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Found 20 results

  1. Heyo! So since there's another QoL update coming in March I decided to make this QoL Mega Wishlist with a whole bunch of changes i'd like to see for the QoL update! I encourage you add your own ideas here, i'd love to hear them, anyhow here are my ideas! A Fire "rework" Cookie Cutter Shell Droprate Water balloons making Mobs Wet "Special" Equip animations from singleplayer DS Shoal Deep Bass Spawning Animation Hold Ocean Fishing Reel Take Fish/Oversized Crop Tackle Receptacle Recipe Position/Crafting Tab Crockpot Recipe Changes Lazy Forager Durability Sea Salt Lick That's about all the ideas i've got, i'll be sure to put any more ideas I get in this thread until the March QoL update comes!
  2. As of right now, the Cat cap has the same insulation factor as the rabbit earmuffs (delaying 60 seconds before the player starts to freeze) require an alchemy engine to prototype, and a catcoon tail along with 4 silk for what is basically a top hat (3.3 sanity per minute) with a little bit of insulation. The thing is, the insulation is so minuscule i barely see people use it, and the sanity aspect of it is heavily outclassed by the Tam. I suggest buffing the cat cap to delay 120 seconds of freezing even if it means lowering the sanity gain to 2.2 or buffing the cost back to 4 cat tails, since that way it'd still be a considerable alternative to the winter hat while still being outclassed by both the beefalo hat in insulation and the Tam o' Shanter in sanity. What do you all think?
  3. The title kind of says it all. I travel between caves and overworld a lot and miss a lot of messages. And the people writing them miss on somebody that might actually respond.
  4. Having different worlds in the dlc as well rockets requires us to transport small amounts of certain resources between worlds at times. The problem is that there aren`t any mechanics to control the resource flow. Adding one resource to the conveyor loader leads to the entire supply getting loaded into a rocket or teleporter. Setting a manual storage for each individual item with restricted mass is tedious and takes forever. There is no way to automate that. My solution is a resource programmer. It would work like a conveyor loader but allow only a preset amount of each resource to be loaded to the conveyor system. Lets say you want to load 200 kg of algae, 800 kg of copper, 10 curative tablets and some seeds to a rocket. The programmer would only request the set amount of each resource. Then after you send the rocket you could reset the programmer via automation so it requests the same things again. It could be used to send different things through a teleporter and get reset every cycle to provide a continuous and controlled resource flow.
  5. Hey there, A few small suggestions: 1. A separate visual and potential gameplay hierarchy for dupe schedules on different asteroids. At the very least I'd like to see dupe schedules grouped by asteroid so it makes it easier to see how my schedules lay out per asteroid. A better version of that would be to have the ability to create multiple schedules for every dupe based on what asteroid they're on and have that apply automatically when they travel between asteroids. 2. Resource filter is great, but I'd still like to see it grouped While being able to filter out the perm side display for resources is wonderful, it'd be nice to be able to group/sort those resources by means other than alphabetical. I'd be fine with there still being a grouping hierarchy like in base game but with filtering taken into account. 3. Auto-assign vacant cots on asteroid B for dupes that are assigned cots on asteroid A Since a dupe that teleports to a new asteroid can't go to their 'assigned' cot without manual intervention of teleport, auto-assign them on a vacant cot on the new asteroid by default. addendum. Put commas back into kcal I've mentioned this before in a separate post, but figured I'd reinforce this here, I miss seeing 12,456,175 kcal rather than 12456175 kcal
  6. In some countries (like Australia!) power switches are OFF when "up" and ON when "down", the exact opposite of how they work in this game. It would be nice if there was a setting to "invert" the graphics 180º. If that's too difficult to implement then perhaps they could be rotated 180º with "O"?
  7. The new diagnostic system is nice and can be really helpful. Especially the "trapped" notification. But there are certain scenarios where it gets super annoying. Especially 2 of them: 1. Breathability. - It seems an important issue. Breathability gets bad and everybody dies. But it tracks the current atmosphere the dupes are in so if half of your colony is digging in the bottom of your base (in a CO2 pit) the breathability falls below 50% right away alarming you for no reason if the rest of the base is fully breathable. From my experience 95% of the time it`s a false alarm (i had it detect a real threat once) and should be looked at or everybody will just turn it off and it won`t serve any purpose. 2. Plants wilted. - Whenever a shinebug flies too close to your dusk caps it pops. Whenever a dupe is late to bring the sulfur to your grubfruit farm it pops. Whenever the dasha saltvine planted to get rid of chlorine does it`s job it pops again (seroisly dasha saltvines cause the notification to pop every 2 seconds). I know you can mute it but it doesn`t fix the core problem. It needs to give useful information. Like a large amount of plants not growing for a while. Any other notifications are getting annoying for you guys? I`m talking about the new ones, not the random door overheating in the PoI that spawned next to magma that we all remember from the vanilla game.
  8. it'd be nice if the upper left hand corner game alerts that appear regardless of what asteroid you're on were grouped. For instance, instead of: Idle (5) Building lacks materials (12) It could show: Asteroid A Idle (2) Building lacks materials (4) Asteroid B Idle Asteroid C Idle (2) Building lacks materials (8) Or: Idle (5) Asteroid A (2) Asteroid C (3) Expand/Collapse ability a + if grouped by alert type rather than asteroid
  9. I dont know if is because a game limitation or what but seems ilogic that mobs load before walls making them scape and make unconfortable situations. Working in that way, makes walls and other structures less useful since they are not doing their job as example i will let this screenshot that shows how a merm king tries to come back to his throne because he always can scape his cage to fight the spider from the spider farm near (near but dont even close imo) of his throne. I always need to kill him in order to have a king
  10. Allow us to pin resources to the list on the right when clicking on debris on the ground. This saves us a lot of clicking to get the resource pinned/unpinned. When selecting dupliants to print add a dropdown menu to select the asteroid to print on so we don`t have to close the window and ope on a different world. Add a "compost" button to all compostable items (the same button food items have). Group the material selection for filters based on temperatures. Most people don`t have the need to pump rock gas or molten niobium. Just make a "liquified gas" and "molten metal/rock" cathegory and put more common stuff together.
  11. That would be really handy if you add a feature for servers to show up when you search the name of one of the players currently in the server.
  12. Some really basic graphics settings that need to be in the game: Pan speed - adjust the speed of moving the camera Zoom snappiness - adjust the amount of lead up and slow down after and before zooming. zoom limit - adjust the default distance to limit zoom. Vignette opacity - 0% to 100% to reduce eyestrain Transparent GUI icon borders - increase visibility Disable nighttime filter - Makes the game appear as day regardless of time. Special nighttime animations and mechanics are unchanged Save icon - choose between default animated save icon and a minimalist non-animated symbol All disabled by default of course.
  13. Selecting food for critters has to be the most frustrating menu to navigate through. An alphabetically sorted list of all critters in the game including morphs and baby critters. Makes you wish you could use the resource list instead. I mean it works. There is nothing wrong with it it just could be so much better and easier to use. Just give it blocks like the codex for each critter type, then you could select a specific morph and finally a resource that it eats. You could even put dreckos in there with an addnotation that they can`t use the feeder. I forgot to add this to my dlc wishlist but then i thought it belongs here as it`s an issue with the base game as well. Just the extra critters in the dlc make it worse.
  14. Spaced Out eliminated commas in the kcal total in the upper left hand corner, and I miss that. It was easier to number intepret "2,430,241 kcal" rather than "2430241 kcal".
  15. PLEASE, add an option to sync the enabled mods with a save file. I have many saves with diferent mods on each one. It's a pain to go from one save to another and having to sync the mods manually.
  16. Not sure how often this has been suggested, but building bases in space exposed areas is a pain when it comes to replacing tiles where Drywall is. For example, you've filled in a lot of space with drywall, now you want to build a room here. Now you need to destroy the drywall, leave a space leak, then quickly make the dupes fill in the said space with a tile. I think that this process would be simplified if it also issues a destroy and immediately replace order, like if you were to replace any tile with another tile.
  17. I think there should be mod options for all the save files individually in the singleplayer ds just like in dst for ppl like me who wants to play vanilla ds in one save and modded ds in another save without changing the mod options everytime before switching the saves
  18. So, If we can put twigs in a crock pot, which are literally inedible, (Unless you are a Beaver, Termite, or Canadian) why can't we put something which is edible and is common animal feed, even within the constant, inside one too?
  19. Version 2.0.0

    434 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)
  20. 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.