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Oxygen Not Included

Found 8 results

  1. 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
  2. Like real ocean, DST one can have currents too. Unlike Shipwrecked waves, the currents will be permanent on map (or will change in different seasons) and boost your ship speed by equivalent of one normal match or less and will only occur in deep waters, but not too close to edge of the world. It would make vast ocean less tedious to explore, while still keeping player engaged in following the currents by turning the matches constantly. Also, it would fix current problem of sailing across mainland being too slow and boring.
  3. 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?
  4. 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.
  5. The quiestion is actually more complex. I am making a mod that allows you to move objects attaching them to mouse cursor. But I don't want players to be able to throw objects into ocean. Mainly because I can't figure out to make items on water play their floating animation. (Second problem is - drowning enemies is just too easy.) Is it possible to detect those invisible walls that separate ocean and island? (So I can force drop grabbed object before it goes into ocean). I want to prevent this:
  6. 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.
  7. 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
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