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Showing results for tags 'poll'.
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I tried to take care of smallbirds, and It feels wrong, Smallbirds can't jump in to a boat, can't hatch on a boat, they have very low health, low hunger, tried to kill you... Can they even despawn with his owner? It feels outdated. I think the easy fix will be turning smallbirds in to critters, even if this mean that they will never grow, or maybe a QOL. What do you think guys?
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A small feature, but it's weird to me how a character gains a flat +15 hunger value (not accounting for staleness) for their favourite food. It's underutilized on most characters, sometimes based on how hard it is to get the ingredients, and the meager hunger value some provide when their sanity/health gains are much more preferred. Thoughts? PS: I would really like it too if the underused crock pot dishes got some love in varied stat values instead of most having 37.5 hunger gain and nothing else to differentiate it from others. I saw someone earlier want Pumpkin Cookies to have multiple produced at a Crock Pot for a smaller sanity gain for each cookie and I loved the idea.
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I saw some people complaining about Woodie's wereforms because you can't heal yourself, you can't really get out of the wereform, only standing still until your hunger bar gets to 0 even during full moon. So I though, Why not make his wereforms be able to interact with his inventory? So if you need healing, just heal yourself as normal, if the weremeter gets low just eat food to fill it up or eat another idol-monster meat, and if you want to go back to normal without starving eat... Living logs? Well, there are some of my suggestions, but the point is the same, do you think Woodie's wereforms should interact with his inventory? If the answer is yes, How the wereforms will interact? Thanks for your time.
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As per the title, does you consider Spider Queens, Poison Birchnutters, Treeguards and/or the Lord of the Fruitfly to be bosses or are they just bigger than normal mobs? This was an interesting question they came up in this thread here where I was talking about the Malbatross Beak being rarer in the Klaus Sack. Personally speaking, if they are considered to be bosses, they should have statues to them and loot to reflect that (though their spawning conditions are drastically different compared to the other giants of the game, so idk). If they are not bosses, then I say it's a good time to make a separate category for them in the world generation settings, one for bosses and ones for the creatures listed above. Solidifying if these creatures are truly bosses would also be very helpful, as it would clear any confusion on what is and isn't a boss, such as for boss rushing videos.
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I think the ending to DST is that everyone escapes the constant to the present year whenever that is, and everyone accepted the present and start to embrace the future, almost all of the characters are tied to the past, there are only 7 characters who are not tied to the past, Wilson, Wes, Walter, Wortox, Wormwood, Wagstaff, Webber. Wilson got no backstory, Wes, Walter is living in the moment, Wortox just wants fun, and Wormwood is just a newborn baby in an adult body, Wagstaff loves the future, Webber only lives in the present. In the end, Charlie will forgive Maxwell and sacrifice herself to destroy the shadow and separate the constant from THEM and free the survivors and seal THEM inside herself forever trap in a void, to make the constant a world with no god or devil to rule, the constant would enter the Contemporary Era where every creature can live together Merm, Pig, Bunny, Lobster, Crab, etc, I think this is why DST is set in the 1900s to 1920s it the decades of war and conflict, so when everyone learns to accept the present and embrace the future the constant can finally be inconstant where the future can finally be decided by the people, and the survivors sent into the present time, as they find themself in a strange new world once more. What are your idea of DST ending.
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Downloads: A new file has been added by Linker: Italian Translation Hello guys, this is my Italian translation for Don't Strave, enjoy it Changelog: Version 1.10.1 IT'S NOT A ROCK! UPDATE + small corrections Installation Place italian.po in "YourSteamInstallationFolder\steamapps\common\dont_starve\data\scripts\languages\" and add LanguageTranslator:LoadPOFile("data\\scripts\\languages\\italian.po", "it") to language.lua file in the same folder. (if it is not present you can download it from this post)What is in progress: [*]Grammar checking [*]Typing errors checking [*]Verification of matches in the game Please pm me to report errors or corrections. ---------------------------------------ITALIANO--------------------------------------- Ciao, questa è la mia traduzione in Italiano di Don't Starve, divertitevi!Modifiche: Version 1.10.1 IT'S NOT A ROCK! UPDATE + piccole correzioni Installazione [*]Mettere italian.po in "VostraCartellaDiIstallazioneDiSteam\steamapps\common\dont_starve\data\scripts\languages\" e aggiungere LanguageTranslator:LoadPOFile("data\\scripts\\languages\\italian.po", "it") al file language.lua nella stessa cartella. (se non è presente scaricatela da questo post)Cosa è in corso: [*]Controllo grammaticale [*]Verifica degli errori di battitura [*]Verifica delle corrispondenze nel gioco Per favore mandatemi un messaggio privato per segnalare errori e/o correzioni.
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One day on the forums, I read about a new mob that supposedly hunts the player about the map. The eyelid-raising part of this new creature was that it was hard to kill, not impossible to kill. At this moment, I realized how important options are in a survival game such as Don't Starve- how the possibilities for survival tactics can hinge on whether or not a mob is kill-able.Imagine a spider queen update that featured an invincible spider queen; the update would have made migration necessary and combat less important.My question is this: should all mobs (assuming the grue doesn't count; he's pretty fair right now) that Klei adds be a viable kill target for the sake of freedom of choice?