Search the Community

Showing results for tags 'suggestion'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands Alpha] - General Discussion
    • [Griftlands Alpha] - Suggestions and Feedback
    • [Griftlands Alpha] - Bug Tracker
    • [Griftlands Alpha] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Return of Them
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
    • Eets Munchies
    • [Invisible, Inc.] General Discussion and Strategies
    • Mark of the Ninja
    • Shank
  • Other Stuff
    • The Off-Topic Area
    • Other Klei Services

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included
  • Griftlands - [Alpha]
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Griftlands - [Alpha]
  • Hot Lava
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked

Categories

  • Hot Lava - Bug Reports


Biography


Location


Interests


Occupation


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together


Oxygen Not Included

Found 96 results

  1. HI Recently I decided to make mega base on Lunar Island, wanted to test how good is that + I didnt seen anyone else doing that. Lunar Island is like a paradise island, no nightmares, no deerclops and no bearger can spawn while you are on island, thats the best thing about basing there. Only thing you need to worry about is hounds and antlion at summer. Two things I noticed on Lunar Island, that you actualy can summon Reanimitated Skeleton and activate shadow bosses at new moon. Its probably intended, but I think you should be not able to summon them on Lunar Island, because nightmares cant step on there and they both are nightmare/demon type creatures
  2. Can we get Tame Only and Wild Only checkboxes on the egg cracker? I'd like to the ability to automatically process tame eggs[1] without obliterating the wild hatch populations I like to keep in various biomes. [1] I know this can be achieved via automation (quite easily, in fact), but the egg cracker's animation is too cute not to use.
  3. I usually have a few manual generators with low priority so that my idle dupes can do something useful. The problem is that once they start using it, they keep on it until the batteries are all 100% or the schedule ends. Suggestion: Add a check every X seconds to see if there's other chore higher on the dupe priority list. If there is, hop off the manual generator. If not, continue, and check again later. The check could be every 15s (at 1x speed) after 30s. So they would need to be on the manual generator for at least 30s before considering stopping.
  4. As the title says, simple thing that would allow automatic emptying storage of canister filler after receiving green signal
  5. When sailing to mine for salt, to collect resources, or just interact with the environment in general, it can be tricky and annoying to maneuver around rocks and other salt pillars to get the items you need without damaging your boat, or being blocked off entirely from things the boat cannot access. My suggestion would be to add a craftable lifeline that you wear on the body slot of your character (much like a rubber ducky floaty, or a lifesaver) connected by rope to a wooden stump on top of the ship. The purpose of this lets the player physically move around to the area they need to, and allow them to do tasks that would otherwise be very difficult to do so by getting the boat as close as possible. The player would (for a very short distance) be able to float around by themselves (again, by extension of the boat, and following its path) to do chores or pickup resources that would otherwise be very difficult to do so. Kind of like this (except attached to the boat directly); allowing the player to get in those hard to reach areas, to do their work.
  6. At the moment it's impossible to catch the new ocean animal called the Skittersquid. I really love the art of these guys, they are cute and adorable. Klei please add some kind of way to catch these little abominations and be able to put them in the Fish Scale-o-Matic for decorations around bases and such. You could make it so you can lure Skittersquids with a sea fishing rod if you put big fish meat on it or you could catch it with a new item called the fishing net that has been in the files for a while now. Wilson is shown to caught a Skittersquid on his fishing rod in the game menu so why cant you in game. You could make it so if a Skittersquid is in a fish tank, it can glow during dusk and night in a small radius around it, plus it could act like a bird cage of sorts and you can feed the Squid various fish morsels for trinkets, squid eggs, or more!
  7. I'm making this really quick but I know that in dont starve hamlet Rabbit earmuffs give immunity to the queen woomants(think I spelled it right) scream attack, and I was surprised they didn't do anything else to this item in dont starve together, especially since most players will just abandon this item in total, so I thought it might need a quality of life upgrade. Maybe for a good start players wearing the rabbit earmuffs are immune to the pan flute on pvp servers and Beargers roar since the earmuffs are so thick players wouldn't be able to hear either of them. And an extra ability to go with it, when given to creatures like pigs and bunnymen they won't panic when a boss mob screeches causing them to lose focus. What do you guys think, should the rabbit earmuffs get a well deserved buff?
  8. Hello. Year of the Carrat is out with some new skins and as usual, some belongings are capable of reskinning multiple items since they are used in their crafting recipes (example: the Walking Cane skin also reskins the Lazy Explorer). However, in the curio cabinet, you can only see the Walking Cane reskin, not the Lazy Explorer reskin that it does as well. My suggestion is for there to be a "cycle view" that allows you to see the additional reskins for such items when pressed, since the item description says it reskins multiple items, but only shows the reskin of one item. The ghosts for the DLC characters are reflected in the Cycle View button, which is where I thought of this suggestion. Thanks.
  9. You should be able to use the wardrobe to change the skins of items you already have This'll be especially useful with starting item skins like Ashley since you'd normally just repair Bernie instead of going through the trouble of getting beard hair for a new one and this'll also open up opportunities for skins of items like tam o shanters tentacle spikes
  10. Okay so this will be long and I know this is the start of the beta and some stuff is still very buggy or not implemented / finished yet... But I'm questioning myself on the topic of Skittersquids, and especially their purposes. Yes, they're adorable : And can also drop lightbulbs (33%), making it the first method to get lanterns with servers without caves ! But since I play with caves I don't care much. Also, they're not hostile to players so this is not something that will bother us here except that they're stealing our damn fish while we're fishing, which is actually supposed to be the way to catch them but the game is crashing at this specific point. Well... I believe this is where squids are going to be actually interesting... and my question is : What fished Skittersquids will do ? Ink ! We know that those cuties can produce Ink, and spit it from the beak on top of them to blur your vision on the screen (beautiful). So Ink is a thing ! And Squid Ink can be SUCH a prised resource to survivors, I have many reasons to hope for this item to come to the game : The most obvious is writing : This sort of Ink has been used for pens and of course : Quills ! We only have for now a Feather Pencil that use charcoal and I assume this might not be the most durable thing in the world to write with, so just like how the update did with the Fishing Rod and it's Sea edition, I'd love to have an advanced writing item with durability using Ink. Funny thing is that my buddy Maxwell is also willing for it : ”Not as elegant as a quill and inkwell, but it'll do.” And now that I think about it, the recipe of this item should be using the Malbatross Feather, let's give some love to boss loots. Of course you might wonder why you'd need more use for a pen, then... maybe it's time for a little upgrade of the Cartographer Desk then ? If you think about it, you can use a single Feather Pencil to write the hole map, regardless of the amount you've explored. Including : land, ocean, all icons. I'm not very asking for a nerf here but... quite something logical and interactive with advanced resources and progression thingy, look : = / Forest and caves map that show you the explored land and Icons = Ocean map that show you explored seas and islands (note : the entire Moon Island have a tag that might be used here) ^ Since my mouse is now officially broken and I can't draw, please imagine this is the Quill item = Imagine having the ability to place your maps on the Cartographer's Desk, and then using your Quill to actually write some stuff on it. Just like this : So players that examine the Desk can see all the stuff you've put on it. Let's be clear, this will turn cartography in a very funny and interesting things on public servers. Cooking (of course) Have you ever tried Squid Ink pasta ? I hope you did, the Ink make everything sea flavoured and I just think it's awesome ! Now, how shall we applies it ? Recipe ingredient ? I'm not sure we need to do specific recipes out of Ink unless we get a cooking update based on seafood Or another Warly powerful "spice" ? Eh... I don't know if it's fair to keep upgrading Warly power from being an absolute unit but... Maybe we can just allow every player to sauce their plate with it ? That apply a debuff on the eater ? There's quite a lot of possibilities and I don't know yet which is best, clearly, Ink will be a fine addition to the cooking catalogue if you ask me. And yes I will fish squids every nights if it worth it ! Anyway, they're as now a formidable creature in the appearance, seeing them lurking in the ocean with this big glowy eye for the first time really got me, and I wasn't expecting them to walk on land, evolution is on the right way ! And you ? What will you do if you had a big Ink sac ? Well that's pretty much it ! I'm gonna be fair, I'm asking for way too much and I'm conscious or it, but still, I hope you enjoyed the read of my dreams on squids and ink, have a nice day, and please devs... take care of yourself.
  11. Hi, It would be amazing if all the existing collections would have a little mark showing in a circle (e.g. Forge collections have a little anvil, Victorian collection has the Gnaw, Hallowed Nights has a pumpkin etc.). Rose Collection - should have a tiny rose Guest of Honour (Formal) Collection - should have a tiny bow Year of The Pig King - should have a tiny pig matching the YOT Varg Lunar Collection (which should be renamed Year of The Gobbler) - should match the above YOT collections with a Gobbler Triumphant/Shadow Collection - a little shadow creature mark Survivor Collection - a cute campfire Costume Collection - a bat Heart Collection - a heart ...and so forth (YOT Carrat?). And then each of the character specific unique collections which will never get other skins for the other characters (e.g. Next of Kin, Forlorn Doll, Canadiana, Trawler, Abyssal etc. + all others to come with the reworks) should have the character's little outline in a circle such as this one for Wilson but of course specific. It would make our inventories much more OCD friendly. Thanks!
  12. Warly and Winona both share an unfortunate fate. In late game worlds, they are both destined to be “swap characters” where one builds catapults and is dropped, and the other spices up a bunch of powder cakes and is dropped. While they have small gameplay elements that can make them fun to stay as, such as fast crafting with one and unique dishes with the other, they both need something to make them a more viable option to stay and play on indefinitely. While I don’t have suggestions for Winona, Warly has a very clear identity as a butcher which can play into his gameplay quite nicely. The idea is simple: Warly, as a butcher, has surgical precision in his work, and would never waste parts. Upon killing mobs, Warly has an increased chance of getting certain drops, and can get multiple drops. For example, upon killing a spider, you have a 50/25/25% chance of getting either monster meat/gland/silk. Warly, however, would be guaranteed a monster meat, and have a 30/30% chance of getting a silk/gland. This can also apply to any mobs that have a variable chance at dropping different things such as pigs. A guaranteed meat with a 30% chance of a skin to drop along with it up from 25%. This would be wonderful especially for mobs such as volt goats. He can just have an additional 5-10% chance of dropping a horn. One other potential idea would be for mobs that don’t have variable drops would be having a chance to drop an extra resource such as a koalefant with 9 meat instead of 8. That seems way less important than the chance at better drops though.
  13. Ok, so this might be a little hard to explain but, usually I like to use skins from other characters when customizing them (like for example I use Warly's trawler jacket for Wilson) but sometimes it gets really distracting and sometimes it even kills the mood of the outfit when it has a different pigment or color then the actual character. I picked two examples of warly wearing gloveless hand skins and sorry for my window messing up the view on my tv I cant fix that... ;-; It's sort of off putting for me when I customize my survivors and it looks more like he's wearing actual gloves then say hand skins without them. My only thing I could possibly ask would be to maybe for certain items perhaps one that significantly shows off skin like fingers, shorts that reveal legs, and ect. Perhaps you could have a set color of pigment for them and match their skin color?
  14. I love this game, and one of my unabashedly favorite things about it are the bosses--with Klaus reigning supreme. The hunt and preparation for it, the atmosphere created by winter and the soundtrack for his fight, the actual combat, and the loot style--all of it is flawlessly executed. Correct me if I'm wrong, but all of this stemmed from Winter's Feast at some point, and so I was thinking that Hallowed Nights is a prime candidate for another similar style of boss. This is more of a rough template of sorts that kind of slowly snowballed in the shower, but as a concept I think it is interesting to consider. Preliminaries These events will take place during fall (during Hallowed Nights I'd assume it would follow Klaus re-spawn rules during Winter's Feast) and has a unique hunt style that could also add a new base game mechanic. Unless there already is deeper lore than I'm aware of surrounding the graves and they should remain untouched, I think they are the prime candidate for the hunt. Pigs that live near graves in the forest (or in the graveyard if they are built there) will replace graves as if they were never dug up during fall (potentially either once or a after X amount of time) and loot can be obtained from them once again. Assuming they are replaced once, digging them up during Fall has a chance to drop a unique item where you are more and more likely to get one to the point where you are guaranteed after X digs (for now we will call it "Eerie Effigy"). The player will recognize this item as important due to quotes, and that pigs recognize it as evil and will attack players holding it. Aside from that, in the graveyard biome, or very nearby, "A Totally Abnormal Tree" similar to Klaus' Sack and is the source of the impending battle. The player can place the Eerie Effigy near the tree and burn it to release the evil contained within, and this disturbs the tree awakening a spirit tied to the tree, and the fight begins. Mechanics of the fight Upon awakening, "The Spirit" (I don't want to have to think of a cool name lol) manifests itself into a particularly ghoulish nightmare that binds itself to "The Tree. The problem for the players, is that The Tree is awakened and The Spirit is loose, creating a tag team fight. This is definitely a raid tier fight so the health values and damage should be according to that idea. There are two major caveats of the fight with one being that The Spirit and The Tree cannot die while the other is still alive. If one is defeated while the other one is still alive, after a brief delay, the other will resurrect them with a slightly lower maximum health pool than before down to a minimum (ex: after 5 ressurects of the spirit his health cannot decrease after future ressurections.) There more than likely needs to be some visual or gameplay indicator that a boss is low on health for us puritans who avoid health mods. The other is that upon burning the effigy, an indefinite night cycle begins that will not end until the boss has been defeated. The Tree's eyes burn with evil bright enough to illuminate it and a small area around it, and The Spirit glows with dark flame. (The Spirit) The Spirit is highly aggressive and alternates between periods of abysmally low mobility, and high mobility. The spirit can move slowly towards the player in whatever style it moves, or it will periodically teleport to either the player or a distant location. Upon being near the player, The Spirit will perform an area of effect slam producing a wave of dark flame dealing direct damage, damage over time, and a severely increased sanity loss penalty as long as the flames persist. Upon teleporting away from the player, The Spirit will begin to charge up and blast a beam of dark flame across a line (think long range Winter's Feast Deerclops laser). The Spirit will also attempt to haunt a player who is insane. Solo, this will result in a stun, but with multiple players in the vicinity, the players can attempt to "remove" The Spirit from the player. An additional effect will be that any pigs in the area will be infested by The Spirit's magic and will become werepigs. If any players die and leave behind a skeleton, The Spirit will reanimate the corpse as a minion. The Spirit cannot be led away from The Tree, and will immediately return to it if players go too far. (The Tree) The Tree has no mobility and will remain rooted in place. The Tree will raise roots from the ground in multiple locations (similar to Poison Birchnut) that attempt to track the player. There will be points of eruption that indicate where they will arise so that the player may have a second to react. The Tree will also lob explosive dark fruit at the player (sort of like mortars). Periodically, The Tree will also release Totally Normal Acorns that chase after the player, but also have a unique mechanic in that they will attempt to dive into sources of light (including stars created) and envelop them in darkness. After reaching a certain health threshold, The Tree will release a blood-curdling scream and spawn Totally Normal Treeguards based on how many players are around (think Krampus phase from Klaus) (this makes allowing the tree to reanimate especially punishing). If the players are able to defeat both bosses within 5 seconds (or X amount of time) of each other, the fight will be over... or so we think for a brief moment. (Final Phase) The Spirit will quickly in a last ditch effort place its entire being within The Tree for a final reanimation. The Tree retains its dark fruit bombs, Totally Normal Acorns, and roots attacks, but gains additional abilities gifted by The Spirit. The Tree will gain a dark flame beam that can aggressively track the player(s) instead of just travelling in a straight line. The Tree will also have an ability I will tag as Concierto that happens periodically. Dark flames will surround the tree in a full circle so that the player cannot approach it without taking severe damage over time and it will begin a very orchestrated combo of lobbing dark fruit bombs and raising multiple roots in a particular area that only deal damage (think sand spike from Antlion). This will go on for X seconds where it repeatedly creates new patterns of danger zones to avoid before it is vulnerable again. If the players successfully defeat The Tree, the fight will end and the rest of that day will immediately turn into a full day of light, until the cycle goes back to normal the next day. Rewards I'm gonna be honest I don't even want to approach this, but I'm confident that Klei would come up with some appropriate style of loot. I'd assume that during Hallowed Nights the loot could include stuff specific to the event in addition to the regular stuff. Final Thoughts So what started as a Winter's Feast event created a permanent boss that so wonderfully compliments the game. I am super hopeful for Hallowed Nights being able to produce another boss that does the exact same thing. Oh, and it has to have a wonderfully eerie but powerful soundtrack like Klaus does. I love the music Klei produces.
  15. Hey, I think Winona needs one more ability! So far she can speed crafting and even looks she builds structures faster. Curently I'm Building something awesome and upgrading with any character takes too many seasons to finish what I am doing….. So my suggestion for Winona - She needs ability to repair / upgrade those walls much faster, She is builder and that will make more sense
  16. Hey, Today came with a good idea and more uses for for those 1% hats and helmets everybody has! =) So far we can dress scarecrow, which is awesome, what if scarecrows has inventory like pig men do? and giving helmets or hats will make him equip it like merms, pigs and bunnymen
  17. So we can all tell, our friend and silly mime Wes is currently at a bad state at the game. He was perfect for single player don't starve in where it doesn't affect others, but in a multiplayer game like Don't Starve Together is where he doesn't fit at all. So i decided to take the time to post a idea in which he can improve him highly. -Give him the ability to not require the need to paddle with a oar. That's all, he's fixed. Thanks for reading. took a long time to make this to fit in with the current and future reworks. Hopefully you do end up reading this huge and complex wall of text.
  18. Title says all. Add an option in the settings to mute all or some game audio (or at least the music) when tabbed out or not focused in the game. Just a tad bit annoying when alt tabbing at the main menu and having the music blasting unless you turn it to 0 in the options and have to manually re-enable it once you get into the game.
  19. Hey KLEI First of all good work on winters feast event, I love it, also new skins are wonderful, especialy Wigfrids set, which is my favorite of all <3 Also noticed new Pig Gingerbread houses which you can find at map, its sad that you cannot build them So my suggestion is, can you make those gingerbread houses teleportable? i'm sure many of us will like it, especialy me
  20. A new craftable in the Seafaring tab called a Wooden Dock Recipe- 1 wooden flooring, 8 logs, and 4 rope Placement- When crafted and moved with a mouse, a turf overlay shows but it is red when over solid ground. When your mouse is over the ocean however it shows white and says "Place turf". When placed it will act like any tile block and you can walk on it freely and place structures. When its placed in shallow waters it will be instantly built but however when you build it more in the deeper parts of the ocean it will be instead a WIP dock kit and it would require boards and logs to finish it. Behavior- When placed the player can freely walk on it if was it was just any other tile. The player can place different turfs on the dock to change its wooden appearance. Grass turf can be placed and trees and plant scan grow on it. The dock has health and its appearance depends on how low it is, you can repair the dock just like the boat with logs, planks, twigs etc. The dock also is a major fire hazard and will go up in flames if it catches fire or if it smolders in summer. If a bunch of docks is built near a salt brine biome, any near cookie cutters will start chewing on the dock damaging it. When destroyed, any structures on that dock tile will be destroyed immediately just like when a boat sinks, players will also sink into the ocean if they are standing on a sinking dock.
  21. The toggle would disable movements the characters make when swapping clothes, so that you can avoid seeing the pants-adjusting or elegant pose the characters make every time you swap items; as well as allow you to see how it would look in normal gameplay much faster. I for one love to constantly make outfits for the characters, but get annoyed after awhile of seeing the animations every single time I want to try a different set of gloves or pants.
  22. I love the idea of disease on paper, "be mindful of what you plant and don't forget to be on top of your harvests" but by now I think it's high time we gave some attention to the mechanic all round. It (for many players) is a nuisance that feels unfinished in the regards of management. While some believe it is a welcome downside to gathering resources all at once, not to mention creating player accountability; others are not so intrigued with how it plays out in the end with more players opting to disable it in the world settings (link to the poll down below) with different reasons as to why they find it "un-fun", "boring", "unfinished", etc. I propose that the mechanic be "fleshed out" to make it more of an interesting gimmick than a straight up chore that benefits both people that want a challenge, and for those that want a work-around. A cure could be added as a craftable (for real and not as a mod) or a structure/machine could be added (I like this idea personally). Bare with me, this may be pretty stupid but I wanted to throw this out there... [Don't have a name, but the machine would look like a giant mushroom attached to a flingomatic for reference to what I envision] - Lasts 5-10 days on fuel (amount of caps needed to refuel is not up to me) - Must be turned on manually and has to be refueled by mushroom caps to enforce a "less than easy to get" resource that must be earned (can change, as it's not up to me) and to promote the use of Mushroom Planters for an interesting chore in place of the "digging up everything" chore we have now) - Creates a radius of an anti-biotic spore cloud that "does not" reset the timer for disease, but rather "pauses it", this will prevent cheesing by turning the machine on and off to reap the benefits while also creating a sense of responsibility on the player to maintain it. If you want to reset the timer, you would still have to dig them up once more. I loved the idea of disease, but I do believe that it does need a little bit of attention in order to maximize its potential
  23. I think with the addition of the new fishing rod, one issue I've always had with kelp in particular could be resolved: relocation. Right now, you can only get bull kelp stalks from the lunar island's beached kelp (and the new ocean debris, though the chance of getting a stalk from it seems extremely low). Once someone gets their hand on the lunar islands' kelp stalks, they can plant them near their base and it'll stay there forever. There's no way to relocate it, especially if it's been placed next to shore (which is practically always the case). For that, I think a suggestion I'd have for being able to relocate the kelp stalks would be with the new fishing rod. Here's my idea: Similar to ocean debris, the sea fishing rod would hook onto planted bull kelp in the ocean, and you'd be able to pull it out by reeling it in properly. That way bull kelp stalks could be relocated from anywhere. I think if this were to be implemented, bull kelp should also have world regrowth applied to it, similar to grass tufts, saplings and berry bushes in Endless mode.
  24. I don't really know if suggestion threads for the beta belong in the suggestions subforum or the Return of Them subforum. I feel that this one is more fit for it, but please do move the thread and let me know if these threads are better placed in the Suggestions & Feedback subforum. Anyway, I think live fish should be a crockpot ingredient. A few of the fish-based crockpot recipes in the game feature fish (or their skeletons) rather than just the meat (Fish Tacos, Seafood Gumbo and Fish Cordon Bleu come to mind) while others only have fish meat (like Fishsticks, California Roll, Surf & Turf, and Moqueca). I think it would make sense to make live fish crockpot ingredients and have them be a requirement for the former set of dishes. That'd also fix the current issue of freshwater fish not being enough to make Fish Cordon Bleu despite the fact that the recipe's image clearly contains freshwater fish. Some of the weird fish could also be used for specific recipes (Corn Cod could count as corn in the crockpot, and maybe Mudfish could be the main requirement for the Mud Pie from the Year of the Pig event, in case the belts ever do get implemented into the base game) What do you think?
  25. Once you've hooked a fish with the fishing rod, the camera is still fixed onto the player/boat. My suggestion is that the camera should instead be focused on the hooked fish/hook itself or a midway-point between the player and the hooked fish/hook itself. My reason for this is because sometimes the fish gets hooked or makes their way near the edge of your screen, making it uncomfortable to see what the fish is doing and at times the state of the fishing rod based on the angle. Having the camera be focused at a midway point between the player and the fish might be a better alternative as well, so that you can still get a good look at the state of both the player and the hooked fish. If implemented, there could also be an option to disable that camera view if people are not fond of it, similar to the seafaring option we currently have. What do others think?