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Found 6 results

  1. Finding tropical paradisaical living to be a boring drag? Want to attempt surviving as one would expect to from a real shipwreck? Well, get out your volley ball pals, it's time for the Cast Away challenge! Rules are simple: No boats. That includes surf boards. No Woodie, Wilba, Webber, Wormwood, or Wheeler. Woodie's and Wilba's curses negate the flint restriction, and Lucy makes that even worse. Webber's free spider eggs and monster meat tolerance solve any food shortage problem (also silk). Wormwood has unlimited crops. Wheeler's Air Horn makes morsels too easily obtainable. The only world settings you should modify are Rocks: More, Butterflies: None, Spiders: None. The added rocks should give you some starter gold and more flint, so you should be able to tech up. Butterflies and spiders are practically unlimited food. If you get a really bad starter island, you may retry. I'd recommend sticking it out, and see if your ingenuity can compensate, regardless. You must survive a full year cycle at least. If you want, you can shorten the season lengths, to make this less of a battle of attrition. Try to avoid game breaking cheese strats. Does this seem too hard? Try playing as Wilbur. Does this seem too easy? Consider a strategy change:
  2. Heyo, I started this world and discovered an island only accessible by a worm-hole after some searching I found the right worm-hole on Day 4. Can hounds still attack me? The island is really small. Here a some pics. One is the island the other is map. http://imgur.com/4z9dilh,pgcVDYC#0 Its pretty cool huh? Protokohl, EDIT: Made a typo in the title and now can't change it?
  3. Found this site that gives recipes and health value for each food, hope this helps! http://dont-starve-game.wikia.com/wiki/Crock_Pot_Recipes
  4. Hi, so I downloaded (from Steam of course) Don't Starve yesterday and squandered my whole sunday (take this as praise). The game is cool and quite challenging, has a nice feel to it and this wonderful sense of exploration. So let me tell you what my problem is and why I wouldn't recommend it (right now): 1. The island sort of layout: I find it terribly inorganic and boring. You walk around and then there is a bridge (which frequently extend faaar faaar to far (I don't see the point in walking between island 1-3 ingame hours)) and then aha, now I'm on the forest island, and now I'm on the swamp island and now I'm on the beefalo island, rock island, etc. etc. It totally kills the sense of exploration, when I am looking for rocks and I find a different island just run straight through searching for the next exit. Also with the road eventually leading me to the exit of the island and thereby to the next island, exploration is even more meaningless. It doesn't feel like exploration, when I enter an island and I basically know what expects me. Let me tell you how it looked when I started my first game. I had a brilliant layout, I didn't even notice I was on an Island. There was the start of a road, when I followed it, I came upon the plains with all that you need for a nice start and tons of rabbits. After a bit of exploration I found beefallos to the west, beyond that a forest, a graveyard north west, rocks to the north and a swamp and more forest to the east. Far further north beyond the rocks (or mountains as I thought first) was a greater forest with some pigs. After a few plays I wanted to try a different map and found out that they were all sh*t. With the terrain basically isolated to single islands with large inorganic flow breaking bridges in between. Also the road is a nice thing and I'm certainly not against it, but if you'd abolish the island-layout towards a more organic large world layout, you could reduce the amount of road that's there, making the exploratory aspect better. If you haven't figured out how terrible I find the current isolated-terrain-island-bridge-isolated-terrain-follow-the-road-layout let me express it again. ITS SH*T! It looks like a 12 year's old first try with the Starcraft: Broodwar map editor. It's the only aspect of the game that I hate, I love everything else, I love how you set up a camp and gather rescources and die unexpectedly (just 20 minutes ago, I found out that the pigs turn into werepigs during full moon and then kick your ass (another good use of the sleeping mat)). But the horrible island based map layout... 2. Which brings me to the 2nd point: Isometric roads (okay this is more of a aesthetic point, but you know, wrong use of isometric terrain was considered an almost unpardonable faux-pas in modding and mapmaking in Broodwar and 15 years later, you're not getting away with this!). Don't get me wrong, I have nothing against isometric terrain layout per se. What I dislike is the isometric roads. I'm sure all your expensive computers should be able to generate the road as something that is ON the terrain and therefore doesn't need to look isometric. So that's my tuppence. I really like the game, but the island layout just kills it for me.
  5. From what I've noticed rocks (the big ones you smash with the pick) are finite on the island(s) you're on, after exhausting my last rock trying to find that one piece of gold to craft a miners helmet I noticed once it was used up I'd never be able to build one again, so I suggest some sort of tremor or earthquake system to produce ruptures in the ground causing more rocks to appear, and maybe even go so far as to completely restructure the islands tearing them apart or forcing them together, and maybe even and end game item or building that will allow you control them. Your thoughts?