I swear it’s going to be at least a nice way to spend your time and attention. If you happen to have any questions while reading this,you can go to the Q&A section of the text,it’s the last topic,just click in the “spoiler” message and you will see it. Context : I’m not a hardcore player or even a pillar of the community like James Bucket,BloodRaven,Freddo Films,Joeshmocoolstuff etc. But one thing that I’ve been thinking about a lot and it’s been bothering me is the fact that at some point in your world,depending on your way of playing the game and the amount of hours invested in,you would have toons and toons of certain material and not as much as others,in my case, I have lots of hound tooth’s and stones that I literally have no use for other than making puffy vests and sculptures. And in my 1800+ hours of playing the game one thing that I notice is that we don’t have any other major tradable NPC other than Pig King,so I came up with an ideia... *The Queen’s Trader * The Queen’s trader is another NPC that can trade many types of itens,including food,weapons, recourses,armor,blueprints and even informations. I thought about it as a way of getting rid off all the stockpile of items you have by trading them in exchange to other itens that you might need more. And also helping you with your journey depending on the quests and trades that it would give you. To keep my ideas in order I’ll put them in topics so people can read them as they like and not get lost in texts and images. The first one will be the history behind the trader. History The Trade Sistem The new exclusive items that would come with the trader would be : Info Tab Q&A section If you have any questions feel free to ask them and post your opinions about the topic of trading in DST : ) .
  3. Dear Klei, please change the voice of Wigfrid to something more pleasant. It's too loud, harsh and make players nervous, especially me and my friend . There're also plenty of mods that simply mute Wigfrid, but that's not cool. Since you are working on new music in the game (that sounds really cool!) why not make rework of Wigfrid voice? In other threads Wigfrid voice was one of the most hated. Yet, I don't know how other players think about this topic so I made a poll. With best regards!
  4. I had an idea about an new NPC character in the DST universe that in in my eyes seems to be lore friendly and actual fun to play with !! But I need to know your opinions about it first so I can elaborate better mine and make a better text about it,so feel free to share your ideas with me : )
  5. As the face of the Don't Starve games,Wilson is a bit lack luster. The only reason to play him is if your new,as most players tend to play more interesting characters. Is this a bad thing? No not at all. Wilson's purpose is to be noob friendly. However I think there is more we can add,while not getting rid of his purpose. He will not be getting any weaknesses as Wilson is meant to be appealing to newbies who don't fully understand the games mechanics. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Advantages I would like to add 2 things to Wilson,to maybe push his relevancy just a tad. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Engineering Science Wilson can now create blueprints to share with his companions Wilson can create blueprints by having a feather pencil in hand while the item and 1 papyrus are next to each other on the ground. This works similar to labeling mini signs. Wilson will get a sanity modifier of +3.33/min for 6 minutes after creating a blueprint (this effect does not stack) --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Scientific knowledge Wilson has immediate access to all science machine recipes. This is a perk exclusive to Wickerbottom at the moment,but this perk makes no sense to not have on Wilson as he is a scientist --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- That's all I have for Wilson,as I don't think he needs to be changed too much.
  6. Id like to say first the critter system is fine the way it is,however that doesn't mean its as good as it could be. With the lunar moth added,we got our first critter to have a physical interaction with the world/player in a meaningful way. Klei has said that critters would not have game changing effects,yet here we are. is this bad? no of course not its a survival game. Id would like to see critters give the players microbuffs,these buffs are hardly meaningful to ensure players will not be required to obtain a critter if they wish to do so. Microbuffs all these effects will only be present if the pet is not hungry Microbuffs are also a world option,meaning players have a choice to turn the microbuffs on or off skins do not effect mircobuffs in anyway KittyKit grants the owner a 10 insulation factor from wetness Vargling grants owner a 1% damage dealt increase Ewelet grants owner 20 insulation factor from overheating Broodling grants owner 20 insulation factor from freezing Glomglom grants the owner +0.225/min sanity effect (this is not a aura like glommer,this is to prevent stacking glomgloms) Giblet grants owner a 1% increase in movement speed Lunarmoth Lunar moth unchanged New critters Cubbling 10 fur tuft 1 honey nuggets is small bearger cub favfood is honey might shed one fur tuft at random regardless if kept happy grants owner a 0.6% slower starvation rate Bunny 1 bunny 2 carrot its a bunny favfood is carrot grants owner a 1% increase of hunger from all foods Molepup 1 moleworm,3 gold nuggets a babymoleworm favfood is flint will dig up 1 flint or rock if kept happy grants owner a effect that makes lightsources last 1% longer Bubzard 2 jet feathers,1 morsel baby buzzard favfood is morsel will fly around players head when petted grants owner a 1% increased map discover range Splumon 1 banana 4 poop baby splumonkey favfood is banana will also throw poop at times if kept unhappy grants the owner a 1% increased spoil rate for all food in owners inventory CookieCritter 1 cookiecutter shell,3 salt crystals favfood is salt crystals a baby cookiecutter,it will crawl on the ground and when on a boat it will swim aside the raft sometimes jump in ponds nearby will be more jittery if the player is wearing a cookie cutter hat grants the owner a effect to take 1% less damage
  7. So we know Klei will give all characters a refresh,with changes or new abilities for them. I have a idea on how WX-78 can become alot more dynamic then he already is. WX-78 is at no means in the need of a refresh soon,but might as well post suggestions sooner then later. Weaknesses -------------------------------------------------------------------------------------------------------------------------------------------------------------- Water Damage Changed: WX-78 will when wet will take -0.08 to 0.8 when wet and 1 when in rain every 3-5 seconds. Rust Debuff If WX-78 is above 50% wetness he will start to rust,Rust causes WX-78 to take 20-50% extra Damage and do 10-30% less damage scaling depending on wetness. WX-78 can get rid of rust by drying to below 50% wetness. Rust applies to his water damage as well. Leaky Casing (thanks to Thtexasturtle for this idea) WX-78 will die instantly if he falls in water at sea (this does not apply to using the plank) WX-78 hates eggs (thanks again to Thtexasturtle for this idea) WX-78 will lose 10 sanity for eating eggs cooked or raw,this does not extend to crockpotmeals. Advantages --------------------------------------------------------------------------------------------------------------------------------------------------------------- Modular upgrades WX-78s upgrade gear system will be replaced with a modular system. (dont worry stat increases are still a option) WX-78 now has new recipes in his science tab called modulars WX-78 can have up to 3 modules on at a time. WX-78 can remove his modules using a hammer on himself,WX-78 will lose 50% HP when doing this. WX-78 will also lose all of his modules on death,50% of gears used for modules are dropped on death. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Modules Here are examples on what modules could be! Stat Modules HP Module (2 gears,1telltale heart ) : increases WX-78s HP By 75,can be stacked 3 times,each stack still counts as one module Sanity Module (2 gears,4nightmarefuel): increases WX-78s Sanity By 50,can be stacked 3 times,each stack still counts as one module Hunger Module(2 gears,1meatystew): increases WX-78s Hunger by 20,can be stacked 3 times,each stack still counts as one module -------------------------------------------------------------------------------------------------------------------------------------------------------------- Behavior modules Clockwork inhibitor module(2 gears,2purple gems): Clockworks are now netural towards WX-78,WX-78 can ally Clockworks with gears,WX-78 cannot ally damaged clockworks Biofuel converter module(3 gears,1 bucket o poop):WX-78 can now eat monster meat without penalty,WX-78 can eat twigs,grass,poop and rot for 5 hunger. WX-78 is now effected by spoilage when he has this module. Exhaust pipes module(2 gears,1blue gem): WX-78 will cool off from overheating 50% faster,if WX-78 is on fire and does not extinguish after 3 seconds himself he will smoke up and fall asleep for 10 seconds. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Overcharge modules Occular Spotlights module(4 gears,1 iridescent gem):when WX-78 is overcharged he will be granted the night vison effect. WX-78 will lose his aoe light if this module is applied (WX-78 eyes and mouth will glow during this) High Voltage module(4 gears,2electricaldoodads):WX-78 has a 10% chance to shock melee attackers,this chance is tripled if overcharged Advance Battery module(4 gears,1 green gem): When WX-78 overcharge is about to be over he will use hunger to prolong the overcharge (5 food per second) once WX-78 is starving his overcharge will stop.
  8. The new disease system arrived with the latest update, but it is very unclear on how it works or rather on how you know when your duplicants are infected with some sort of internal pathogen and that makes it chance based whether your duplicants get ill or not. My idea against this was some sort of building that can detect if your duplicant is carrying a pathogen inside of them (inside because we are in fact able to see the surface germs but not the ones internally) currently. I would call the building "Ooze-analyzer" (Ooze because dupes are made out of some sort of genetic ooze), a building that can, after usage, give you exact data about the analyzed duplicant and if they are running risk to get ill (with that you could also prepare for them getting sick by putting them into quarantine) The building and raw data: In the research tree, it would be somewhere, where you already have the ability to get plastic and access to advanced medical buildings Its item cost would roughly be 200kg of plastic and 600kg of refined metal Its size would be 4x2 (looking like a tube that scans the duplicant when walking through it, also with a direction based system like with sinks) In order to build it, you would require a duplicant with the skills "Electrical Engineering" and "Duplicant Care" Its power requirement would be 480W per duplicant passing through If duplicants walk through, their total speed would be reduced by 50% as long as they are being scanned (if walking in enabled scan direction) This building would require no duplicant to be used This building would have an automation output if a duplicant with the possibilty of getting sick would walk through The building would generate no heat The building would give -5 decor in a 1 tile range (also inside of the machine) This building would also act like a drywall/tempshiftplate (making it possible to seal space exposed tiles) This idea came to my mind when I saw that the new disease system is now based on percentages, instead of an exact amount of germs, in order to get infected, what makes it luck based and in order to remove this "luck" factor, this machine would make it a little easier since it tells if you have to prepare for an outbreak of an illness or if there is no need to panic. I hope the idea makes some sense, if there are problems or unexplained holes in this concept, feel free to criticize it. Thanks for reading!
  9. I've done a lot of thinking about hounds and a way to alleviate the frustrations with hounds for experienced players who want to be doing other activities while keeping it balanced, as well as leaving hound mechanics alone for newer players. The Hound Giant. It doesn't appear in the world until the 3rd year (we get Bearger 2nd year, so maybe Hound Giant 3rd year.) When it spawns, it announces that it has spawned (should be a big scary woof) and does not seek any players out. Once you find it, it is neutral to the player but has hound followers (similar to Varg/Spider-Queen) who will not aggro a player unless they have a hound's tooth in their inventory. (maybe killing all of the Hound Giant's hounds begins the actual giant fight). When inspecting it, it could say something like "so this is who sends the hounds" etc. I have no clue what to do for an interesting boss fight, so I'll leave this to others. Upon killing the Hound Giant, The Hound Giant does not re-spawn for 70 days. Yes. 70 days. Because.... The major drop from killing it would be an item that allows you to stop a hound wave from spawning as soon as you hear a hound wave alert. (I guess most similar mechanic to Dripple Pipes, just reversed). It has 10 uses and can not be deconstructed. Would allow you to strategically choose if you want hounds or not. The ideal adjustment to the Hound Giant item drop would be to increase the difficulty/variety by tying the drop to each season. If you kill Hound Giant in autumn or spring, the item drop affects hound waves in both autumn and spring, but not in Winter/Summer. Meaning you'd have to kill the Hound Giant in Winter for the Ice Item to stop Winter hound waves, while killing Hound Giant in Summer drops Fire Item to stop hound waves in Summer. Requiring the player to fight the Giant multiple times and putting it behind a full year (+ an extra season for the alternate drops) helps balance the idea of completely controlling the hound waves. Any thoughts?
  10. Webber ideas

    Webber is an upcoming character to Don't Starve in the Reign of Giants dlc. Add suggestions on what abilities He should have.
  11. Hey guys! My friend just got the best idea I've ever heard. Here it is:The character is called "Chestette". A female, pink version of Chester. She has a red bow on her head instead of horns. She has a purple tongue and purple feet. Unlike Chester, Chestette respawns in half of a day. Chestette is slighty faster than Chester, and it's very hard to notice. If you give Chestette petals, she will go faster for 30 seconds.Getting her: To get her, you have to prototype an eyebone. But it's not an ordinary eyebone. The first thing you need to get this eyebone is to get bones from skeletons. To dig up skeletons, you need to use a shovel, and that will give you 3 bones. To get the eye, you have to defeat to Deerclops and get it's eyeball. Now it isn't so worthless. Then, you would need 15 petals for the bow on the eyebone. This eyebone is almost the same thing as the regular one, but, it has a red bow on it. *You cannot prototype another eyebone, even if you die. The eyebone cannot set on fire. Unlike Chester, Chestette re-spawns in half of a day. Chestette has a higher pitched voice. Chester and Chestette: Chester and Chestette are one of the best combinations in the game. If you have both of them together, Chestette would be able to lay a "Chestnut" every half-day. You can eat them! If you eat the Chestnuts, you get +30 Sanity +5 Hunger +5 Health. But, if you are willing to save up to 12 Chestnuts , you can get a... drum roll please.... BABY CHESTER! He's not really sure how a Baby Chester would look like, so be creative since it's your game! Baby Chester can hold up to at least 4 slots. If Wilson examines Baby Chester, He says: "Awww, he's so cute!". *Chestette cannot get another Baby Chester no matter what. But don't worry, he will be able to re-spawn in a quarter of a day.The good things about Baby Chester: He is faster than both Chests combined. He has a really high pitched voice, (higher than Chestettes's). The annoying things about Baby Chester, because everything in Don't Starve has to be annoying, even a little: He will want food once in a while. It will whimper like a little puppy would when it's hungry. At least 5 seeds, or 3 carrots, and 1 berry should do the trick. You can use any fruit or vegetable from farms. So you don't have to worry about running low on basic food supply. *Baby Chester will not eat meat! If any mob in the game, (including you) attacks Baby Chester or Chestette, Chester will be hostile for about 1 minute. He goes faster, but he is easy to outrun. Just to keep Chester balanced with the other relatives in the Chest Family, if you decide you kill Chester, or Chestette, you will get 2 "Beard Hair". If you choose to be a soulless monster and decide to kill Baby Chester, he will drop 1 Beard Hair, and all the other items he was carrying. Killing baby Chester will also give you +20 Naughtiness Points.All credits go to my friend Michael. His Steam username is: Butchthebird. My Steam name is Demo-Knight-Ham-Man. If, for any reason, you need to contact us, please do so! *Also, my friend has another idea he wants to tell you guys. It's called, "The Thirst Meter". "The Thirst Meter" goes down faster then the Hunger Meter. But it is kind of easy to get water, the most important thing you'll need are "Water Pouches". Water Pouches can be made with 2 Grass and 1 Twig. You do not need a science machine to make it. Also, my friend has another idea he wants to tell you guys. It's called, "The Thirst Meter". "The Thirst Meter" goes down faster then the Hunger Meter. But it is kind of easy to get water, the most important thing you'll need are "Water Pouches". Water Pouches can be made with 2 Grass and 1 Twig. You do not need a science machine to make it. You can get Water Pouches from the lakes, make them a bit more common so many people don't die of thirst. You can also get Water from Oceans, but I wouldn't recommend you to drink it, it lowers -50 thirst. You can convert the Salt Water to Fresh Water if you make a "Purifying Machine". Purifying Machines can be used to turn Salt Water into Fresh Water, and you get 1 "Salt". Salt can be used to make junk foods in a Crock Pot. One Fresh Water Pouch is enough to fill up your whole Thirst Meter.You can keep hydrated from berries or other fruits.*He has a recipe that uses salt: 1 meat or 2 morsels + any vegetable + 1 salt = Beefburger +15 sanity +32.5 hunger -0 health.Recipe for the "Purifying Machine": You need 6 logs and 3 rocks.*Salt is also edible,but, : -50 Thirst -10 Sanity +10 Hunger
  12. hello.ok so i have an idea. we have ways of tamming bunnymen, pigs, spiders, beefalo and tallbirds... so what about hounds?
  13. While I was playing Don't Starve, I thought of a new idea I thought would be really good. The Happiness/Grumpiness Meter! The Happiness/Grumpiness meter could be altered where if you eat stale/spoiled food, get hurt, or if it rains on you (without an umbrella), that the grumpiness meter would increase. The grumpiness would alter your character depending on the character you have, and slightly increase thier damage. But of course, there has to be a downside to it.Wilson: Beard grows slower and/or gets itchy, decreasing sanity 1/pm per grumpiness level.Willow: Starts setting herself on fire randomly, timer decreases between flames when getting grumpier.Wendy: Gets angrier with herself, starts blaming herself for Abigail's death. -1 Health per 5 minutes, decreases by half a minute every tier.Wolfgang: Gets even more buff, but attacks have a chance to miss because of clumsy grip.WX-78 (Was the robots name?): Hunger module starts malfunctioning, starts losing hunger at a increased rate of 1/mWickerbottom: Prototyped objects have a chance to fail, without returning items. Increases by 5% per tier.Wes: Loses 3 health from maximum health per tier.Maxwell/Waxwell (Whatever): Loses 2 sanity of his starting out sanity regen per tier.I hope you like this idea. You could alter about how you would get happy again (I would think eat like taffy or something) and how you get grumpy. Thank you for your time!
  14. Mob Ideas

    I have some ideas for Monsters and Animals, pls don't flaim me k? dey r onleh ideas ;c.Now let's begin...Animals:Boars (Neutral)Health: 175Damage: 22.5Drop: Ribs, TusksSpawns: Pig VillagesThe Boar is basicly a Buffed up vers/ion of pigs, but only stronger. They are tamable by using any kind of meat, also they can't be Wereboars unlike their ancestors, aka The Pig.Their Tusks are meant for Weapons to craft, no ideas what use they can be though :l.Boars will stay even longer if the meat was cooked and not raw.7 Cooked meat = 12 1 Half daysTurtle (Neutral)Health: 285 + 50(Shell) = 335Damage: 50Drop: Shell, Soggy MeatSpawns: SwampsTurtles have the most advanced system of all time, Walking slowly... Turtles will try to attack you if you manage to find Turtle Eggs by Pitchforking the ground. If you managed to kill one congratulations, because their shells are meant to be craftable armor. They can also be made into Terrapene Soup with the Crock Pot. (aka Turtle Soup) which restores 75 Hunger.Magical Stool (Passive)Health: 125Damage: 0Drop: BoardsSpawns: Anywhere randomlyGoat (Neutral)Health: 150Damage: 44Drop: Horns, Goat Skin, and LambchopsSpawns: Forest BiomeGoats are rideable, but must be tamed by giving them 3 Carrots and Berries, they will accept cooked. If you ride them before you tamed them, they'll Double kick you onto the ground, doing 44 damage. They go around in packs, so don't you think 44 damage will be easy. Goat skins are meant to farm them by creating Grass Areas. Horns are also used to make the Demon Rant's Hat for the middle of it.The Magical Stool spawns random non-rare items, they can be in stacks or single item. They will never drop Rare objects, such as Amulets. Most Stools are rare to find, 2 stools cannot be together in 1 area, they must be seperated in another biome.Monsters:Blue Tentacle (Hostile)Health: 575Damage: 55.55Drop: Ice Spike (Weapon), Blue Skin, Monster Meat.Spawns: Winter Update might probably add a Snow/Tundra/Taiga Biome much? pls? At least?The Tentacle's brother, Blue Tentacle. The Blue Tentacle is a Rare Monster that can be spawned naturally. Since the Winter Update will be coming soon, It would decrease your warmth slowly when you are around it. It will also throw Ice/Snow at you if you are not near it, but eventually it'll come back into it's Hidey Hole. It's Ice Spike allows you to freeze your opponents, It has a durability when you use it in your Tool slot when you are near fire, and will decrease like the Spiderhat.The Crackler (Hostile)Health: 250Damage: 33.55Drop: Bone, William's SkullThe Crackler is a Wooden Skeleton near Graveyards, they came above ground for revenge and WILL kill you, Most are nearby spiders which form a deadly league. They can also be falsely reported as Meat Effigy, which are fake. Their Bones are meant to craft Tortoise Armor. William's Skull is a Headgear that was meant to be a Spoiler of William Shakespeare's Skull, It'll make all Hostile, exception of Sanity Mobs, Friendly to you but, Neutral Mobs hostile to you. Durability like Spiderhat.The KappaHealth: 275Damage: It'll do 20, 25, 30 and then 45 each hit you took from itSpawns: Swamp BiomeDrop: Froglegs, Gravedigger items, Red GemThe Kappa is a ancient mythical creature that resembles a frog and alligator that had babies, The Kappa will take the first hit and then it'll stop until it restores health, It'll repeat itself until you die, fair enough?Bosses:I didn't mention this, but I think Don't Starve needs more than 2 Bosses, don't you agree?Cerberus (Hostile, Never sleeps.)Health: 1350Damage: 100(Bite) 70(Ice) 85(Fire)Drop: Monster Meat, Ceberus's Tooth, Hell's EyeSpawns: When 101 Hounds are killed, spawns around the area near the playerCerberus is a Hard Boss, 3 Heads 3x the damage, each Bite from each head costs 100, making them the most hard to defeat boss, they run faster than the player, suggesting their big size and matter they'll probably ram you into the ocean and make you drown, Since of Winter Update they'll have a Ice Attack which 1 of the heads casts it. They won't stop to eat any meat so traps aren't suggestive. They are immune to any Fire damage. They'll drop Ceberus's Tooth and Hell's Eye to create the Devil's Rant Hat which is 1 half the durability as Nightmare Armor and 1 half the defensive counter part, but sanity will be lost.Characters (Wilson,Willow,Wendy,Wolfgang,WX-78,Wickerbottom,Wes)Health: 100Damage: Depending on what toolDrop: Whatever in their inventorySpawns: When Maxwell has been defeatedThe Characters can befriended by giving them things they can use to survive, like you. If your character is Wilson, Wilson can't be spawned, but the other characters can. The Characters will follow you until you hit your shack/shelter, they'll work to survive and trying to "Not Starve". If you help them for 7 days, they'll go survive for themselves, working as a team won't do it. Maxwell won't like it either...Sanity:BansheeHealth: 600Damage: 55Drop: Pandora's Box, Nightmare Fuel, Devilish LampSpawns: Sanity <13 13% of spawning though.When your Sanity is <13, consider yourself, "I'm gonna die! ;_;". because the Banshee will scream when spawned, infact, the Banshee will scream everytime you see it on the map, thus making you loose Sanity MORE than ever. If you defeat this Screaming Horror, you might get the Rare Pandora's Box. If you use it, it'll spawn a random Hostile mob right next to you. Be warned, this will spawn Bosses and Buffed up mobs.Faded ShadeHealth: ?Damage: ?Drop: Nightmare Fuel, Beard Hair(If Wilson), Torch(If Willow), etc.Spawns: Sanity <7 4% chances of spawning.The Faded Shadow is the Character's imprisoned shadow from the Real World, When you find your Faded Shadow, their name will be ??? and take the look of the Character you are playing. When the Player encounter these, the Shadow will have the Same Health and damage done, and it'll follow you once you get your sanity up, and also drain your sanity to negative -1 The Shadow will copy your movements. if you simply attack it, you attack yourself. It'll not assist you in fights, You'll also get weaker... and weaker......X_X.Once Proper AI is added, the followers will follow you more properly and efficiently, Chester doesn't get stuck in one corner and keeps moving forward and touching the ocean barrier... RIGHT? RIGHT?!?!Man this is pretty long, I hope you like the idea, if you have anything else to say or any MISTAKES and RAGES at me, pls comment. kthx.
  15. It would be great if Klei added multiplayer in an update after the launch, so they don't have to worry about finishing the single-player. Kinda like how Mojang is focusing more on the multiplayer after the release of Minecraft on updates like the upcoming redstone update.
  16. hello everybody, I'm new in your community, so i want to introduce myself at first. My name is Tobias and i'm from Germany. My english is terrible though i've learning it since 7 years..^^ And don't be worried of the name "TheFighterC4", it's the name of my steam-account. My idea is to ride on a beefalo. It's not a important thing, but the imagine is very cool. The concept is copied a bit from a picture I once founded. You must tame the beefalos like wolfs and ocelots in Minecraft (feed them a lot). saucebottle007 explain the taming in his thread very detailed: http://forums.kleientertainment.com/showthread.php?7423-Beefaloe-Overhaul I think the greatest use of a rideble beefalo is that you have a lots of space for items. Something like a backpack on each side of the beefalo. The beefalo must walk so slowly that it is balanced with the piggy bagpack. Bigger load, slower walk.. It runs for example if you feed them with 6 reeds. I think:"...and the saddle should require a really hard to make/craft item." -TheVukelich The use can be expanded by equipping the buffalo for fight.. "Armor for the beefalos, crafted from gold, is definitely cool..^^ horn protection with spines looks certainly amazing, too..^^" -I Now it's your turn: tell me what you think.! And if you want, improve my english-mistakes.. Mit freundlichen Grüßen ( I know it's German..^^) Tobias NEW: I made ​​a sketch of my idea:
  17. All the current peoplein don't starve should get like a short video on them like some kind of animation and thing about them lore wise more lore for the lore junkies!
  18. I think it would be cool to be able to change the location of a wormhole with an item like this. You have to cook 2 in crock pots. One of the Worm baits have to be placed on the wormhole you want to move and it will eat it. Next you place down a second Worm Bait and after a few seconds, the wormhole will appear where you placed the second Worm Bait and eat it so it will then be at that location! I find this helps people with there maps, though they can't get it to early because they may need monster meat and something else to cook it on the crock pot. :applause:Obviously if anyone actually reads this and it is a possibility to the game, the guys at Klei can just change anything they want about this idea.
  19. I wish i could have a final fight with Maxwell in an other dimension (maybe shadow or hell dimension) once reached the portal (the wooden thing that now allows us to change world), and after defeated him, i wish to see Max transforming into Grue, for a new and more difficult boss fight (perhaps in more phases).In this way we should direct all our efforts to preapir this final battle. And so that portal would be good for something else ;)After we have defeated also Grue we could choose to remain in our world (maybe with some advantages, for example: nights not completely dark, the absence of the monster that kills us in the dark (actually grue xD), and cetera), or choose to leave and return to the world we belong to (with an ending movie perhaps).I hope that my suggestion will be considered.
  20. When a treeguard appeared... T_T, i was at day 7 or 6 i think, nothing to defend myself...
  21. Thanks!I opened a poll for it... How does this make the game easier?.. except for the marbles the item effects are quiet "low powered".
  22. WolfGang's Title IS The Strongman
  23. I am not amazing at this game, usually i average to day 15 or so.... Id really like to see this to where i start again, however my level stays the same. I dont have anything again, but my Camp and Body would remain! maybe its noob thinking but i'd like that