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Found 123 results

  1. Hey Devs, Still love this game. I'm taking a bit of a break because my life is taking priority, but can't wait to get back to it. One thing that would massively improve playability for me (late-game) though? Drones. I know dupes are king in this game, but being able to manufacture simple drones, that do simple things, like repair in space, monitor refineries, or dig, would be HAYUGE. Even with pre-programmed macro-like tasks to limit the amount of special power they have, this would help to clear debris, fix broken machinery, and more I probably haven't considered yet. To ensure balance, they could only go so far away from their charging stations, and their charging stations could be quite an energy drain. This would pave the way for dupes to do less mind-numbing micro-managing upgrading and fixing work, and perhaps allow for near full automation and make endgame a bit more about space travel and a bit less about tearing your hair out trying to keep debris clear in space. As it is, I had to bail on my game once I got to space because it's just... Too cumbersome to deal with right now, and just printing more dupes doesn't help because I still end up having too much to micromanage (even with conveyer belts everywhere). Possibly allowing more interesting space exploration options without worrying your base will fall apart?
  2. So I've been thinking... the Royal Gallery only has 3 items currently. And there are more than 3 things to trade for the Keys. So, I came up with the perfect item to be sold in the Gallery. It's called the Industrial Pitchfork. It works just like a normal Pitchfork, except it can dig up Deep and Gas Rainforest Turf. That way, we could transplant Nettles to a better location. Plus it is just the best turf in terms of cosmetic use.
  3. I would love to see an airlock building. I know you can do an airlock with liquid or viscous gel, but if you can send a dupe to space, you should be able to build a proper airlock. I feel like it can be late game research and high cost: plastic + refined metal. It could be pretty large 6x4 or 4x4 and require power. You can have a nice airlock swoosh sound. No gas in except pumped. And some delightful dupe decontamination animation (say this 5 times fast). There can be a delay if there is a difference in pressure or atmosphere. You can have gases pumped in and gases pumped out of the actual. For example, if you pump in chlorine, to decontaminate the dupes and anything they carry. I would also like to see doors that can only be entered if the dupe is wearing an atmo suit. And the above-described airlock also have the option.
  4. Issues: When you print dupes late game they are painfully slow and can't carry a thing. It takes a long long while to train them. It is theoretically possible for dupe to end up without work for some time (especially late game with full automation). There is no real 'medical' jobs and 'medical tech' branch is relatively empty. Solution: Training machinery and training rooms. Suggestion/idea itself: 1. Training tools rack (tier 1 tech). Dupe can pick up needed tool and train specific stat like weights for strength, ring or carpets for athletics, toys for care, toy-cubes for operate, pencils for research e t c. Training can be performed to gain experience boost to specific stat, so dupe gains stat (aka strength, athletics) faster, but in exchange wastes more stamina, calories and oxygen during training. Tool rack shouldn't be usefull past certain gain (for example stop at 5 strength, or provides diminishing returns), may be even limited to certain stats (for example you can't train learning: you need books and light to read). Fun animations. Example: weak dupe tries to lift have weight and fails, medium dupe lifts, but sways around and falls, strong dupe lifts weights and glows with pride. Can give debuff 'exhaustion' if overused. 2. All-in-one Electrical training machinery (2 tier tech). Treadmill, books with bright light for learning, e t c. Uses power. Useful to gain experience in stat faster then tier 1. Still has a stat limit, but not as big. Can give debuff like 'muscle stain' or 'lightheaded' if overused. 3. Health care station (2 tier tech). Includes diving tank, solar lump, may be some others... If used couple times during 4-5 cycles can give temporary buffs, like 3 cycle long tan that makes dupe more resistant to sunburns, 3 cycle long weak diver lung variation e t c. Buff can be maintained by repeating some action (like diving) once every 3 cycles. Overuse can also can give debuffs, like dehidration or oxygen deficiency (dupe will consume more for short period of time). 4. Room. When training machinery (or rack), station, shower and massage table are placed in single room it forms a training room. Regularly using any machine in training room followed by massage table and/or shower will result in 'healthy' buff that temporary increases health and immune resistance. Rocketry training machine gets boosted in this room but cadet also has to use other training machinery or have a 'healthy' buff. 5. Trainer job (or Med-dupe?). Can observe training in a room thus providing faster attribute grows, reduced stamina loss e t c. Can increase stat limit imposed by training equipment. 'Care' related job. Trainer is more effective for helping to train in attributes based on their own (if dupe has high digging, he will be more helpful in training digging attribute). 6. Stimulant application and related job (3 tier tech). Allows crafting stimulant packs in pharmacy station (or whatever name was). 'care/trainer' job applying stimulant will result in increased benefits from training or/and removing/expanding stat limit. Only works in a Training room or in health care station. Stimulants can give overuse/overdose debuffs 7. Projector (3 tier tech). Includes projector and desk Can be used by one dupe to train another dupe in specific job 'Care' dependent in case of teacher Extremely 'Learning' dependent in case of student Training is faster, but 1 tier below. Miner can train only apprentice miners, Tenured Scientist can train Scientist and Assistant e t c. Trainer is more effective for helping to train in attributes based in jobs they like (if dupe likes digging, he will be more helpful in training strength) or based on trainer's stats. Hits morale Notes: This is drastically different approach compared to vaccinator. Buildable, time consuming and weak/temporary instead of spawned, single use but permanent. This should be also relatively easy to balance. But I'm not sure how usefull another research branch is going to be or if something like this is really needed.
  5. I love Wolfgang in concept, but he can eliminate any difficulty in the game by design easier than almost any character. So... for the rework down the road (or maybe sooner if this actually gets read) since this character is supposed to be a coward, let's have his fear more directly influence his battlefield prowess. The main and simplest way I think this can be done is to use the sanity meter. Formula wise (and I'm just spitballing here), maybe have it directly influence the multiplier at a 1:1 ratio. So 1.6 or whatever his max multiplier is at max hunger would be multiplied by sanity (100% being 1 as defined in the code). So 1.6 x .8 (80% sanity) puts the multiplier at 1.28. Zero sanity would be zero bonus, obviously you don't want to remove the ability to fight altogether. In addition, maybe have the state of Wolfgang also play a part (wimpy, normal, mighty), giving an additional -10% to -20% to sanity penalties either through the battle formula, or perhaps even just to the sanity drain itself. EDIT: Additional suggestion for Wigfrid here since this is going to make Wigfrid look like the de facto choice for combat focused players, a suggestion I would have to keep her a bit more balanced is to add a meter similar to Woodie, but tie this one to combat, a battle hunger if you would. Failing to keep this one in check would result in a boredom debuff, increasing her hunger drain and possibly even her sanity the lower it is. Sanity-wise, maybe the effect could reduce your maximum sanity.
  6. I would like to propose a gate, like that dupe access gate that restricts the passage of selected materials. I think this would enable better control of where material is stored and more efficient dupes. If you could allow dupes to pass but not what ever items are selected it would be very functional. -6x6
  7. I just want good looking interiors that are also functional without having to build big bulky structures that take a lot a space and look horribly out of place. I present some suggestions to solve this problem: DISCLAIMER: I have no idea how hard these things would be to code in. For all that I know, this could take years of work, and the Don't Starve Team is very busy with other things, but let's pretend these things are super easy to add for the sake of the suggestions. What if a furniture shop is added in Palace City? There, you could buy blueprints for things like working fridges (much taller and more spacious than iceboxes) fireplaces (good looking firepits), ovens (can cook food and make crockpot recipes with it) beds (better, infinite use tents) for you to place inside your house. The only problem I see is that they will have to have very expensive crafting recipes (probably a bunch of alloy, gears, gems and the like) for them to be balanced. In this furniture shop, we could also buy doors. Those doors can be added in the walls of the Shanty, creating another room. Inside the new rooms, you cannot place more doors. Also, this a lot more ambitious, but what if we could add stairs, creating three floors- basement, ground floor, and upstairs? If any of these things got added, I would probably spend WAY too much time inside my Shanty, and I already spend enough time in there as it is, but it would be very nice to have fully functional base inside the Shanty, instead of having to build everything outside.
  8. Wilba can turn into a werepig now!! but I think she still needs some work. New perks of Wilba: She starts with a new item the silver necklace and yeah this item prevent her to change during full moon. In werepig form she have 350 health points and yeah just like a normal werepig. In this form she can't use tools, armor or clothing items. She keeps her inventory in this transformation and yeah totally diferent is the case of the werebeaver and she can even pick up items in this form, lol? Like a werepig she become faster in this form and she can destroy structures and mine things and yeah it's something like the werebeaver but she can only change during a fullmoon, (when the full moon event ends she comes back to her normal be but she doesn't lose stats like woodie). She gets two beard hairs when she returns to normal. I made this post because i think the new werepig Wilba need some changes because in my opinion just right now it is ridiculous to want to avoid the transformation when you do not lose the main inventory or stats and yeah this transformation is not as useful as that of the werebeaver since it ends after the full moon so I think some changes would make it more interesting. First It would be nice if she gained the ability to eat pig skin in this form because you know she is a monster in this form! Please make her unable to pick up items from the floor unless it is some food item in which case she will eat it instantly without picking it up as well as any werepig. And finally for the transformation to be more fun and really worthy of being called a curse let wilba's hunger meter descend dramatically during this state, remember that the werepigs have a tremendous hunger, this would make some people think twice if it is better to let her transform or use the amulet to prevent it. Edit: you can eat monster meat to force the werepig form but still this form it's not as fun as woody's anyway the ost of this is great!!!
  9. So some of the bosses in DST aren't really worth the trouble to kill,i think all the bosses have a good dmg and health balance besides one (ill get to that). Im just gonna put each boss and what i think should be fixed for reward wise and balance wise. Deerclops A very well balanced boss with a great reward,the eyebrella is one of the best hats in the game,and the turrent is very good but is hard to craft. overall no changes are needed for deerclops and his feast variant is a welcome addition MooseGoose This boss is well balanced in terms with dmg and health. the rewards are not worth the trouble,the fan is really unnecessary for summer and the weatherpain breaks too fast. Even though this boss spawns more than 1 during spring and has its babies,there should be another use for feathers. I cant really think of another use for feathers but im sure one of you could see one. DragonFly The dragonfly's rewards are some of the best however the fight is very boring and i think this boss just needs some adjustments to dmg and range since most players cheese this fight. Bearger my favorite of the giants this guy is a good fight. his hibernation vest is the best winter vest in the game,but the insulation pack is complete garbage. The insulation pack either needs a reduce in cost,or a buff, for the buff part i would suggest making this thing act like icebox for thermal stones and ice as well as making any dry items put in the bag stay dry regardless of the players wetness. Queen bee Jelly beans and bundle wraps are a very strong reward and well worth the fight,another use for royal jelly i came up with is here if you would like to check it out! Antlion A good fight with a good reward. no complaints about the Antlion! Ancient FuelWeaver,cave,forest this boss is costly to spawn and is currently considered the final boss for most,what do you get for it? Really strong armor pieces that have the durability of paper. This boss is just a long con,not really worth the resources,couldn't really think of anything reward wise to be worth anything so any suggestions? And the forest and cave variant are no better,the forest and cave arent a boss but no real rewards for spawning it. Shadow pieces This boss is more of a horde fight and is only really used for the resource used to spawn the ancient fuelweaver,forest,cave creatures. overall just another part of the long con of ancient fuelweaver. Klaus One of the best structured bosses in the game,its a great fight with even better rewards. overall no complaints! Ancient guardian This boss is really more of a mini boss but it is just a boring reskin of the clockwork rook,this mob just needs a overall redesign IMO. Spider Queen The spider queen hat sucks,nothing wrong with the fight since its more of a miniboss/horde boss,but its better to leave them be unless you need silk or to kill another boss THE BIG ONE TOADSTOOL/MISERY TOADSTOOL This boss by far has the worst rewards for your effort and on top of that most of the rewards aren't guaranteed. First regular toadstool has nothing wrong with its hp/dmg vaules but the rewards are garbage. Funcaps main function is to reduce your hunger,but if your ready to fight toadstool hunger shouldn't be issue,same with the lamps,like who needs a light source when they are already at the point of fighting toadstool? Id suggest making toadstool respawn mandrakes in the world 1-3 days after killed finally making mandrakes a renewable resource and giving funcaps 80% wetness resistance and lamps as a permanent light unless turned off or destroyed (also make lamps brighter underground than on surface. MISERY TOADSTOOL This variant is a joke right? this boss has 99999 and only gives you one new item compared to regular toadstool as well as one extra funcap blueprint. whats the item? sleepbombs! this items is really strong no doubt,but you need 1 shroomskin for every 4. this should be buffed to 6 or 8 and the hp should be reduced to around 80000. the final reward for misery toadstool could be MISERYCAPS,Miserycaps can be farmed using the mushroom farm and can be used for deadly poison weapons such as spears,traps,darts,staffs! poison deals more dmg the less hp a target has. Bug and Frog type creatures (Merms,Frogs,Toadstools,misery Toadstool),(spiders,mosquito,dragonfly) are immune to poison dmg So these are my suggestions and thoughts are the current bosses in DST,Hopefully you can think of some suggestions yourself and find this interesting. Cheers
  10. I personally think royal jelly is quite underused in terms of recipes. Jellybeans are awesome but its the only thing you can make with royal jelly. So i have a idea on another use for royal jelly. Since there is no coffee in DST perhaps players could put royal jelly and volt goat milk to make some sort of drink that can act like coffee. it can be a bit annoying to travel in DST since the worlds can be quite large and switching world to small or medium can hindrance the playthrough. This also makes another reason to fight queen bee since she is one of the harder bosses in DST.
  11. So, my idea in a nutshell: Allow dupes to path through locked doors, given certain conditions. Maybe add an automation tile that signals to them that they can pass through a certain area if they just believed hard enough. Jokes aside, currently airlock systems involving locked doors aren't feasible because you cannot have your dupes path through them automatically. You'd have to manually put them in a room, lock, de-pressurize, unlock at other end, and hope that your dupes don't do something stupid in the meantime. It is possible to do automatically only if you keep the airlock doors open, or else they won't even try to path through the room, disallowing mechanisms that fire the airlock systems when dupes are present. If I'm just missing a really obvious solution, let me know, but otherwise, that wouldn't be a major change would it?
  12. Suggestion: So I suggest a leveling system similar to event leveling systems for normal gaming. Players may gain experience by killing bosses, Or simply by playing the game a lot or etc... Benefits: This can help players feel more rewarded as they play and simply make the game more enjoyable at long periods of time. This can help players to see other player's experience, to help with cooperation. This can be used later to reward players with little amount of spools as they level up.
  13. Just I suggestion what I would love in ONI: Give us: - Signs where we can write own stuff for our base like "primary cold water tank" or "dupe relaxation centre" or "danger zone" - Give us automation signals like little flags that rise when automation input is on - Even better: Give us both! Give us signs that light up or signals where we can write our own stuff and trigger by automation like "cold water tank empty" or "to many hatchlings, starting killemall mode" or "opening backup steam vents" or "danger, magma incoming" - give us the opportunity to trigger custom global alerts by automation like "rocket incoming, don't forget to close doors manually" or "only one hatchling left, set priorities" We have so much sensors and building complicated automation needs some labeling. Also I would really like to have a light barrier sensor to test if a path is obstructed (from a rocket per example, or regolith, or hatchlings or all of them) Or just a light sensor and a directional light beam so we can build our own light barrier or just detect sunlight or shine bugs...
  14. Chat can become annoying depending on your mood everyday, Or simply because you want to speed run the game without chat text blocking your screen? Or maybe you want to record your gaming without recording the chat? So what do you think?
  15. Herald Ideas

    Am I the only one who thinks that the Ancient Herald is pointless in its current state? I think not. As it currently stands, the Herald is a BEAST of a Boss with a ton of raw potential. But the thing is, there is no real point in fighting it, unless you really want to prove your skill. So, naturally, I think that there could be a lot more done with the Herald. I have a few ideas, so tell me what you think! The first idea I had is to do with the End's Well. We ALL know how extremely useful the End's Well is. It finally makes the Telelocator Duo a viable option for travel. Plus, it can net you LOADS of Oincs from selling the Gems in the Pig City. But, an item so powerful needs at least SOME drawbacks. So, I propose that the Well work like this: It would remain 100% EMPTY. All the time, during all seasons. Even the Aporkalypse. When the Well is inactive, it will just act like a decoration. When it is ACTIVE, however, it will function as it currently does. The way it could be activated is by killing the Herald. I think that since the Herald can spawn multiple times, each kill would activate the well for a certain amount of time. Maybe ~2 days? Just enough time to get a stack or 2 of Purple Gems, while still making the Well reasonably balanced. Once the Well drained, the Herald would have to be killed again to fill it. My second idea is to use the Herald not only as a way to activate the End's Well, but also as a way to RESET the Ruins, similar to DST's Fuelweaver. There could be another island with a 6th set of Ruins, maybe with a statue of the Ancient Gateway on top of the entrance. In that set of Ruins, there would be a structure with 4 keyholes in it. To obtain the keys, you would have to kill each of the 4 types of Ancient Heralds. What I mean is that you would have to kill the Poison Frog Herald to get the Poison Key, the Ghost Herald to get the Soul Key, the Shadow Creature Herald to get the Shadow Key and the Meteor Herald to get the Meteor Key. Once all keys are obtained, you would have to put them into the holes of the structure in the 6th set of Ruins. Once the keys are inserted, they will be consumed, the screen will shake, and you will have to get out of the Ruins before they collapse. The screen would keep shaking for exactly ONE day, and when it stops, the Ruins reset. Not like DST where the structures are just put back in the same place, but the ruins completely REGENERATE, with the entire layout and order of the rooms changing, essentially replacing the old Ruins with completely new ones. My third idea is probably the most simple. I think that if the Herald was important to kill, it should be nerfed. Because right now, it is kind of like trying to solo the Fuelweaver in DST. There are too many things both attacking and being attacked that it is too hard to avoid. Plus, with so many things surrounding the Herald, it can be hard to actually HIT the thing. Maybe reduce the amount of Shadow Creatures/Ghosts/Frogs it can spawn at a time? Because fighting the Herald AND 6 Crawling Horrors isn't the easiest thing to do. P.S, another suggestion I have for the Aporkalypse in general is that Shadow Creatures could spawn regardless of Sanity level, similar to in the RoG Ruins.
  16. Now one problem I have with skins is that there is no way to see how they look like on the character. The only the thing you get is the way it looks on the ground. Which can be a bit misleading since it might look not as good as on the character as expected. So I'll make a suggestion: there should be a button under the showcased art of the skin that shows the skin on Wilson from the sides, front and behind. Now I'm not sure if the team would get the pictures manually or they'll make an automatic system that shows the skin the way it's intended.
  17. Browsing the forums and some videos I've seen on youtube have come to a fairly split opinion on how insanity is viewed within the community, While many preach that there are very few downsides to insanity and a player should be insane within the 1st day and wish for dramatic buffs to shadow creatures and the threat that being insane brings, while others adamantly say insanity is hard enough and that any increase will hurt the player base, especially the new player base. My idea would be a compromise between the two, while keeping with what I believe Klei's idea of risk/reward system in DST in long term planned gameplay. This would better fit how don't starve works, everything is planned in long term, so theorized like thus: 0-1 day of insanity, just crawling horrors show (maybe 1 nightmare fuel per kill) 2-3 days of insanity terrorbeaks begin to show (1 or 2 nightmare fuel per kill) 4-9 days of insanity larger packs of terrorbeaks start to appear (up to 5 at a time) 10+ days random shadow monsters appear, these are just shadowed versions of any regular enemy/mob in the game (non giant bosses) with rare variants such are vargs, mctusks, treeguard, and ewecus (spit only damage not the stun) and these could drop a lot more nightmare fuel, beard hair, living wood (depending enemy) or one of 3 common gems (blue, red, and purple) This method would give an increasing risk; increasing reward while not requiring even new assets to be generated by Klei apart from shadowing out a character model, making it much easier (thus more likely) to institute. Would also appease both sides of the fence while allowing new players to only have "light insanity" vs a more professional player diving headfirst into insanity to reap those rewards. The only break I would give players for consecutive days insane would be they have 30 seconds of coming up above the sanity threshold to get it back down under it, since killing too many at once might restore too much sanity to keep it, and shadow creatures do not stop attacking you during this above the sanity threshold window, unless raised substantially. (or another variation is you can only get the 30 second grace window if you do it by killing a shadow creature, and not by other sources such as food.) For a further fetched idea, stay insane for 30+ consecutive days and you can fight shadow bosses or even giants that can drop orange gems or anything from a chest that appears in the ruins. P.S. This is just a thought it threw together after watching a video, so if you like some parts of it please run with the idea in other directions.
  18. So, I don't think making steam be produced by coal generators, kilns, hydrogen generators and natural gas generators is something that's gonna happen, so here are two ways that power production could generate some water (I often struggle with water management so adding that would be nice): 1- outright producing water bottles 2- making nearby tiles"moist"(basically, when it reaches a 100% moist it drips some water at ambient temperature) Base Management: - Research room! - Graveyard! - Player controlled switches! (lore says I'm watching over them so this should be a thing, but maybe really far in the research tree) - Super Computers actually just have really low overheating temperatures, and using water to cool down is a tidy action (maybe it could give some hot water back at the very least, 50 Kg of water is way too much!) - Supply closets and broken lamps and everything in the ruins, BEGONE! - "Duplicant can't reach their room!" or "Duplicant can't reach pod!"(So you're warned earlier about your miner being stuck in one of their own holes, they normally just keep digging like the troopers they are!) - "Room overpressure!" - "Room Depressed!" - "Night Owls Sleeping!" Stress management: - Punching bags (all dupes can use them, but destructive ones relieve faster) - Mirrors (small "feeling self" bonus if they pass in front of it, but ugly criers don't get the bonus and skip looking in the mirror) - Vomit bags/buckets (Food-poisoned and vomiters use it to automatically bottle their vomit, but they generate less polluted water and spend more time using it than they would if they just vomited) - Maybe make a "medic" job, and have it branch to psychologist, and use medbeds for therapy sessions (maybe add a therapy room) - Really High stress increase should summon effects before reaching 100% - Having no stress causes should add "calm" trait, giving faster decrease of stress - Attachment: duplicants that have many pleasant chitchats together get a bigger bonus in stress decrease after another pleasant chitchat, or maybe even in their presence, and get stressed faster if their friend dies - Hatches, shoves and Dreckos don't apply decor bonuses, but farmers' and ranchers' stress is reduced when near (alternatively, "Animal friend" trait) (Ambitious) - Stress amplifying germ! - Manual massages! - Spa Room! - Hot tubs! - Duplicant sex! (I'M KIDDING OKAY) - Painted Tiles! There's so much omg but I don't even think half of this will get to the game! Gotta keep dreamin' tho! Pls don't kill me!
  19. QoL Suggestion

    So you know how the Pig Shopkeeps will wake up if you try to trade with them at night? I think this feature should be implemented into the Pig King in the base game. The reason I say this is because the Pig King sleeps at night, making it very difficult to make gold renewable in a “Lights Out” run (which I frequently do). This would make it possible to ACTUALLY survive forever in Lights Out.
  20. One problem that arises especially in late game is having so much going on that the priority system is insufficient to manage the work for the dupes. My idea is adding a feature that assigns a dupe either to an area or machines, these will take priority ONLY for the dupe assigned over other machines with the same priority. Here's an example: You have a dupe that you want to work full time in producing petroleum so you make the dupe's assigned area your petroleum factory while not upping it's priority and throwing the rest of the base out of wack. The assigned dupe will operate the refinery over every other machine with the same priority while the rest of the dupes maintain the rest of the base.
  21. here mobs i hope appear i hamlet all of them created by myself note: ignore last one 1. Ancient Robot Spider 2.Ancient Robot 3.Executioner 4.Pox 5.Tea Treeguard 6.Zeb
  22. So, I'm noticing that you can max your decor at 120 without ANY art. I've got an early colony with the decor maxed at 120 and I've done it with nothing but a couple of plants, some molding, and some unfinished sculpting blocks. This means that the new decor limit has made the Artist job completely useless and obsolete. Is it your intention get rid of that job? If not, this really needs to be changed.
  23. Pick and choose what you feel bests suits the QoL update. I've posted some of these back in the beta, but will repeat just in case. Items with a (?) attached at the end means I'm not sure if they should be added. I'll probably add some more stuff as I think of them/become aware of them. They'll be signified by an * after the number. ** signifies ones those provided by other people in the comments below. Thanks to those individuals, as well as others who were constructive in this thread. It helps a lot! Commit to attack system in DS versus fake attack system in DST *(the fake attack system is better as you're not locked into an animation.) Ability to pick up items on the floor when holding something in your "invisible" hand (the mouse). Flingo range detector when placing down other items/structures. I suggest extending it to stuff like the sprinkler and maybe the oscillating fan. That way the player knows if the items are really within the structures range. Save times are not at the start of every day, but seems to be random (every 1.5 days or something). There is also save lag associated with it, meaning that the game freezes/stops whilst the game is saving. Despite the durability attached to thermal stones, DST thermal stones are more desirable since they seem to retain heat/cold for longer periods than their DS counterparts. A whirly fan please. Unlike DST, Summer in RoG cavs not only overheats you, but also withers plants. (?) In DST, the dwarf star from a starcaller lasts for 3.5 days, but only lasts for 0.25 of a day in DS. Also, the dwarf star itself does not look like a cool, fiery sun like its DST version. It also does not give off as big of a light radius as its DST counterpart. Mini Signs and by extension, the feather pencil. Similar map reveal range as DST when exploring the map. Lesser glow berries, which can also be added to RoC cave generation. Scaled furnace (?) Mushroom planter (?) *Ability to refine marble into marble beans to farm marble. *For trees to burn for longer periods of time, like in DST, and/or slower fire spread like DST. *The /rescue command in DST for in case a player somehow manages to clip out of a world, which puts them back onto walkable land. *In DS, Force attacking can force attack chester, glommer, and even worse, Houndius Shootius'. In DST, you must click to attack them. This keeps your beloved chester, glommer, and turrets safe from your own murderous hands (I guess this would also extend to Packim Baggins for SW, and Ro Bin for Hamlet). *In the caves, the day clock that says how many days it is, and when under a sun-lit area during daytime, will show the clock in its entirety until it hit dusks or when you walk into an area with no sunlight. *This one actually isn't in DST, but I would like to see nonetheless in both versions. The Snurtle Mounds can actually be attacked with the regular attack button (F by default). I suggest changing it to being either the force attack button, or even Click to Attack like what has been done to chester, glommer, and turrets for DST. I've begun to use snurtle shells extensively as of late for for some fun projects, and I've accidentally hit them a few times b/c of this . ** Thermal stones also glow if fully heated during night in dst, unlike ds thermal stones. Credits to metallichydra for bringing this one up). ** One small change I'd like to have in single player is to have the ability to hold the Space bar on Tooth Traps and reset them that way without picking them up. Right-clicking on them can be finicky at times. (Credits to TheKingDedede for bringing this one up). ** Berry bush hats are hard to use because your character will randomly exit them, voice lines, foods spoils [ie. it turns to rot], and etc. (Credits to zzKratoszz for bringing this up). This is also the case for when the player hides in the Snurtle Shell. * When using the console or even just pressing the button to open the console requires you to hit Control + L to get rid of the console text. In DST, it automatically goes away when you hit (`) to get out of that menu. * In DST, Ice Flingomatics have an EMERGENCY MODE aspect to them, where the ice flingomatics automatically turn on if it detects that a fire has occurred within its range after a certain amount of time has passed. ** In addition the birdcage has the new bird poop mechanic. And the compass had some small changes that were kind of fun. (Credits to zzKratoszz for bringing this one up.) I believe they're referring to the fact that when birds in a birdcage are fed seeds, they have a small chance to poop a miniature guano. For compasses, they are equipable in the hand slot, display a little compass icon above said hand-slot, and the red needle in the compass moves like crazy when the player is low on sanity. Here are some character additions/changes from DST. I'm not completely sure about these as they require more thought and deliberation, or may be unpopular. Willow can craft Bernie. Wendy can craft multiple Abigail flowers. The shadow tab which assigns Maxwell's minions a job is better implementation of his ability than his DS counterpart IMO. Also, in DS, summoning minions places a cap on his health and sanity, whereas in DST, it is only his sanity that gets capped. Thank you for reading these suggestions! Edit: I want the devs to know that I appreciate the fact that they're reviewing what they feel will be appropriate for the QoL update. Hopefully what I've submitted are objective/good QoL changes that will make playing the game nicer!
  24. When you leave pog in interior they turn into a Feral Pog. but, it's not fully implemented. so i hope pog got rework -during aporkalypse pog change into a feral pog (not just it behaviour but it appearance to make it more immersive) -befriended pog has sanity aura 20s/m (becaue they cute) -allow pog to equip hats