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Found 121 results

  1. The clean sweeper currently works on stone walls unless they are completely broken. I can't confirm if this is the case for marble walls but I'd imagine it is. I use broken walls for many builds and it would be very convenient to be able to sweep them. What do you think?
  2. Before you start reading: I do know you can weave skins individually, that you can get spools from Klei points and skins from daily and weekly drops; and on top of this that you can buy certain bundles which give more spools than others to amass them (which is what I usually do) but it takes time to unravel all of those items, and I would definitely be more inclined towards buying more skins if I could choose which ones I'd like to get. So I was looking at the shop and saw many item skins that I like, but to get them i would have to pay for the entire bundle. Are there any plans (or has this ever been discussed) to create customizable skin bundles? Would they be profitable? I have no idea, but here's my reasoning. The store could offer different tiers of custom bundles, which offer a specific number of skins or skin sets. In essence, I could buy the first tier of customizable bundles and choose any character skin set + any elegant / 2 spiffy item skins. For example: any Victorian skin set from any character+ a Forge S1 item. The second tier could allow you to pick 2 skin sets + 2 items. And so on... Or they could even let you pick ONLY character's skins sets, or ONLY items. Each tier would cost more depending on how many skins you'd like to get, and they would cost more than buying the entire bundle. For example: The WX deluxe wardrobe bundle with 5 skins sets costs $10.99, but a custom bundle with 5 skins could cost 15-ish or so... I'm sure klei can check what price would give them more revenue, I have no idea and I won't pretend I know about making a game's microtransactions profitable. What I do know is that I'd pay more to get 5 skins that I actually like instead of less for only 2 or 3 skins that I'd use + some spare spools. This is kind of implemented with characters, as you can get the skins individually, but there isn't a way to buy the items, and you don't get any benefit from buying them this way. With custom bundles however, you could get a small discount for buying a bigger bundle (Instead of buying 1 skin, why not 2 + an item with an X% discount?) The starter packs (which offer skins from different skinlines + a few items) and the "X's deluxe wardrobes" (which include all of the reworked character's skins) are a great way to add diversity, but you still don't get too much variety: Starter packs are great for newcomers, but the problem with them is that, even though you get the new item skins, you may get a repeated skin. For example: I got the 2019 starter pack, but I already had some of those skins. And the deluxe wardrobes are great for people who always wanted to have the tradeable skins but wouldn't want to pay the steam market price's. But again, they don't solve this problem of getting more varied skins, as you only get skins for 1 character. (In a custom bundle you could get 1 skin per character, all from different skinlines, Example: GoH WX-78 + Survivor Wendy + Triumphant Willow and perhaps a few items) TLDR and in case it wasn't clear, what the bundles would allow you to buy is: -Any ITEM skins + character's skin sets (As I stated: Any Victorian skin set from x character + a Forge S1 item) -Multiple ITEMS skins from different sets (IE a Forge S1 item + a Hallowed Night item skin) -Multiple characters skin sets from different sets (GoH WX-78 + Survivor Wendy + Triumphant Willow) All of these chosen by the player AND with increasing costs (and discounts) the bigger the bundle is. What the custom bundles would NOT allow you to do is: -Mix and match character skin sets (You can't buy a Wickerbottom set with a Victorian head + a forge outfit) -Buy a character's head with any other character's outfit. (Any Wickerbottom head + any of Woodie's outfits) Anyways, I just wanted to know if this was ever discussed, what is your opinion on it, and all that... If you'll excuse me I have to go back to unravelling forge repeated skins from back when the bundle was on sale
  3. First off I want to start this post off by saying that I am NOT a game developer and I don’t know a single thing about the process of developing a game- However.. the knowledge that I DO Posses is that of a life-long video game player who keeps up with his favorite games patch notes. And as I’m sure we all can Agree- DST can run into some huge lag problems, but If I “think” I may know the actual cause behind this, But to explain this I will need to reference another game I’ve played. In the original State of Decay, when you flipped a car upside down or landed off a cliff or your car exploded it was Blew up and was destroyed, gone.. erased from the game world. However in State of Decay 2- They added the ability to flip over vehicles & Repair Kits so you can repair even a fully destroyed vehicle: This lead to players being able to get an infinite sea of vehicles which lead the game to extreme lagging, and crashing issues.. so the Developers eventually realized “Infinity amount of vehicles” was crashing their game and as such they had to limit the total number of vehicles the player is allowed to spawn into the map at any given time. Hence where DSTs problems come in: The newest Rework WX78 has brought this issue front and center, because people have been joining my world, Dying and leaving their Jimmys all over the freaking map for me to come behind later and find to pick up. This isn’t just a WX78 exclusive problem: Other characters who have items that other players who aren’t that character can’t use at all will also cause this. Examples being: Woodies Lucy Axe, Maxwells Codex Umbra, Wendy’s Abigail Flowers etc.. so I would like for the game to De-Spawn these items when you are not playing as these characters.. Woodies Lucy Axe could vanish in a Wortox soul like cloud of smoke, the Codex Umbra’s can be pulled into the ground by cool shadow hands, Abigail’s flower could Wither & float off screen and out of the game, EXTRA JIMMYS COULD EXPLODE or be Disassembled for a very small chance at gears.. But like I said I’m no game developer and all I know is mistakes other game developers have made.. and their solutions in how they fixed those problems.
  4. I recently remembered an item called "Pick/Axe". I forgot about it entirely, because it's never used as it's just bad. Wasting thulecite for something like that is not worth it at all. I have a couple of suggestions: 1. Pick/Axe perk: make it's work more efficient -> more resources drop than normal. 2. Make it possible to repair it with thulecite fragments, 10% for each maybe? 3. Make it have a chance of shadows destroying something you're chopping/mining in one hit? I'm not good at balancing, the first one seems good but not good enough for pick/axe to be ever crafted. I don't know how to give it meaningful perks, those are just my small ideas. Anyone have something else? EDIT: I just saw that I posted this on a wrong part of the site. I can't find any buttons that would delete my post, sorry for the inconvenience.
  5. I recently remembered an item called "Pick/Axe". I forgot about it entirely, because it's never used as it's just bad. Wasting thulecite for something like that is not worth it at all. I have a couple of suggestions: 1. Pick/Axe perk: make it's work more efficient -> more resources drop than normal. 2. Make it possible to repair it with thulecite fragments, 10% for each maybe? 3. Make it have a chance of shadows destroying something you're chopping/mining in one hit? I'm not good at balancing, the first one seems good but not good enough for pick/axe to be ever crafted. I don't know how to give it meaningful perks, those are just my small ideas. Anyone have something else?
  6. So after watching several Twitch streamers play this game on The PC and myself playing on Xbox I’ve begun to notice what they do differently from what I do.. Almost every streamer will Swap between a Weapon & Walking Cane to hit an enemy a few times, swap to the movement speed perk of the cane to kite out of the way of enemy attacks, then swap back to the weapon for more hits. The problem I have with that is doing it on an Xbox Controller could be done faster if a QoL update allowed us to swap between Cane/Weapon faster & back again.. Currently you can swap them by pressing D-pad However.. if you swap to say a lantern or an Axe/Pickaxe or Even if you need to move through your inventory to eat food/heal then your inventory gets all jumbled up and your “Hot Swap” between Weapon+Cane no longer works. This is probably the single biggest factor why you see so many console players prefer to just “Tank” enemies rather than play the game the intended way of swapping between Weapon+Cane So since there’s 2 other QoL updates planned for this Year I’d like to suggest a way to “Bind” your Weapon & Cane to the same button- For example when playing Apex Legends and one gun needs to reload but my secondary is fully loaded Tapping Y swaps between the two Weapons. Is there any way at all that I can get maybe a new Two hand slots icon, that tapping a specific button will swap between the two items you have bound to your hand slots WITHOUT the game jumbling them up between Axe/Lantern Etc?? Please??? This would be a Massive QoL for Controller players & would drastically improve my kiting skills. <3
  7. Right now, WX has a base 150 stats in HP, Health, and Sanity (sanity is bugged right now and is giving base 200). I think it should be base 100 all around. Base 150 stats is pretty safe for WX, especially since he can relatively easily increase his sanity and health stats in the early game. Having base 100 stats would make WX a bit more dangerous to play and would also provide some more value to the circuits that increase his base stats. EDIT: WX's base stats are now 125 HP, 125 Hunger, 150 sanity. I am perfectly satisfied with this.
  8. Just like killing Glommer, killing Friendly Fruit Fly should increase naughtiness by 50. It makes sense since both of those poor creatures are as innocent as they get. (also it would give us another way to farm Krampii)
  9. with the rework coming next week i feel some changes people want may not make it, but i had an idea for a this little thing, and since it doesn't really matter i'm just gonna put it somewhere i feel like having a little bulb or thingamajig that wx can carry that would store 1-2 slots of energy would be nice. my idea is that after their energy is full, if you had this thing in your inventory it would automatically store the energy they would've gained, but at the cost of having to wait twice as long for a single charge, simple stuff. and if you had more than one of these they'd short circuit each-other out having that would be nice, since removing all your circuits and having to wait more than an entire day to charge it all is kinda boring early-game, so now if you had that, you'd have to wait ALMOST an entire day, which is of course way better yeah that's it
  10. 150/150/150 was WX's base stats before the rework, there's no reason that WX should be nerfed. Also eating gears and upgrading to 200 hunger/300 sanity/400 health is long lasting unless one dies, but one might not have circuits that increase stats all the time. Please change it back.
  11. I think it would be very interesting lore-wise if Maxwell would lose sanity from the Chorusbox Circuit's ragtime music, because he was listening to this music for a long long long time while suffering on the throne, so it may bring back very bad memories. I don't think it will mess up the balance, since Maxwell doesn't need WX's sanity regen as he has his own, and it would be a nice little detail. What do you think?
  12. Hello, I think now would be a good time to make it so that attacking isn't the primary action when mousing over the Merm King while holding a walking cane, I have been guilty of accidentally hitting him with my cane before and had been accused of treason multiple times now lol. CaneAttackFlorp.mp4
  13. ATTENTION: A: I do NOT work for Klei. B: Photos shown below are NOT screenshots of the game, however result of multiple edited screenshots put together. New crafting tab design I came up with, the final look is uploaded here as two images, one being outside or opened state, one being inside. I've complained a lot about the current design, but one can't complain and bring nothing to the table, so here is the one of the UI designs in my mind, with visual aid. Functions: 1. Two columns of pinned categories: Hovering the mouse over a category avatar brings up all items favorites to that category. Clicking on an item will instantly make it if available. All items officially released are favorited by default. Removing an item from favorites will remove it from the list shown on the pop-up. (You click the yellow start to do that) Adding an item again to favorites will only show it again in the category it belongs by default, which is decided by developer. The shown column can be switched by clicking arrows above it. Survivor special category is the uppermost in the column, followed by stations, then tools. Rest of the arrangement will also be decided by the developer and can't be changed. PS: When hovered at bottom-most category, The pop-up interface will be shown near the middle of the screen, It should not go down much with the category you click on. 2nd PS: The other column (2nd pinned column) functions exactly same, just the avatars are different so I didn't make a picture of it. 2. Inside the crafting menu: It contains a search bar and all items without categories. If clicked on an item, it will not create it, but only bring the Skin Change interface under it. From here the skin is changed and saved by default when switched to by arrows. If clicked on the yellow star interface (making it go gray / turn off), it will bring the items removed from favorites and therefore from categories. If the star is glowing, it shows only items availble while hovering. Sorting options interface (Top right yellow cube) is available for arranging items in three ways: First Category, Second Category. To help find the item faster, and last named "Classics" that will bring up all items without a skin selected for them. And that's it! Comparing to Current UI: Only one way to craft and favorite; No more confusion and overabundance of functions. (Much more clear cut) Only two pinned columns with more purpose (Better space management.) Hover, click to craft, or click, hover and then click to craft. All items pinned, without manual interference (New Player Can't decide what to pin, and veteran player will change the pins constantly.) Inside the menu is only for re-adding un-favorited items, and rest of it is cosmetic only. (Faster Gameplay and Crafting) No need to open and close the menu often. Two unneeded functions removed. How many clicks to get there? In the current UI, player has to open and close inside of the menu for crafting anyways, so there will be still clicks and screen coverage, accepting that, instead of clicking 5 times to get to 6th pinned column, now you just click once to get to your category. The need for different categories of items changes barely compared to need for items. Will it be difficult to find items inside the menu? How often do you get a skin for an item anyways? With clean sweeper you don't even need that option, and the current UI works the same, meaning you have to change the skin from inside everytime you pin an item. Player gets to know name of the item now after they hover over it from the pin tab and read, then the Search function actually becomes handy. Thanks for reading. Please share what you think and concerns about this. PS: The category avatars should not be rotating like that I couldn't fix them upright while editing.
  14. This was one of my wishlist additions when Wurt tweaks were still just a dream i thought id mention this again although i realize this will most likely just remain a pipe dream. Other merm smartifications could be merm guards wielding spears and potentially the addition of fishermerms that could be taken out on sailing trips with you. Wurt’s entire thing is all about the advancement of mermkind so it would be awesome i think if through Wurt’s involvement merms really did start learning new tricks and advancing technologically.
  15. While I’m not able to play in the Beta for WX78’s rework I do have a basic understanding of how it’s new circuits work, and there’s one in particular to me that stands out: The Health Regeneration one. Currently people say it sucks, because in order to get it you need Royal Jelly Beans and by that point you could’ve just munched the Jelly Beans themselves & the healing is supposedly too low. However.. what if we instead just made WX78 have health Regeneration built in as a unique passive ability?, making its gameplay unique & unlike any other (closest you’d get is maybe Wigfrids Vampirism) If health passively regenerated we could then be able to just get rid of the circuits that boost its health to higher numbers, (I could live off just 50hp if it passively regenerated.. but a more reasonable value would be 100-150) getting rid of the Health increasing circuit allows lead way for a new more interesting perk, randomly spit balling ideas here: but what about a Power Zapper circuit? An AoE Emp like pulse that steals power from nearby Electronical items and Rejuvenates WX78 power? (examples would be lightning rods, Winona structures, Electric Eels from cave ponds, and Clockwork enemies) This would in turn open WX78 up to being able to have a battery that allows socketed circuit abilities to perform better or worse based on how much charge the battery has, for example when fully juiced up WX’s Moggles circuit works flawlessly, but when it dips down to 40% power or lower it flickers in and out (same way Wendy can stand in complete Darkness and will hear Charlie’s warning sounds but Abigail will fly back to Wendy’s side to restore light right before the attack) and at 0% Battery it obviously stops working until charged up again. When I read reviews & feedback on the current beta: Most people seem to feel the rework doesn’t offer much of anything new for WX’s playstyle (aside from the whole bio data scanning thing) Passive Health Regeneration could also mean being able to take the risk of healing using food and healing items removed from them as a character (increase the passive regeneration speed and you won’t even care about or notice this) This is very similar to Wanda’s rollback clocks.. except this would be passively part of who they are as a character. Maybe Food can be combined with another robot ingredient (like gears, frazzled wires or Oil) To create Bio-Fuel (which speeds up the Passive Health Regeneration) WX78 being a non-humanoid robot survivor opens up huge doorways to take them in a bold new direction, no one wants WX to still do mostly the same stuff it’s always done- we want a new and completely unique experience, While I can’t play Beta.. still most the feedback seems to imply it’s still just not unique enough- and I feel like the above suggestions would certainly go a good way to help in making the robot character even further unique in having its own playstyle. Would people be willing to play a WX that plays like this, Yes or No? If not can you please explain why not.. I think this would be fun, and further separate them from feeling like a human type character.
  16. So, to keep this intro as simple as possible; I believe WX is currently in a far more interesting state than before, but there are some problems I noticed: He only has 6 slots, which is not enough to be very modular. I propose adding 2-4 more slots and gate how many times the player can use the same upgrade behind processors he can get from killing bosses. This means the player cant just stack stuff like the 2 slot speed upgrade 4-5 times and never have a reason to add other upgrades. His modules are kind of bland. I mean don't get me wrong, modular ways to improve the character is far more engaging than eating gears, but I think some more specialized and interesting modules would help with his overall character. One I can think of off the bat would be a ice/fire rod module that lets WX expend sanity (and probably quite a few module slots) to attack at a range with staff attacks. Some of his modules aren't very useful. A great example is the light module that costs a lightbulb. Permanent light for everyone nearby is great and all, but when the moggles one is 1 slot smaller AND gives full map vision in caves and the overworld at night, it's pretty inefficient to use it for any reason. Something as simple as reducing it's size to 2-3 slots would help. Most likely 3 is the most balanced, though. And finally, his speed upgrades are by far the best out of the bunch because if you never get hit, you don't need more health, or even sanity, given how easy it is to fight nightmare creatures with high speed. This would also be remedied by the first solution to the first problem I gave, which would prevent just mindlessly stacking speed until nothing hits you anyway. Overall, this rework is by far one of the more interesting ones, and I can't wait to see what you guys at Klei do with him from the public beta onwards.
  17. I think sea stacks are a fun idea, but having to revisit them on the sea at night kind of prwvents them from being anything more than a nuisance. so i propose something simple: stacked stone: 6 cut stone you can replant sea stacks on land, or make a new sea stack. they keep their mechanics as they exist on land being hostile to any nearby npcs and players. Preferably they would lose some max health from being placed out of water, 300 seems reasonable. They could also grow slower and have barnacles take longer as well. The two main purposes of this addition would be to make barnacles more accessible long term, and to make it a more accessible one plant friend for wormwood.
  18. Jimmy should attach to WX back/front. Should not take inventory space. Deploy autmatic when near scannables, or have a UI element to deploy/callback. Or be it attached to WX permanent with arm over head, that scans as WX runs behind.
  19. I just want to mention, that if we get lowered to 100 of each stat, we’d be losing a third of our stats. which i think is good overall, progression of strength and all that. but we need to have enough circuit slots to actually be reasonably strong post upgrades while still retaining a level of freedom. therefore i would argue that one extra slot is not worth a third of our maximum stats. Im contradicting my original statement on the matter, as I originally said that i would sacrifice the stats for one extra slots, but ive thought about it more and come to a different conclusion. eight feels fair. If we lose a third of our stats, we should at least get 33% more slots.(assuming a small of each stat will be added costing 1 each) We wouldn’t be able to get exactly 150 without a net negative, but it would still push us to make choices on what we want. Some people will just go maximum speed plus whatever is left over but frankly theres no stopping them, you would have to cap the speed to stop them, because nothing would be good enough to compete. At least this way we can all use the six slot combos and choose one stat to upgrade really well, or two to upgrade modestly. i was shooting for nine before, but thats mostly because i like odd numbers to encourage the use of weird combos. But seven is too restrictive if we lose our stats, and overall would just feel like a nerf to wx.
  20. I was thinking about how to make wurt a unique character different from the others, not only a stronger wilson,i have some suggestions for a future Qol, if anyone have a suggestion or idea for the post write it on the comments below. Changes to Merm King trading system Depending of his hunger merm King will drop better items. when the king is hungry there will be a highest chance to receive common seeds, kelp or rot; with medium hunger more chance to receive trinkets and kelp, and if the hunger points are near the maximun there will be a high chance to receive tentacle spots. Add gold to the loot when trading with merm King when his hunger is maximun or add a new rare kind of fish that only can be caught by wurt while fishing in swamp ponds, after trading this fish with merm King he will give you 5 gold. Give special seeds depending of the sea fish that you give to merm King. Another idea i had is that the merm King will give unique items for wurt depending of the sea fishes you trade. Give a unique crafting for wurt called fish storage This item would work as the spectackler box but it will storage fishes from all kinds of ponds and make fishes suffocate slower. Is painfull to carry live fishes in your inventory because they take so much space. Any character will be able to store fishes in the fish box. The recipe that i was thinking for this item is 2 cut stone, 2 tentacle spots and 4 water balloon. Make lost Merms teleport to their houses I think this would be a Good change for pigs and bunnymans also. Merm King will have 25% chance to drop his trident after dying This will be a unique weapon only usable by wurt that will have the same damage and durability of a tentacle spike, the trident will be able to start a rain at the cost of 10% from weapon’s durability, this is something usefull if you are a wurt player and you are far from your crops or you don't have water near you. Let us wax the clever disguise After Reap what you sow we became able to wax some things, my idea is to let us wax the clever disguise, after that it will lose durability instead of spoiling and can be repaired with a sewing kit. This could be specially usefull for people that don’t want to change their character just to get the clever disguise again. Reduce the time that merm King takes to eat This is a very small change but i think it will be good for wurt players, is very boring and a waste of time to wait and see how the king eats. Add more veggie healing and hunger recipes for the crock pot Actually is better for wurt to cook the veggies in a campfire. This would be a minor change, I don’t consider this change so necessary Last but not least important more skins for wurt and his items The fantasmical collection had a lot of great skins, is my favorite collection until now, i hope klei make the fantasmical chest part II, we still need skins for merm guard houses, royal tapestry and the clever disguise. keep doing the good work klei, thanks for still updating this great game.
  21. I was about to fight a Moose/Goose that was being attacked by several frogs. So I thought "hmmm, now that frogs are neutral to wurt, I can team up with them to defeat her". But it seems like Wurt prioritizes attacking frogs than Moose/Goosse, even if she's closer to Moose/Goose. We could use frog rains to our benefit. Even if it's very situational.
  22. I suggest that there'd be a circuit that costs 1 slot for +50 hunger, no side effects. It should be unlocked by scanning a Pig Man and use 1 Pig Skin to craft. This suggestion is in conjunction with my other suggestion of making WX have base 100 stats all around instead of 150. This would remedy the fact that the Bearger fur one is so late in the game to get to really be of use and would be thematically appropriate since Pigs/Werepigs eat everything in sight!
  23. The "Rookiebot Headplate" skin has text where WX-78 says "OVERCHARGED, READY TO CHARGE" this should be changed because the overcharge mechanic has been removed
  24. Not really much to this idea but I was imagining a circuit that slightly increases the chance certain rare occurrences like butterflies dropping butter or maybe a chance to get a couple extra drops from mobs or bosses with each extra drop being an additional roll in the loot pool. Maybe it could be balanced by taking up four slots on the bar.