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Found 106 results

  1. change the way that duplicants are rolled to 'per planetoid' at the moment the number of duplicants with good traits too low per planetoid if I use 8 for the first two planetoids then when i get to the third one, (when i get to rockets), i've only got destruction dupes available, creating chaos of shifting the 'good' dupes from the first world and creating a very unstable rotation of 'bad' dupes on the first world when it all goes to heck due to the time to rocket between worlds and setup the next base. having a total of 15 good dupes total makes it difficult for new players
  2. What if each player could run a planetoid ... Lets say 4 players working together to try get goods to each other to max out their planetoid .... You'd essentially be able to have a planetoid the size of the base game for each player, and they'd be able to essentially build their own base, with the only way to pass materials back and forth being the teleporters. You could essentially generate geysers for specific planetoids (water, salt water, slush geysers) like in the DLC but also supply other geysers (say up to 6) to 'help' the player progress that are unique only to that planetoid. No duplicant teleporters, no rocketry [but then again see later thoughts]; just relying on other players to get the materials you need. Your pod would only supply duplicants, and you'd only get duplicants the other players hadn't snatched up. The only 'data' you'd then be sending is whats coming through the teleporters and the duplicant pool. Maybe voicechat, but theres discord so ... or maybe end game could be you complete your POI rocket with the missing parts & fuel it ready to go back home? All four players must have their rocket ready to win the game ? all players duplicants die = player is out
  3. Rockjaws are mostly an annoyance due to their high health and damage, and even upon being killed their loot is mediocre. I was thinking that they could drop their jaws as an item. Said item would be required to craft an upgrade for the boat similar to upgrades for the mast, making the boat able to destroy Sea Stacks, mine Salt Formations and damage Sea Weeds and other mobs by impact without creating leaks on the boat, leaks can still happen through other means like Cookie Cutters and Sea Weed projectiles.
  4. 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?
  5. i think it could be fun if we were able to dry forget-me-lots to preserve them for making the tea later. since teas are most commonly made with dried ingredients and not flowers fresh off the plant so it would definitely make sense. Forget-Me-Lots are tricky to cultivate because of the bolting AND the quick spoilage of the flower itself. being able to dry them into a non-perishable item (or slow like honey) and store them for later would be awesome.
  6. Currently inspecting a rocket module(any module) gives you the following stats: Range Remaining: x Rocket speed: burden/power Module stats (name of module): Module burden: x Max modules: x Other than that every module has also some other stats. Cargo tank their capacity, engines their power and in latest updates command module is also showing launch checklist. What isn't visible anywhere is sum of rocket stats. If we can't see whole rocket stats (maybe a command building we haven't seen yet...?), why not have rocket stats shown in modules and like speed is changing when you add fuel/modules, other stats also change while you stack modules. Meaning: Range Remaining: x/(max tiles range) Rocket speed: burden/power -as it is now- Module stats (name of module): Module Burden: x/(sum of modules burden) Max Modules: x/ (max modules) It would also be useful if rocket height and engine was mentioned when in flight. Then it would be easier to avoid miscalculated landings...
  7. I really like that Forget-me-lots got this functionally (they look so good in the purple end table skin) would be really nice for cactus flowers to get it too, for consistency's sake and for more decorating options.
  8. Please allow manual access of materials in the payload opener, at least the solids. As it stands, the contents of a payload gets opened and goes into the internal storage of the payload opener and those materials can only be accessed through pipes or rails. I've been colonizing other planetoids by dropping a couple of drones to sculpt the surface, then to burrow underground, blocking off the entrance with tiles because drones can't make airlocks. Then they build a hamster wheel, battery, and O2 diffuser and anything else useful before running out of juice. Then I send a few rockets to drop a few payloads of algae for the diffuser. Finally, when I send my first dupe to the surface I rely on the dropped resources for basic survival. Problem is, my dupe will happily grab the payloads and open them but can't get the algae out without building rails. That means I need a mechatronics engineer along with the other skills needed, which is A LOT of morale need. I've been working around by disassembling the opener and rebuilding as necessary.
  9. Dear Klei, Your work on the DLC is fantastic, but you now have the chance to do fun and bold stuff with the DLC. You introduced Sucrose, a element that may have fun applications in the future, both as food, condiment to mess tables and much more. When I saw that melted Sucrose was "Sucrose Liquid", I knew I had to suggest something better. Obviously melted Sucrose should be correctly named Caramel instead. You already know this to be true in your mind, It has to be, i suggest it should have similar properties to Visco-gel/Naphtha, sticky and hard to manage. I have included an image of Sucrose Liquid below. Also, consider adding danger to Caramel liquid if dupes touch it. I think if a dupe touches Caramel, they should get slowed and damaged. "It burns! but its so delicious" The colour is close, but I have included images of what I think would be a better version of colouring for this element. Its important to sell looks of this liquid. I also want to suggest that Caramel obviously should turn into CO2 when burnt/vaporised too. Lastly, Practical applications of Caramel. Yes. add it in liquid form to a Microbe Musher to create "Toffee" a morale booster which takes weirdly long time to eat. Who knows what else could be gained from refining sugar? I believe a sugar refinery would be the stable of Duplicant bases. Please sign this Petition.
  10. Having a lightning rod in my base is super super helpful, but it's really dissapointing that it removes the entire overcharge aspect from WX whenever i'm in my base, which is a large majority of the gameplay, it would be really nice if you could touch the rod as WX and consume the charge in it and move it to yourself.
  11. It would really help with recognizing which beefalo's bell we pick in case we have more than one of them! What you guys think?
  12. Hello. Right now, 38 grams of liquid next to 1 block way can create vacuum or separate gases in two rooms. This is kind of overpowered. And same 38 grams of liquid can occupy whole cubic meter and push 2 kilos of gas. I think it would be good to allow gases and liquids occupy same cubic meter (block). For example, there is 40 grams of water and 960 grams of oxygen, water occupies 4% of block at the bottom and oxygen occupies 96% of block at the top. Or, there is 240 grams of hydrogen and 760 grams of oxygen, hydrogen occupies 24% of block at the top and oxygen occupies 76% of block at the bottom, according to difference in density. I know, this would be hard, but this could solve not only some op liquid locks but other frustrations too.
  13. Just an idea to throw out there. I'd love to see DST's cookbook as merch with actual recipes for the game's crockpot foods. Some of them, like pierogi or moqueca, actually exist and look delicious. I'd love to try making them at home. Sure, you could just search for the recipes on the internet, but following an official DST cookbook to make food that appears in Don't Starve would really be something else. As for the dishes that use non real world ingredients, those ingredients could be substituted for ones that do exist just for the fun of it, like glowberry mousse using blueberries instead of glowberries. I've been wanting to get into cooking and it'd be really fun to experiment with something like this. Have you got any interesting thoughts to share on this?
  14. I think these modules would look much better without the stripes. They're weird and look more like a WIP/sketch than markings or shading.
  15. When I am working on a computer, I have several windows/programs running at the same time, and switching between them is done with the very universal Alt+Tab, as most people do. I never truly thought about how much I'm using it, and how easy and flawless it makes this constant switching, until I played this DLC, more specifically until I had to often switch between worlds. When I have to switch for minor reasons (alerts, quick commands, or simple check-ups), the current UI can become a bit tiring. And then I had a realization : I believe an Alt+Tab like UI would be great for managing worlds. Having a shortcut (and button) making snapshots of the colonized worlds appear on the screen and selecting one by clicking (or rotating through them by pressing the keybind multiple times) would be interesting, as well as being a constant reminder that you're quite a lot busier than when we had a single world. Hell, I would even have an option to make the shortcut the actual Alt-Tab key combination (overriding the OS config), that would be so great for most people's muscle memory, and would add even more to the busy feeling we have when playing now. Plus, I generally don't colonize simultaneously multiple worlds, and I believe most people do the same. Once one is properly set up, I go onto the next one, etc. Basically, I'm doing what I was doing before the expansion, but multiple times, staggered in time, one after each other. And realistically, I'm doing that because simultaneously managing expansion on different planetoïds is way too tedious with the current UI, and I've honestly tried hard. A UI change as the one suggested would open up, or at least make easier, a very different playstyle than the current one, where you could try to colonized the three starting asteroïds simultaneously, which I would embrace immediately. Any thoughts regarding this change, or more generally about the world-switching UI ? Cheers
  16. The Expresso Machine is another thing needing a bit of a rework. It takes a lot of power and resources for a single cup of coffee and can only be used by one dupe at a time. Any chance we can make this more of a communal thing? One dupe makes coffee and there are multiple serves available for dupes who want it?
  17. currently, the "Seed Pack-It" item is kind of useless in terms of gameplay - a sort-of expensive requirements, requiring the player to go into the caves to get a couple of broken shells for what seems to be just a backpack with seed-sorting capability. I'm suggesting on making the item to go for the Gardeneer Hat route- the item will have two variants... as well as a unique third wormwood-craftable variant. - The first variant will be the same "Seed Pack-It" backpack item, but with a cheaper crafting cost (4 Seeds, 6 Grass, 4 Twigs), and have 15 Backpack slots instead of 14 to accommodate for all the seed types + the normal seed (14 fruit seeds + 1 random seed). - The second variant will be a premium version of the "Seed Pack-It", let's call it "Elysian Seed Pack-It". The "Elysian Seed Pack-It" can only be crafted at a Celestial Altar (and its variants sans the Orb), and have a steep crafting cost ( requiring 4 Moon Shards, 4 Twigs, 2 Seeds and a Sprouting Stone Fruit). This backpack functions identically to its normal counterpart but with two extra bonuses: Firstly, any seeds (including Birch-nuts) will never degrade and spoil inside the backpack. Secondly, this backpack is unable to be burned unlike the first variant. - The third and final variant is a character-specific backpack item that can only be crafted on Wormwood's Green Thumb tab. dubbed "Brisky Pack-It" and it costs 3 Living Logs, 4 Seeds, and 4 Grass to craft. It functions similarly to its normal counterpart, but any seeds (including Birch-nuts) will spoil half as fast inside the backpack. In addition, if the backpack is exposed to rain or reach at least 20% wetness level, its spoilage-extending effects will be further boosted up to 1/3rd as fast. If Wormwood is wearing the "Brisky Pack-It" and is currently in Fully-Bloomed mode, the backpack will also receive similar effect of further enhancing its spoilage timer. If the backpack is being worn by a fully-bloomed Wormwood, as well as being in the rain or at least reaching 20% wetness level, any spoilable items inside the backpack will never spoil as long as both requirements are still in effect. Finally, while any of these situations (Raining, 20% wetness, Blooming) are occurring, the "Brisky Pack-It" will start to growl and writhe around, getting more intense the more of these situations are stacked up. this is purely visual, however and does not affect gameplay. If these were to be implemented, I'm sure that more people will start to use the Seed-Pack It and its counterparts more often and be more balanced, as well as still giving options for people who wished for something more out of this simple backpack item. Any feedback from the community are greatly appreciated.
  18. Hey there, it's been a while since my last post. So while we have some interesting biomes I thought I would throw out an idea for a cold biome. As you can see from the title of the post I'm calling it the Sub zero lake biome. The temperature range for this biome is from -5 C down to -65 C As for resources you can find, Brine ice, Silver Ore, other minerals, and Ethanol. For plants I just used other existing plants from other biomes. Wheeze wort, sleet wheat, and Nosh sprout. This biome could be an intermediate between the rust and tundra biomes. As for the critter I plan on creating it and posting it later, once I tap in to my inner artist. Final notes So with my food idea not gaining much attention I decided to take a more visual approach, please let me know if this is more appealing for you and I'll strive to post images with each idea I share. Have a wonderful day everyone.
  19. Being able to teleport anywhere on screen would be extremely beneficial on console when using lazy explorer or wortox, which is why I suggest 2 options for implementing it. 1. The Meh One: Hovering over the lazy explorer (or wortox's soul while in inv) while its being held and pushing the left dpad stops the character and lets you control the teleport cursor with the right analog stick. Pressing the left dpad again cancels out the teleport. 2. The Better One: Same idea as before but your character can still move while you move the teleport cursor around. Second one's obviously the best but I didn't know if there was limits in regard to teleporting since you have to sit still before being able to actually tp. I also can't think of any interactions in game that would bug this out but who knows, chests would definitely be disabled during the animation. ALSO, lazy explorer and wortox's souls would keep their normal tp with limited range, this is just an addition to them.
  20. Hi! I find myself always most excited when new belongings skins are released. Character skins are nice but u have to be lucky for the character you like/play most to get one when an event comes. The huge builders bundle we got a while ago contains some of my fav skins in the game. I wish we got those kind of bundles more often. Here are some suggestions for types of skins id love to see: Silver colored Birdcage. Most of them are gold/red themed. The 3 cooler toned birdcage skins are all heavily thematic (winters feast, hallowed nights and pirate). I would love something neutral like the awesome Baroque skin but Silver colored instead. To match the Tureen Crockpot Cool toned Scaled Chest and Furnace I like to build in specific tones, either warm or cool. When building in cool tones the scaled items really stand out like a sore thumb which is why i only used them in my warm-toned oasis base. Instead of red/orange/yellow something more akin to the Feastfly palette of greens and yellows. Crystalline furnace comes close but the eyes are super red. Yellow/cool orange would be lovely Prettier Potter's Wheel: This might not have been intended but i like to leave sculptures on the potter's wheel sometimes to give them more hight, i think it looks nice and ive seen a lot of other ppl do it too. A more intentional/prettier potter's wheel would be awesome for this purpose. the white marble chunks clash with the sculpture if its out of moon glass or stone. Something that looks like a marble pedestal like Wendy's Sisturn. Thatched Cottage Grass Wall: the cottage pig house has to be one of my favorite skins in the entire game, its so rich with detail. I think a grass wall with the same thatched cottage theme would be awesome. Moon glass Moon Dial: a fancy moon dial made out of moon glass, translucent like the sculpture would be really pretty i think. More thulecite-themed skins: the Ancient sigil shadow manip is another one of my faves. id love to make a whole thul themed base. Ancient Kiln-themed crockpot skin. Archive-themed replica relic skins. So vase, chair, table etc made out of thulecite and moon rock like the Archive structures. A marble pedestal could also maybe be its own new structure. It could be used to display all kinds of decorations from Sculptures, to lanterns to trinkets to food items etc
  21. It's been in the game since the start and is EASILY the most annoying "feature" there is. The moment the downtime schedule hits, all your dupes throw away whatever they were holding and run off to the bathroom. Is there any way to make it so they just deliver the goods first? In many cases they are delivering them back to base which is where they are going anyway! Constantly they will drop objects down massive ladder runs which take ages to get back, critters they were moving get dropped into water so they drown or captured critters get released, ice in the middle of the base so it melts everywhere or some other temperature critical material into an environment it can't be in. Dupes traveling through tubes will throw away the item mid transit, in some cases this will mean I lose items because I often build my tube systems through areas my dupes have no physical access to. I don't mind the "I'm low on oxygen so I'm going to drop this" one, that makes sense as people do panic a bit when out of breath. But the "I'm it's dinner time, I'm on break, not my job" discarding of objects is a real pain and often leads to massive clean up jobs. Could we at least have an option they remember what they were doing when they come back off break? They usually reassess and if other priorities have come up that block of ice they dropped in the bedrooms will flood them sometime tomorrow before they get back to remembering it.
  22. Hello Fellas and another Topic for me, i already have written something simpler earlier this day in a Bug Report since the Auto Button in the Rockets are useless right now. Now i write something more about ideas to that button and Rocket Automation. I only Focus this Post to Automation of the Rocket nothing else. Right now the Auto Button has an intended Function which does not work. I would like to see more Automation Ports to use it with. ROCKET New Automation Output Port: Green Signal: It should Return a green Signal when the Checklist is complete. ( NEEDED Without Crew onboard AND/OR OPTIONAL Without Qualified Crew) else Red Signal: New Automation Input Port: Reciving Green Signal: It Requests the Crew which was set for the Rocket. In Combination with the Button Selection [Auto] in the Rocket Checklist and Launch GUI ROCKET LOADERS / EMPTIERS (LIQUID / SOLID / GAS) New Automation Output Port: Green Signal when done Filling Rocket. New Automation Output Port: Green Signal when done Emptiying Rocket. I would prefere it this way. The Empty Output is not that intresting. I could think of combining both too: When both Operations done send a Green Signal. --- ROCKET GUI I would like to see Launch Requierments to be Tickable to set it to Mandatory or Optional (Except Vital things) that we are able to set how we want to Operate the Rocket. This would perfectly fit to the Idea of the Checklist complete Automation port that i suggested. This would make it possible to controll things better. For Rockets and for Loaders. When we have that there is nothing that i can think of that would be intresting anymore. (Again this is only specified on existing Automation. I would Like to see Life Support System Management with fillable Canisters and Ressourced for CO² and other Gases Filtering Systems. As well as Heat Management. Also Options for longer Rocket Travels (Sleep and other things) in those little capsuals) Related Topics:
  23. Hi! This would a third item you can craft with a Thick Fur. Could be either a mobile sleeping bag or a structure. Either way it should be repairable with sewing kits/Thick Fur/Fur Tufts and restore the most amount of HP/Sanity of all the sleeping options. I think this would be really neat and super fitting for a Boss that sleeps for most of the year! And it would add more incentive to actually fight it.
  24. I don't like disease, to grass, to sampling, or to berry bushes. It delete some resources permanently. Dealing with diseases are tedious and labor-intensive. I don't like it. But I want some playable features around berry bushes, grass, samplings. Some playable features like diseases, globbers, grass geckos. The old disease is very undesirable, because in some endless servers, some people log back in game and found their deserted bases have lots of diseases. It's unfair. Some playable features like fruit flies eating unharvested grass / berries, just like globbers eating berries left on the ground would be nice. Or make diseased plants produce nothing at 50% chance, the longer the lower. Or make harvesting diseased plants 200% slower. Some unwanted light punishment, but not like getting deleted. Maybe you can make diseased plants treatable, maybe by using some moom stuff, or some sort of random weeds grown from seeds, such as a medicine made of fire nettles and tillweed. Maybe also allow friendly fruit fly to give out warning about nearly diseased plants. Anyhow, I want disease back, but better, or some sort of playable feature round these plants. Something trivia is fine, but not nothing. Edit: If many people don't like the old disease but we only can have the old disease, at least give me the option to turn it on (and off for others).
  25. As of now, walls suck as protection from something outside. They work fine for pens and decoration, but they're ironically mediocre at best as a barricade, and people either use fossils or statues in lieu of walls for those situations. My suggestion is simple, make walls have some sort of damage reduction depending on the type. (E.g. wood walls have 70%, stone walls have 80% and thulecite walls get 90% and maybe even a chance for 100% every couple hits damage reduction), while making them lose a tier when hammered (this one is mostly for decoration purposes, if hammered after the final, crumbled tier they'd be destroyed). Alternatively make it so they don't get said reduction for players. As for fossils and statues, i suggest making statues crumble (needing to be fixed) and fossils dismantle upon hits. What do you all think about this? I know it could get tedious for permanent pens, but it would make more sense than the statue exploit. What do you all think of this and how would you improve upon it?