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Found 8 results

  1. With the most recent update we got the Moonquay island which is an excellent addition to the ocean but I hope klei does not stop there, I want to see more ocean biome diversity, and even though i really like the tropical-themed moonquay island, id like to see more biomes that match more thematically to the landscapes we already have in DST. Ive gone ahead and concepted some potential biomes/islands that i think would fit really well. These are just rough ideas and im sure could be fleshed out even more. So first up an actual new biome for the ocean, the kelp forest. Here you'll encounter large stalks of kelp jutting out from the ocean floor along with the usual bullkelp. These large clusters of kelp have attracted creatures known as otterpines to dwell among the kelp and the urchins that grow along the kelp stalks provide provide them with tasty morsels. Harvesting the urchins off the kelp stalks and feeding them to the otterpine makes it freindly towards you and as a reward they will dive underwater and bring back a random fish as thanks. Of course, diving leads to fish that dwell deeper and out of reach from a fishing rod. Like the lanternfish, useful for when you need light bulbs for your lantern and skitter squids just arent getting the job done, Next up is a biome ive been wanting for a long time, the sea ice biome. This would be an small chain of islands that only appear during winter while melting and despawning during the other seasons, I know this might require some technical wizardry to pull off but with the recent additions of dock terraforming and the walrus camp/oasis spawning mechanic, surely something could be jurryrigged? Anyway here youd encounter the emperor pengull who has an insatiable appetite for ocean fish and will reward you for bringin them to him. Now we have a couple of king/queens now and to differentiate the emperor pengull perhaps instead of a 1:1 reward ratio, you need to fill a quota of fish before winter ends and he despawns. So lets just say there are 3 levels and each quota you fill he gets fatter and gives you a one time reward. As for the actual reward im unsure but it should be something cool at each level. Some lore to tie him to current pengull behavior, the emperor sends out his pengulls to the mainland to bring him back food but as we have seen they arent too fond of their emperor as they spend all winter looking after themselves, leaving our poor emperor to starve. The emperor pengull after feeding him to the max. Looks very happy indeed. I'd also think itd be neat if there were a village of Walruses living here as well, perhaps they are friendlier than their Mctusk counterparts? Lastly, my favorite region/biome type, the boreal forest. This would be an island biome that spawns in relative proximity to the sea ice biome. Here, however, the island stays up year round, I sadly ran out of time so i dont have any cool art but potential ideas include the taiga, a snow leapord like creature that is a keen hunter. The staghorn - a deer/moose like creature with a large bushel of berries entagled in its antlers, if you manage to get close enough you can snag em for yourself. Mint - a rare herb that only grows on this island and has medicinal properties. And finally there is the strange aurora borealis fog that can be found on only the coldest of nights and seems to have the same kind of magical properties as shadows and moonlight - what might happen if you follow the fog trail? Oh and here, i almost forgot- a sea lion, not tied to any biome specifically but he will follow your boat and defend you from hostile mobs if you feed him fish. Do you want to see more ocean content? What are your ideas for biomes and creatures?
  2. With all the awesome changes we've seen to the ocean in recent patches, I have been looking at doing a challenge run where the goal is to survive as long as possible while basing exclusively on the ocean. (i.e. craft an axe, chop enough logs to make a Think Tank and a Boat Kit, and set off for adventure. No returning to land) To survive in DST, you need the following: Light Hunger/Health/Sanity Warmth Cooling Some way to fight off persistent mobs We can get Logs, Grass, Twigs, Monster Meat, Silk, Spider Glands, Figs, Fish, and Leafy Meat from the Waterlogged biome. Kelp and Barnacles are often readily accessible nearby, as well as Rocks, Salt, and Cookie Cutters. This covers the overwhelming majority of resources necessary for survival. We can craft Fire Pits to provide light and keep warm in Winter, fish, hunt, and gather for food, and splash around/hang out under the tree canopy to keep cool in Summer. My issue is that I have not yet thought of a way to reliably get flint to make tools while out on the water. being able to craft a Razor, Spears, and Pickaxes would be critical for this challenge, so this is my last major hurdle. Does anybody know of a way to reliably get flint out on the water? The Sunken Chest loot table doesn't include Flint, and all the mine-ables on the ocean provide only rocks, as far as I can tell. EDIT: I just realized you can craft a disposable Grass Raft and use it to ram down Sea Stacks to get rocks, so "mining" the rocks isn't a requirement. The only issue would be getting a weapon to fight mobs.
  3. I will make it more or less short: the way world generated currently makes ocean exploring unreasonably hard. DST need to have proper rivers and bridges. Rivers for the longest time were simply "borders" to make world more unique, a not just big patchwork of biomes surrounded by ocean, however right now there is a dillema: while it seems reasonable to make rivers from 1-2 tile wide to at least 4-5 and not separated with connections between biomes, it would make traveling much harder, and when bridges would be set up to fix it, again impossible to travel , this time on boat. This is when need for actual bridges appear, specifically movable ones. This way 2-3 big rivers could separate unimportant biomes such as triple MacTusk, rocky biome, etc. from the mainland. This way bridges could allow, like in real life, access to travel for both players and ships. Additionally, why not implement lakes? They would be excellent place to set up a base, with magrove tree to provide shade and easy access to new freshwater fish and kelp. Good alternative to Oasis and PK
  4. Hello! If you're reading this you probably want monkey lore. There's not a whole lot to talk about with regards to the lore this time, seemingly intentionally because it's a 'setting the stage' update. With that being said I'll still provide you with all that I can in terms of monkey lore. So, the update has alot of crazy things. Monkey pirates, turning into a monkey, bushes that grow bananas........., but most importantly, the Unnatural Portal (and the debris around it). It looks like our friendly neighborhood inventor, Wagstaff, has been tinkering with dimensional travel and caused what seems to be a tear in space and time to show up. What's interesting about this is we've known Wagstaff's had some success with dimensional travel, having been the one to give Webber's dad the spider which would eventually be part of Webber, throwing WX-78 into the portal, and even scouting the Constant as a hologram in both DS and DST. The best and most recent example in terms of the timeline would be that he was able to siphon the Celestial Champion's energy and contain it in a structure that was a projection just like he was. So evidently, he's able to interfere with things even if he's not physically near them. So the fact that we now see there's some sort of consequence to his meddling with space and time is interesting. There are other things which allude to Wagstaff as well. Once of which will probably go unnoticed to most people but if you generate enough Moon Quay islands you realise there's a pattern to them. It has a distinct shape of two 'eyes', a mess of 'hair' and three docks which you can interpret as either teeth or a bushy moustache. This could be a stretch but it seems that the monkeys designed the island to look like Wagstaff. On top of that, the Queen of the Moon Quay's 'throne' is labelled as 'Moon Bed' in the image files and if she's happy from being given a banana, she can have a quote saying "THE GREAT SKY BANANA SMILES THIS DAY.". This could just be the monkeys seeing the crescent moon and thinking "Oooooo banana" or it could be related to Wagstaff's tampering with lunar energy leaving an impression on the monkeys. Either way, the old codger's been up to something and whether he realises he's tearing a hole in space and time, who can say for certain. We aren't sure why anything from the portal is spewing out of there, let alone seemingly cursed monkeys. I say seemingly cursed because one of the major things in the update is that upon acquiring 10 Accursed Trinkets, which you only get from killing Powder Monkeys, you turn into a monkey yourself. There interestingly isn't any interesting quotes for the trinkets themselves, though while turning into a monkey Maxwell makes the comment that he doesn't recognise the kind of magic it's using. Other than turning someone into a monkey, it's also cursed so that it can't leave your person. The only thing capable of taking the trinkets away from you is the Queen of the Moon Quay, who reaches out to you and has her hand glisten with some magic, before taking the trinkets and just putting it under her crown. She also makes some comments with regards to changing you back as well. MONKEY_QUEEN_REMOVE_CURSE - "YOU WOULD RETURN SUCH A GIFT? SUIT YOURSELF.", "YOU WISH TO RETURN TO THAT HIDEOUS FORM? VERY WELL.", "I CAN'T FATHOM WHY YOU'D GIVE IT UP, BUT I'LL HONOR OUR ACCORD." So it seems she sees the form as a gift, perhaps she might even have a part to play in the curse itself since she's the only one who can seemingly remove it. This is all to say we aren't sure whether the monkeys are monkeys who became pirates or pirates who became monkeys, but seeing as how all but the Prime Mate drops a trinket only on death, it seems they could be transformed as well. Walter seems to have the same theory ("Maybe they're pirates cursed to be monkeys! Or monkeys cursed to be pirates...") All of this to really say, we don't really know what's happening yet? It's clear Wagstaff has committed some mistakes and it's seemingly destroying some of his machinery as well as bringing objects from other planes into the constant. Whether he was using the monkeys or they're just from another weird world in the universe of Don't Starve is uncertain. We know that other strange dimensions exist outside of the Constant, since seemingly Wortox isn't from there but is still a magical creature, and he's canonically gone to the Terraria universe (whether you want to treat that as canon is up to you but for the sake of dimensional tomfoolery, I'm counting it). It's possible Wagstaff's making the world of the Constant even more unstable somehow, only time will tell. But if it is that he's unintentionally leaking other dimensions into it, I think it's a great way for Klei to add stuff that seemingly doesn't fit with the world, like random pirate monkeys and BUSHES THAT GROW BANANAS, I WILL NEVER GET OVER THIS KLEI. Just to wrap up with some small tidbits: The Powder Monkey Huts (forget what they're called) strongly resemble the machine Wagstaff contains the Celestial Champion's essence in, which just further cements that it's Wagstaff's influence and could potentially allude that these are either prototype machines that are being dumped into the Constant or he's planning to store even more energy. which is a can of worms to think about. There's also an inverted portal animation that seemingly isn't used yet. Based on the way it moves, it seems to be sucking stuff up rather than spewing it out like the one we have ingame. I imagine this might not be unused necessarily, but it's something we might see in the future. @QuartzBeam has the theory that all the 'setting the stage' updates might involve things generating from these sorts of portals, which I could totally see and would love. ALSO, Wilson made the Nautopilot and I don't know whether to be proud of him or not. The man could've just made a bigger boat but no, a giant magnet to carry around MORE boats is what he decided to make. Never change Wilson, never change. Lastly, just appreciate how half of the survivors either find surface bananas super weird because they're used to cave ones, or they're wondering why the bananas are growing on bushes: That about wraps it up. Not much to talk about unfortunately (but damn if I didn't talk...). I could've gone on with some of the sillier lore bits, like how Wendy's quote for turning into a monkey ("Stop laughing Abigail, it's not funny.") shows that Abi's still got her old personality, which you can't really tell otherwise (shoutouts to Quartz for showing me this) but I don't want to keep you guys from reading this more than I already am. Thanks again for anyone who made it to the end, see you next time when it turns out Wagstaff has just been trying to make the perfect treatment for male pattern baldness using some toenail clippings, monster meat, and the essence of an ancient deity.
  5. I think everyone is generally enjoying the Ocean update, so I decided to make this thread to suggest some changes or additions that could make Ocean even better. - Adding a cool tulecite treasure drop to the ocean shark (since he might as well have eaten them): I don't think it's news to the more experienced that when a shark appears just wait for it to attack 3 times before leaving, that's because it's not worth killing him for the items he gives. With this change I think the players opened up the Shark Hunting Season. - This idea was suggested by @DarkPulse91, it would basically be modifying the drops of underwater chests, since we are in the pirate monkeys update it would be interesting to make these treasures more rewarding for the work they give. Just a suggestion, but it would be nice if instead of destroying the treasure chests with hammers, we had to take these chests to the monkey queen for her to open (And for that extra work the loot should be considerably improved). - I come in defense of my friend Wurt, the wurt theme is involved in being a half aquatic and terrestrial creature, so what's the point of limiting the construction of the royal carpet only to land? It would be so cool to be able to go fishing in the ocean with your King Merm, or build sea bases. - Improved Mast Light, navigators know that nowadays it is better to have a lightning protector than a mast light. I believe the reason behind this is the low light radius, I believe the boat light should be much brighter than a campfire as it doesn't provide heat and is specific to sailing. - Cannons for killing bosses (Malbatross and King Crab): a big problem to do this would be the low damage and high manufacturing cost, solving any of these things would make the idea of killing bosses more reasonable. Do you have any other ideas to make the ocean more fun to sail?
  6. TL;Dr at the end Since time immemorial we have all sought the perfect spot in the constant through which to access each biome with the least time spent getting to important locations. Ocean content is here and it's being spread sporadically all over the ocean. While yes, we have boats that are getting goodies all of the time, sometimes you need multiple boats for multiple ocean locations and it can be jarring. A boat for a waterlogged biome. A boat for pearls island. A boat for lunar island. A boat for quay island. And the list may get longer with time. The Pangea style of the default map makes traversing something on the other side of the landmass a slog. Building up multiple boats with decked out Malbatross sails/anchors/steering wheels/etc in each one feels like a waste/chore. Plus, building boats for multiple purposes is already an endeavor some undertake. You certainly don't want to make multiple boats with different focuses (cannons, cooking, fishing, weather, etc) for each location, right? I don't mean to make boating obsolete either. The simplest (maybe not coding wise) is to allow the boat to go off map and teleport on the opposite side; aka the shipwrecked way. However, I think a more elegant solution is to allow the creation of large whirlpools that act like wormholes. These Whirlpools could be affected by the phases of the moon (giving the moon dial an additional use). Being dormant during new moons, becoming active during half moons, and growing progressively dangerous all the way up to full moons (full moon destroys structures on top of damaging the ship severely, but you still get to the other side). This facilitates quick journeys that are simply meant to be point A to point B and back to point A, while also not trivializing ocean traversal or boats. Additionally, ships will need sails/anchors/steering, to enter the whirlpools safely so as to not give empty boats an advantage (or risk sinking). A "mini-game" could even be added where the player must always be sailing the opposite direction of the whirlpools pull (and give Malbatross sails an advantage during stronger pulls) momentarily before being sucked in. With these restrictions in place it would not be unbalanced to allow the player the choice of where to place them (except maybe the distance from land). TL;DR I just want a way to teleport my boat around the ocean (not the character). Sometimes ocean biomes are at the far corners of the world incintivizing empty boats and simply rowing there. I'm sure people are already thinking of just building loooooong docks to some of these biomes instead of dealing with multiple boats.
  7. Bug Submission Please choose a category [Graphics] Platform Steam Version Number - Issue title Invisible birds on traps Steps to reproduce 1. Put a trap and bait it with berries 2. Left it and come back after a while Describe your issue I left those traps on the floor with berries as a bait and I went exploring into another island. When i came back to my base i check them and there were no birds but the traps were jumping and jumping like if they had trapped something. Still i got the loot but the birds were invisible.
  8. When Dropping an item that happens to land right next to the ocean it is very hard to pick it up because you cant get around it. There should be something to enable you to get it