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Found 8 results

  1. I suggest that there needs to be an item like the webby whistle that will make spiders hold their current position like a sentry until the webby whistle is blown again. This is mainly because I'm tired of my spider army pushing me around / getting in the way. Thanks!
  2. Hi, I have 2 small but high-impact suggestions for world generation: #1 Restrict meteor showers ONLY to the mosaic biome. - It always takes over part of the deciduous / oasis biomes, which is annoying with base building. #2 Add a minimum distance between linked wormholes to prevent these hilariously bad ones: AT-cm_G-LxzXWeIyuXAKGle0NvSw-480.mp4 The clip is from CatPerson's stream, on Twitch. https://www.twitch.tv/catperson95
  3. This would be mainly useful for server-side mods that implement some kind of a additional check when a user attempts to join or some auto-kick feature. I am also sure that many server admins who maybe just want to ban/kick some naughty players in a fancier way will welcome this additional parameter as well. Even though the default message is enough in many cases, sometimes you just need to provide more info to the user in order to prevent confusion. Not always is the reason for a kick or a ban that obvious to the player. It's just my small little QoL suggestion after quite some experience with this stuff
  4. Pin pages are incredibly handy and feel pretty good to use once you set them up to your liking, but one thing that has been slightly bothering me is that they're not that great for character specific crafts, since when you're playing a different character, you just have a page or two of crafts that you can't do anything with. of course, not all characters have a need to craft their items often, and you can always just remove or ignore other character's pinned items, but that's not so convenient, especially if you play as different characters often. so, my suggestion - character specific pin pages. additional pin pages, that have different condition for each character (so, for example you played Webber and pinned webby whistle and a razor on his pin page, and then you enter a different server/change character to Wilson. his pin page is still empty, since you didn't pin anything on it yet. you come back to Webber and his pins are still there). this would be really useful for characters with a lot of crafts (Walter, Webber, Wanda etc), but could also be used for crafts, that aren't unique to a character, but simply more beneficial to them (so you'd be crafting them much more often as this character). but, of course, this would need to be optional function you could turn on/off in the settings(off by default), since for people who wouldn't need it, it would only complicate pin managing. maybe a setting for them could look like regular pin page setting, you could choose the number of character specific pin pages from 0 to 3, 0 by default. that's a pretty weird suggestion, but I think it could slightly improve QoL for some people.
  5. Walter's strength in DTS has always been a hot topic of discussion among players, and the latest beta has improved both Walter and Wortox, but Walter's changes don't address his fundamental problems compared to Wortox's enhancements. Walter, as a pinetree pioneer, can adjust in a way that enhances his ability to survive in the wild. Here are some suggestions for Walter's changes, none of which require new items for Walter: The pinetree pioneer hat didn't work well as Walter's exclusive possession. So, might as well strengthen the function of the hat first. 1. Pinetree pioneer hat will have better properties, insulation increased to 150, waterproof increased to 35%. This will also increase Walter's contribution to the team, and teammates will be more willing to wear his hat during the hot summer. 2.Putting on a pinetree pioneer hat would give Walter courage.Although walter wears the hat that can halve the amount of sanity deducted when taking damage, it is still too much, so I suggest reducing it to 1/3 instead. 3.Walter should have better field gathering skills as a pine pioneer. When Walter does his picking, it takes even less time, and he can do it twice as fast as any other survivor. Woby is walter's mount, and many Walter players would rather ride a Beefalo than Woby because she is too dangerous to ride. The changes to the test suit didn't make Woby particularly useful, as it was too dangerous to ride Woby with only 5 damage for a short period of time. 4.The pine pioneer hat would give Walter courage, and Woby courage. When Walter is wearing the hat, Woby no longer throws him off even when he is taking damage, and Woby no longer hides when he enters combat. As a result, players are more likely to wear armor in combat than helmets. 5.Woby needs more speed and more duration. It is better to adjust woby to consume only 10 hunger points per day, and increase the speed of movement by 1 in each stage. When satiety is greater than 30, the speed of movement is 11, when satiety is greater than 10, and when satiety is less than 10, the speed of movement is 9. 6.Walter has to stay in place while telling stories and can't do anything else, which is not worth the 10 san/min return aura. Change the story return rate to 40 san/ min and allow him to tell a story at dusk, and more teammates will listen to his stories. 7.Tents and sleeping are one of Walter's characteristics, and Walter needs to sleep frequently to recover his damage deduction SAN. Although Walter had halved the amount of satiety he spent sleeping, the cost of time spent sleeping remained the same. It would have been better if Walter had doubled his sleep efficiency, i.e., doubled his satiety consumption rate, doubled his SAN regeneration rate, and doubled his health regeneration rate. 8.As a pinetree pioneer, Walter has a knack for planting trees. The trees Walter planted (including the marble trees) took half the time to grow. This will allow for some team contributions and ease Walter's need for marble a bit. 9.Walter's allergy to bees is so severe and fatal that he can reduce the extra damage from bees to 3. The trusty slingshot has one of the DTS's interesting ways of fighting, but its existence is paradoxical. If it attacked too fast it would make all battles too easy, but the current low attack speed makes most players unwilling to use it in battle.In addition, the high cost of pellet and the ineffectiveness of special rounds are also problems. What follows is a series of proposed changes to slingshots and pellet. 10. Walter uses his slingshot to attack with increasing frequency. Each attack starts with four attacks at a rate of 1.2 attacks per second, then changes to 2 attacks per second. If you do anything other than switch bullets the attack ends. 11. Reduce the cost of pellets, all pellets and rounds can be made 20 at a time. And if you have a slingshot in your hand, the new pellets will go into the slingshot first. 12. Poop pellets has an AOE effect that removes hatred from any creature that hits a unit radius of 3. 13.Freeze rounds material changed to 3 ice and 1 moon rock, which has AOE effect and deals ice to creatures near hit units, similar in scope and effect to blue hound. 14. Slowdown rounds material is changed to one purple gem.Deceleration effect can be stacked on three layers, 33%, 56% and 70% respectively. After the first layer of deceleration effect is applied, only the deceleration effect is stacked and the time is not reset. 15. Cursed rounds is changed to Shadow Manipulator unlock.can summon larger tentacles, the size of the baby tentacles around the big tentacles in the cave. 16. Pettle damage increased to 27.2, gold rounds damage increased to 42.5, marbles damage increased to 59.5.
  6. The game is fun when you are doing meaningful things. Making cool designs, improving the base, exploring distant planetoids. But there`s the stuff you hate to do. Things that ake unnecssary amounts of clicks, require a ton of attention for no reason, stuff that needs to be toggled on and off all the time. Examples: 1. Critter feeders - They could be organized so much better without the baby critters being separate and critter morphs in a subcathegory. 2. Pinning resources - Requires you to scroll through the entire list to find the resource you want pinned. We should be able to pin a resource when clicking on a piece of it. And new resources should be at the top in the menu. 3. Transferring small amounts of resources between planetoids or rockets - Dupes don`t know the meaning of "a little" once you order to send something they`ll load all they can fit. Yes we got the meter valves which are nice but sometimes we want to send a single seed, egg or a single atmo suit and it`s way to little for a valve. Only way seems to be to set a storage bin with a specific amount then, drop it and sweep it to where it`s needed. 4. Moving critters between planetoids - moving them around your base is annoying enough but getting them into a rocket and out is a next level of annoyance. I wish we could have a critter container(maybe a cryo one) that would allow to move them around and not get released on drop. 5. Managing food spoilage and suit durability - You don`t want stale food in your rocket, neither you want a low durability suit during a space mission. But there`s no way to separate those. You can resort to not spoiling food or compost stale pieces but you can`t force a repair on a suit it should be a possibility. 6. Rad pills - You want the exposed dupes to use them but that requires to turn it on and off when dupes get exposed (like during space missions). They should be used only when dupes get radiaiton symptoms. 7. Filters and valves - When constructed you need to look just in time to set the right parameters or it can lead to disaster when a valve is set to 100% or a filter lets everything through. It should be able to set them before they are constructed. Anyone has more tedious tasks that take unncessary time and attention to do?
  7. So! Something I've been wanting for a long time now was the ability to disable the "hand" part of hand skins. This recently "sort of" became a thing with Wonkey. I'll provide examples. Essentially I'd love for this to be something you can toggle for every character! There's a lot of skins that have "cuff" parts that I'd love to wear without the main hand half attached. For example, this skin! I LOVE the gold bits here, though I don't really want the brown hands since it doesn't go with the rest of the outfit. An option to toggle it off would be wonderful! Since Wonkey isn't allowed to wear the hand part of skins, this happens naturally with them. Which I love! It's just a neat little QOL I thought of for skins, I think it'd be super nice and would maybe open up a lot of potential since a LOT of hand skins actually have these really nice "cuffs" attached to them. Like some of these:
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