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Found 11 results

  1. Like me a lot of people want uses for pets, and more now when we already have a functional critter (Mothling), and I have some ideas, but these ideas have rules: pets can't replace any craftable item (for example Mothling doesn't replace the torch), if the pets are starving don't work any power, when the power is active some pets make the "play animation" (The animation that they actually do when there are more critters near) to you or others, and the powers are just little changes into the gameplay. : If you have 0 or less temperature Broding make a little warm aura and the "play animation" to you, you need to stay close to it, and it's stops when you have 15 temperature or more. The power don't works on Thermal stones. It has the best power in my opinion because is the most difficult to get. : It always makes a little sanity aura (+1.20/m) you need to stay close to it to get the sanity. : If you are wet just stay close to Ewelet that can "dry you" making the "play animation" to you, it can speed up the dried process but doesn't protect you for rain or getting wet. It's literally a living towel. : It "play" with the shadow hands (only one per Kitty) works with Wavey Jones's hands too, Kitty makes that the hand can't move more if there is a kitty playing with it. : If you make a click with an item (Not food) in Vargling it is going to search the near chest with the same item inside making the "play animation" to it. Good to know where to put items or where can you find em if there isn't any clue. : It defends the berry bushes, and normal berries, juicy berries, seeds that are on the ground from being eaten by Gobbler, birds, or buzzard making the "play animation"to them. These are my ideas to make all pets more useful but without making a big impact to the gameplay. If you like my ideas let me know, and share it with people.
  2. So, I've been thinking about how we have Stone and Marble statues, and then we have Moonglass but there is no counterpart for it. I think it would be really cool if we could put Thulecite fragments on the potter's wheel, so you could make Thulecite Statues. Having Thulecite statues would be a really cool addition to any base.
  3. Life, We want it to be a quality! Unless you play Wes, then you want the exact opposite of that. I'll share my Ideas, and You can too 1. Be able to cook on burning objects I'd say it's balanced because you would be burning alive anyways 2. Have Roaring Campfires, (Not Firepits) Burn you I know I said this was for QUALITY of life, but this would be a good addition IMO 3. Dawn 1 time slot before next day, It would be dark-ish like dusk, but you would actually be gaining sanity, because of the beautiful sunrise 4. Add ice cream to treats Last time I checked Ice Cream was considered a treat, and should be TREATed as such (bah-dum tiss) 5. Add Glommer Goop to treats It may not be tasty, but it is usually a downside to eat it anyways, So why not have both Vegan and Meat-Eater be able to "enjoy" it Have uncooked birchnut be able to put in crock pots It'll save SO MUCH TIME it's unbelievable, but also have it have less birch_nut value 6. Add seafaring, lunar islands, and Purls island into world gen settings, and put salt, sea stacks, sea fish, and the new bosses into resource and mob settings 7. Add "more" setting (not lots) into console additions If you have A good console, (next gen or one of the improved Xbox 1s) This should be no problem
  4. Hey, so the whole favorite food thing is interesting, I like how they all fit the character (for better or for worse) but I have been wondering... What even is the bonus for eating these foods? Does anyone know?
  5. So, we all know that Webber is next on the rework chopping block. He is the one that so desperately needs it the most out of the rest of the cast. However, his spider friends have been just as neglected. Instead of ragging on their almost decade-old AI, I instead want to point everyones' eyes towards QoL cosmetic changes for spiders. If they have more animations and simply interact with the environment more, they can finally reclaim their role as "creepy crawlies" instead of "black circle with legs that roars at you". Im bringing this up now because we got a QoL update coming for us next month, so hopefully Klei may throw some of these ideas into that. * Crawling on Structures When a spider is idle near a structure, it may choose to climb onto that structure. This is purely for visual effect. This can give a nice "overrun" effect when spider eggs are planted within a base (Webber) or large forest/quarry area. In order to not make Klei Animators want to eat dirt, of course the number of entities spiders can climb on should be limited. I propose this list: - Rocks (Normal, Gold, Flint-less.) - Trees (Small, Med, Large, includes lunar variants) - Science Machine, Alch. Engine, Prestihatitator, Shadow Manipulator) - Chests, Ice boxes, Crock Pots When a spider climbs on a structure, it will tend to stay on that structure for a bit before climbing off. If aggro'd, it will climb off and then roar. If attacked, it will fall off onto it's back with it's legs dangling in the air. If the entity a spider is on is being interacted with (mined, chopped, used, etc), then the spider will play the same animation as if it was attacked. They won't aggro on Webber, obviously. As a little technical note, prototyping stations wont play their "idle" animation when a player is nearby if a spider is on it. If the prototyping station is used to prototype something, it will still play the animation and the spider will be knocked off. * Proper animations for spiders crawling into and out of dens Right now, Spiders use their generic "roar" animation when they exit a den, and their "eat" animation when they enter one. When Spiders exit a den, they could have several animations each depicting a different angle they crawl towards(right, left, and center). The game chooses which animation to use at random. All animations would start with the spider appearing from behind the den. When multiple spiders come out of the den at a time (most likely a spider or the den itself was attacked), then the game will prioritize occupying all 3 "angle" options. If there are more than 3 spiders in the den, it will send out more half a second after the last 3 spiders, to prevent them from layering on top of each other and confusing the player on how many spiders there are in a den. A similar method could be used for entering a den. Spiders climb onto the den, go above it, and then disappear behind it. If there are no angles for a spider to climb up (ex: there are already 3 spiders climbing), it will wait outside the den for an opportunity. * Idle Animations Spiders are motionless when they are idle. A simple animation like them looking around could put a little life into them. * Interactions with other spiders Perhaps when an idle spider finds itself in range of another idle spider, they can play a "face-off" animation where they hiss at each other. If one of them is a Spider Warrior whilst the other is not, the non-warrior will be intimidated. Those are all of the ideas that I got. Having all of these intricate animations would most likely take a considerable amount of time to produce, so I don't expect everything. If I had to choose one, I'd choose the spider den enter/exit animations. If anyone else has ideas for QoL animations for spiders, dump 'em here.
  6. These are obvious and I'm putting them here just in case they haven't been suggested already: - Add some kind of cure to plant disease. I should not even have to explain why. - Make the "Geometrical placement" mod a vanilla feature of the game - it's virtually used by every serious player, and console players cannot use it because it is a steam mod... I don't even play on console and I feel bad for console players.
  7. Hello! I want to give some ideas for QOL update. I want to know what other people think. 1. Allow fish to be taken out of Fish Scale-O-Matic When I want to put in other fish in Fish Scale-O-Matic, I have to break it. This is uncomfortable so I'd like to suggest function that allows player to right-click Fish Scale-O-Matic and take out a fish. 2. Ban player who is not currently in my server Sometimes I can't ban troll. because he left my server before I ban him. I don't want to see him again, but he has to come back to my server to ban him. so I suggest adding function to ban someone I met in Encounters! 3. Change Shop UI We're getting more and more items in shop. How about subdivide filter? I add new filter. Character and Collection. If you choose Year of the Carrat on Collection filter, It just shows you that. If you have any good ideas, it would be nice to share them. 4. Show items detail Sometimes I wonder what item is this skin applied to? I guess it from item thumbnail or have to see belongings list. this is uncomfortable so I want to add a list of items in the Chest even if it's brief. when you click '?' button, just click 'show detail button'. now you can see item list at a glance. I think this function can prevent purchase mistake. thank you for reading my idea! Let me know if you have any opinions about my idea
  8. When was the last time you built a night light for the light it provides, and not simply for decoration? I have been playing DS/T since 2015 and have never used it it for light. People don't use them and almost completely forget about them because they're simply not worth it. Now don't get me wrong, it only takes 8 gold nuggets, 2 nightmare fuel and 1 red gem to craft, which is not expensive - but they use nightmare fuel as ... fuel. They don't provide heating or cooling either - unlike the (endothermic)fire pit. To put it into perspective, 1 nightmare fuel will make the night light burn for 175 (almost 3 minutes) seconds. This light cannot be switched on/off, drains your sanity and is confined to where the night light is built. A lantern lasts for 7 minutes and 48 seconds, can be switched on/off to save fuel, can be moved wherever you want, held in hand for traveling in the dark, or even left on the ground for light while working. Not to mention light bulbs (used to refuel lanterns) are way easier to get than nightmare fuel (at least in DST - I am aware that nightmare creatures drop NM fuel in solo DS at the end of the nightmare cycle, which makes NMF extremely easy to get lots of). So here is my suggestion, which I think would make this item worth crafting - instead of requiring NMF as fuel (like regular fire pits) they could drain a player's sanity in order to fuel it (similar to how the lazy deserter drains sanity when you "touch" it - and the fire wouldn't get fueled after your sanity reached 0, obviously.). This would be great because it would allow the night light to be used for farming NMF by keeping your sanity low. Not to mention that characters with high sanity / sanity restoration (such as Maxwell) could use them in their bases. That's my QOL suggestion, I think it's an interesting twist on an old, outdated structure that might bring it the love it deserves. Please let me know your thoughts or ideas on how my suggestion could be further improved. Much love to the KLEI team, thank you for taking suggestions and listening to your fans <3 !
  9. https://steamcommunity.com/sharedfiles/filedetails/?id=1863598374 Thanks in advance.
  10. Version 2.0.0

    431 downloads

    This mod improves upon the Lua console in Don't Starve Together. It was started as a collaboration between this author and @squeek. Major Features Extended and configurable command history. Each history line is editable (that is, scrolling past a previous line will save any modifications to it), and the command history is preserved saved between game sessions. Console log is scrollable Console keeps focus when you'd expect it to Console doesn't close after each line entered Added basic CTRL+A select all support (hitting backspace after CTRL+A will delete all the text) Added support for multi-line inputs (useful for e.g. function definitions and for loops) Many general useability improvements, bugs that have been fixed, and small but useful tweaks Better, more informative and less cluttered error handling Minor features Technical features Dedicated server support This mod has essentially two elements: extending the console UI and extending the processing and execution of Lua code. The former makes sense only in a client, and requires only the client to cooperate, and this is why this is a client mod. However, it may still be enabled in servers, including dedicated servers (though force enabling from modsettings.lua may be required). If that is done, the extensions to the execution of Lua code (including syntax extensions and all that was discussed in the "Technical features" section) will be applied to the server, both for code transmitted to it via a remote console by an admin user and for code read by a dedicated server from its terminal input. Get involved Repository on GitHub (branch together)
  11. Version 2.2

    193 downloads

    This mod forces Don't Starve Together to run in offline mode. When clicking on the Play button on the mainscreen, no popup is shown and the game goes right into the main menu under offline mode, that is, only being able to see, join and host LAN servers. The is primarily meant as a tool for other modders, wishing to reduce iteration times when mod testing.