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Found 112 results

  1. I`m sure alot of players have noticed this. There are a couple of unique uses for chlorine but we have no real way to produce chlorine. If you are unlucky and do not have a chlorine vent or geyser, then you are severly limited in your chlorine use. To fertilize a single Gas Grass plant you need 3 Rust Deoxidizers running almost constantly, thats ridiculous. Suggestions (one or all): 1. Add one more hatch variant which eats Rust, Salt, Sulfur and/or other unused elements and then poops bleach stone. 2. Increase the chlorine production of the Rust deoxidizer and decrease the oxygen. 450 g/s oxy 150 g/s Chlorine 3. Add 1 more recipe to the rock crusher. Crush Balm Lily flowers into bleachstone. 4. Have Gassy Moos fart chlorine, not natural gas. If I`ve got my rockets up advanced enough to retrieve Gassy Moo`s, then I dont need extra power.
  2. Hello again, since in previous thread we found out that Wigfrid voice maybe do need a rework on opinion of some players, I would like to suggest you another poll — would you like to see a volume option for character voices only like it was done with Wigfrid umlauts? It would be pretty useful option, since we have many sound options but this one. This may include volume boost or lowering, since there are as many tastes on sound volume as there are players. Some may think that their character sound too quiet, some that it sound too loud.
  3. Hello Everyone, Last night I was watching some mod spotlight videos on youtube and found something interesting. The Idea is not mine , but it will be cool if we had it on DST. So my suggestion is: what if we have buildable box of safe which allows to transform items from one world to another? For example transform items from save slot 1 to save slot 2? Or buildable science crafting which allows you to travel to new world and bring some items back? Similar to adventure mod in DS, but only at the end allowing you ti bring back some items with you! Im curently on 2000+ days on my megabase server and very soon will run out of stone road turf, will be nice , if there was a way to get some more.
  4. Give him a invisible car to run over enemies. Nothing else is needed, just this. Brmmm brmmm
  5. Right now, the crockpots have a ridiculously large collision size. The block placement of a lot of structures, and can't be placed near anything that is almost a tile away. You have to place your crockpots first, otherwise you have to hammer everything nearby ( e.g. icebox ) to place the rest of them. I'm not sure why they have such a huge collision size, but I would like to see them reduced. They almost ruin every design that I have in mind, since I can't deploy near them.
  6. Me: Jack, you see that glossy drecko egg? Jack: Yes, boss. Me: Good, incubate it now, and it is priority 9, coz we need that plastic asap for steam turbine Jack: Yes, boss. Me: Good, I need to go away planning some expansion of colony, when it is hatched, put the drecklet back in the drecko ranch Jack: Can't do, boss. Me: Why? Jack: Don't have a drecklet critter drop-off. Me: What do you mean? You see that big red arrow pointing down there? Just mark it for glossy drecklet. Jack: Can't do coz we haven't discovered glossy drecklet. Me: Are u kidding me? Look at this egg! We are not going to eat it, so we will have a glossy drecklet tomorrow! Jack: Tell me tomorrow then, boss. You know, when we do have a glossy drecklet. Me: Fine. I will come back tomorrow. Now leave! Turner! Turner! Turner: Yes Boss. Me: See the pacus in our pond? Turner: Yes Boss. Me: It's lucky we got it from the Pod in'it? Turner: Sure, Boss Me: They will soon lay eggs and I think they may die soon too. When they do, put their flesh to some good use and make some cooked fish for us plz. Turner: Can't do, Boss. Me: Why? Turner: No such order at the griller Boss. Me: Ah, just place 8 orders of cooked fish at the griller then. Turner: Can't do boss. Me: Why? Turner: Don't have Pacu fillet. Me: What? But look at these pacus in the tank! They will die and they will become filet. Turner: Tell me when they die then boss. Me: Fine! I will tell you when they die. Wait! Jack! Why do you keep wrangling that poor glossy drecko! Jack: Coz the ranch is only for drecklet, drecko and glossy drecklet, Boss Me: Well where else could it be? Jack: Don't know Boss, but you only ordered me to release the glossy drecklet in the ranch, not glossy drecko, Boss. Me: I bloody tried!!! And guess what!!! Klei didn't let me because we haven't discovered it yet by then!! Hell. It's done now. Turner, can we.... wait, where is that pacu fillet. Turner: We ate them already, boss. Me: Why didn't you cook them! Turner: can't do Boss. Coz we didn't discover them, and once we did, well, they were better than those lice loaf so......
  7. This is something that's been on my mind for a while now and maybe it can be implemented in the future. So, you know how characters have their own exclusive emotes? Well how about alternative skins/outfits? For example, Sue could have her original alpha(?) outfit design as a skin: And maybe Hazard could have his trooper disguise/toxic outfit: This is just an idea. Edit: I just remembered, if Brainstorm ever gets added as a playable character, she could have a Poizone skin:
  8. Hello everyone, I came here to give some suggestions. ------------------------------------------------------------------------------------------ Some old players are usually saying that the game is not really difficult, and I agree with them, sometimes the challenges of the game are not very ... challenging? With a little practice you can overcome everything. With the recent updates, where our survivors are exploring the sea, ships are wrecking, we notice a bigger interaction with the edges of the map, where now, it's not the end anymore, it's water that can be sail, with this in mind, I was thinking in how to improve this "water interaction" and add some difficulties to the game. Let's imagine the spring, rains a lot (even frogs), in real world, at some places when rains a lot it's common to happen floods. At a mid or late game, imagine this in DST: There is water everywhere, players are walking a little slower, getting wet, the loots that were on the floor are being slowly carried by the water, and we have to run to get them or the water will take them to the sea. And what about a tsunami? We have earthquakes inside the caves, why not a tsunami on a surface, a powerful wave that comes carrying everything, like machines, chests, crock pots and refrigerators? This event could add more importance to the walls, I mean, if you don't build some walls around your things the water will take everything away, and who knows where them may stop? ------------------------------------------------------------------------------------------ Thanks for reading Edit 1: You all just can think in the creation of something that protect your base? Or this event be caused by a boss? As such Antlion does with her craters? Like: If you don't feed or kill this boss a big tsunami will happen, c'mon guys, just think a little, and the objective of te game is to survive, It's not playing house.
  9. As the face of the Don't Starve games,Wilson is a bit lack luster. The only reason to play him is if your new,as most players tend to play more interesting characters. Is this a bad thing? No not at all. Wilson's purpose is to be noob friendly. However I think there is more we can add,while not getting rid of his purpose. He will not be getting any weaknesses as Wilson is meant to be appealing to newbies who don't fully understand the games mechanics. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Advantages I would like to add 2 things to Wilson,to maybe push his relevancy just a tad. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Engineering Science Wilson can now create blueprints to share with his companions Wilson can create blueprints by having a feather pencil in hand while the item and 1 papyrus are next to each other on the ground. This works similar to labeling mini signs. Wilson will get a sanity modifier of +3.33/min for 6 minutes after creating a blueprint (this effect does not stack) --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Scientific knowledge Wilson has immediate access to all science machine recipes. This is a perk exclusive to Wickerbottom at the moment,but this perk makes no sense to not have on Wilson as he is a scientist --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- That's all I have for Wilson,as I don't think he needs to be changed too much.
  10. The most fun part for me from ONI for now is creating conversion machnes. Also I always play on the max easiest difficulty because I dont care about babysitting dupes. It`s all about the machines! At least for me.. Adding more realstics physics into the game I think would increase the fun in creating machines There will be more complex problems to deal with, more options to choose from when creating the machines. 1. Gas - expanding gas should cool down - compressing gas should heat it up - the specific heat capacity should vary based on the absolute temperature of the gas. 2. Liquids - liquids should boil more evenly, offgassing (evaporating) like PH20 when boiling, not flashing into gas when all the liquid reaches a specific temperature 3. Solids - fix energy loss when solids combine, this is a bug 4. General - a true vaccum should not be possible - material density should be applied, stuff like lumber should float on water this should affect water locks as well, right now I can block a room of 100kg per tile of gas with 38 grams of water - add solvants and solutes, water in oxygen, CO2 in water, it can be simple at first, just a 2 substances per tile
  11. Id like to say first the critter system is fine the way it is,however that doesn't mean its as good as it could be. With the lunar moth added,we got our first critter to have a physical interaction with the world/player in a meaningful way. Klei has said that critters would not have game changing effects,yet here we are. is this bad? no of course not its a survival game. Id would like to see critters give the players microbuffs,these buffs are hardly meaningful to ensure players will not be required to obtain a critter if they wish to do so. Microbuffs all these effects will only be present if the pet is not hungry Microbuffs are also a world option,meaning players have a choice to turn the microbuffs on or off skins do not effect mircobuffs in anyway KittyKit grants the owner a 10 insulation factor from wetness Vargling grants owner a 1% damage dealt increase Ewelet grants owner 20 insulation factor from overheating Broodling grants owner 20 insulation factor from freezing Glomglom grants the owner +0.225/min sanity effect (this is not a aura like glommer,this is to prevent stacking glomgloms) Giblet grants owner a 1% increase in movement speed Lunarmoth Lunar moth unchanged New critters Cubbling 10 fur tuft 1 honey nuggets is small bearger cub favfood is honey might shed one fur tuft at random regardless if kept happy grants owner a 0.6% slower starvation rate Bunny 1 bunny 2 carrot its a bunny favfood is carrot grants owner a 1% increase of hunger from all foods Molepup 1 moleworm,3 gold nuggets a babymoleworm favfood is flint will dig up 1 flint or rock if kept happy grants owner a effect that makes lightsources last 1% longer Bubzard 2 jet feathers,1 morsel baby buzzard favfood is morsel will fly around players head when petted grants owner a 1% increased map discover range Splumon 1 banana 4 poop baby splumonkey favfood is banana will also throw poop at times if kept unhappy grants the owner a 1% increased spoil rate for all food in owners inventory CookieCritter 1 cookiecutter shell,3 salt crystals favfood is salt crystals a baby cookiecutter,it will crawl on the ground and when on a boat it will swim aside the raft sometimes jump in ponds nearby will be more jittery if the player is wearing a cookie cutter hat grants the owner a effect to take 1% less damage
  12. So we know Klei will give all characters a refresh,with changes or new abilities for them. I have a idea on how WX-78 can become alot more dynamic then he already is. WX-78 is at no means in the need of a refresh soon,but might as well post suggestions sooner then later. Weaknesses -------------------------------------------------------------------------------------------------------------------------------------------------------------- Water Damage Changed: WX-78 will when wet will take -0.08 to 0.8 when wet and 1 when in rain every 3-5 seconds. Rust Debuff If WX-78 is above 50% wetness he will start to rust,Rust causes WX-78 to take 20-50% extra Damage and do 10-30% less damage scaling depending on wetness. WX-78 can get rid of rust by drying to below 50% wetness. Rust applies to his water damage as well. Leaky Casing (thanks to Thtexasturtle for this idea) WX-78 will die instantly if he falls in water at sea (this does not apply to using the plank) WX-78 hates eggs (thanks again to Thtexasturtle for this idea) WX-78 will lose 10 sanity for eating eggs cooked or raw,this does not extend to crockpotmeals. Advantages --------------------------------------------------------------------------------------------------------------------------------------------------------------- Modular upgrades WX-78s upgrade gear system will be replaced with a modular system. (dont worry stat increases are still a option) WX-78 now has new recipes in his science tab called modulars WX-78 can have up to 3 modules on at a time. WX-78 can remove his modules using a hammer on himself,WX-78 will lose 50% HP when doing this. WX-78 will also lose all of his modules on death,50% of gears used for modules are dropped on death. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Modules Here are examples on what modules could be! Stat Modules HP Module (2 gears,1telltale heart ) : increases WX-78s HP By 75,can be stacked 3 times,each stack still counts as one module Sanity Module (2 gears,4nightmarefuel): increases WX-78s Sanity By 50,can be stacked 3 times,each stack still counts as one module Hunger Module(2 gears,1meatystew): increases WX-78s Hunger by 20,can be stacked 3 times,each stack still counts as one module -------------------------------------------------------------------------------------------------------------------------------------------------------------- Behavior modules Clockwork inhibitor module(2 gears,2purple gems): Clockworks are now netural towards WX-78,WX-78 can ally Clockworks with gears,WX-78 cannot ally damaged clockworks Biofuel converter module(3 gears,1 bucket o poop):WX-78 can now eat monster meat without penalty,WX-78 can eat twigs,grass,poop and rot for 5 hunger. WX-78 is now effected by spoilage when he has this module. Exhaust pipes module(2 gears,1blue gem): WX-78 will cool off from overheating 50% faster,if WX-78 is on fire and does not extinguish after 3 seconds himself he will smoke up and fall asleep for 10 seconds. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Overcharge modules Occular Spotlights module(4 gears,1 iridescent gem):when WX-78 is overcharged he will be granted the night vison effect. WX-78 will lose his aoe light if this module is applied (WX-78 eyes and mouth will glow during this) High Voltage module(4 gears,2electricaldoodads):WX-78 has a 10% chance to shock melee attackers,this chance is tripled if overcharged Advance Battery module(4 gears,1 green gem): When WX-78 overcharge is about to be over he will use hunger to prolong the overcharge (5 food per second) once WX-78 is starving his overcharge will stop.
  13. Since Maxwell has the crampwell costume wouldn't it just be so fitting for Wortox to retaliate by dressing up as him? I used my currently limited art abilities to make this the reason Wortox's hair looks weird is that I kinda think he would comb it over yet I don't know how to do that with fur also the coat would have fur sticking out of the seems along with some stray hairs sprinkled around anyway comment your thoughts on this skin concept
  14. Not too sure how soon Maxwell would be considered for a rework, but one possible change that would be a great quality of life buff would be to enable a passive mode on his clones somehow. I get some of the gameplay revolves around their clunky patterns, but it would feel a lot more relaxing to play him if you didn't have to always be on your toes when you have them around potentially destroying things you didn't want them to hit. The 2nd suggestion would be some form of multiplayer functional ring buoy for boats. They could have a rope that stays attached to a pole on the boat, and one player can hop in to slowly move in the water to pick things up that may be far up to a maximum range while their wetness rapidly increases. To potentially reel them in quicker, a player on the boat can have the option to pull on the rope to quickly pull them back so they don't have to take forever to come back. The ring buoy is honestly a bigger deal to me personally than the passive mode--so any thoughts?
  15. ~The Dread Eye~ The Dread Eye is a new nightmare creature that can take many forms and structures, it uses this ability to trick old and new players. -it has 350 hp -it deals 35 damage in a aoe attack and a 20 damage bite -it looks like a shadowy eye with vine like tendrils with thorns on them -it mimics surrounding structures like trees, grass, buildings, and items on the ground -the structures that they mimic will have a black shadowy smoke coming from them and sometimes distort -when its hiding as a object and you try to attack, pick, hammer, mine, ect, it will uncloak from its disguise and show its true form -if you are close to a disguised one, it will use its thorn aoe attack and reveal its self, and it has the same terror beak attack delay with its bite, it will also do its spike aoe attack after 2 bites and repeat -when its mimicking a object and you hover over it, it will say "Examine Dread Eye" and you can attack it as its disguised -When a Dread Eye is hit while it is disguised as a object it will decloak, but i wont teleport, it will only teleport if you hit it in its decloaked state If you are interested in this suggestion please comment below and share you opinions and ideas about this new creature. (art concept by Advent)
  16. All the changes we need is : 1. Remove him from the game and add Warbucks Nah, just kidding I'm not Warbuck's fan FBabIes's Warning: The poor grammer and design gonna hurt your eyes and I do not own the responsibility for you eyes Best regards We know that Wes downsides are designed for Personal challenge In DST Co-op mode, his downsides become Other players' downsides that's not everyone happy to see even in Single Player, observe in long term game Wes perk isn't fun and worthy so that you want to play as him to survive as a Wes, due to his fast hunger consuming rate he has to keep farming and doing the same thing most of the time That is SOOOOOOO BORRINGGGGGGGGGGG! So far, I have a little idea I think that might help improving him 1. set his hunger consuming rate like standard one 2. replace as perk: Hey! He LoOKS like a Delicious Weak LUNCH! a. Hostile Mobs like Hounds/DepthWorms have longer range and higher chance to aim Wes first instead of neutral mobs or other players b. a little more Hounds spawn to hunt the Wes because he looks so WEAK! this can be both downsides and helpful perk depend on situations in my opinion 3. tie a balloon on its TAILS! a. allow Wes to tie a balloon on beefalo when riding a beefalo with RED balloon on its tail nearby beefalo will run and try to attack the balloon, if the balloon break, the rider will be thrown down else, do nothing but you can always break the balloon or tie at most 2 balloons on a beefalo destroying balloon on beefalo drop its obedience and aggro beefalo... b. if Wes try to tie a balloon on imcompleted domesticated beefalo, he gonna fail and aggro the beefalo I don't know if this additional perk would be interesting or useful ( it is not common for people taming beefalo anyway ) ORRRRRrrrrrrrrrrrrrrr WE CAN ADD the ARMOR FOR THE BEEFALO! In the end I think he just need interesting perks that challenging to his OWN and FUN Tricks he can do then he will be a challenging and fun character to be played
  17. kelp forest biome, 2 per world. the kelp there is strong so it will drift back to it's spawn location if displaced by a boat. when picked gives 1-3 kelp. enemies: rodter a neutral mob that is wet, but if hit with anything that deals electrical damage, will deal no damage, and charge it like a volt goat. attracts lightening like a ,lightning rod. deals 15 damage normally and 30 when charged, and has 175 hp. attacks urchgulls if it can, and eats it's meat. urchgull: sea urchins that fly, can spawn anywhere on 'ripe' kelp stalks, eating the kelp of of the stalk and any near by kelp. has a greater chance to spawn on 'Strong' kelp. its neutral and deals 4 damage but also deals 4 damaged when it gets hurt, and has 20 hp. drops urchgull meat. items: urchgull meat. when eaten gives 12 hunger, -1 sanity, and -2 hp. can be used in crockpots. cooked urchgull meat: when eats gives 12 hunger, 2 sanity, and 1 hp. can be used in crockpots crockpots: Urchgull roll (any urchgull meat *2, kelp fronds *2). when eaten gives 40 hunger, 4 sanity, and 5 hp.
  18. They would fit really well with the turn of tides update and I would love to use them while sailing . Of course their perks would be changed to suit the new boat mechanics.
  19. ~The Dread Eye~ The Dread Eye is a new nightmare creature that can take many forms and structures, it uses this ability to trick old and new players. -it has 350 hp -it deals 35 damage in a aoe attack and a 20 damage bite -it looks like a shadowy eye with vine like tendrils with thorns on them -it mimics surrounding structures like trees, grass, buildings, and items on the ground -the structures that they mimic will have a black shadowy smoke coming from them and sometimes distort -when its hiding as a object and you try to attack, pick, hammer, mine, ect, it will uncloak from its disguise and show its true form -if you are close to a disguised one, it will use its thorn aoe attack and reveal its self, and it has the same terror beak attack delay with its bite, it will also do its spike aoe attack after 2 bites and repeat -when its mimicking a object and you hover over it, it will say "Examine Dread Eye" and you can attack it as its disguised -When a Dread Eye is hit while it is disguised as a object it will decloak, but i wont teleport, it will only teleport if you hit it in its decloaked state If you are interested in this suggestion please comment below and share you opinions and ideas about this new creature. (art concept by Advent)
  20. 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.
  21. ~Behold a new enemy known as the Kelpy!~ -Kelpys will spawn in the ocean randomly and will look like a ordinary bull kelp on the ocean surface -They can also spawn in groups together resembling clusters of bull kelp -When a player/boat is close enough to a Kelpy, it will then spring out of the water revealing its full self attacking the player on the boat -Kelpys have 250 Hp they deal 20 points of damage with their whip like head bash attack, they also have a chance of knocking the players item out of their hands when performing their attack, on each successful hit they make the player receive 10 points of wetness. -They are counted as a constantly wet mob so electric damage will help a lot dealing with these guys -The items they drop upon dying is 2-3 kelp fronds, 0-2 leafy meat, and rarely 1 bull kelp stalk which you can use as a weapon or plant. ~New Bull Kelp farming awareness~ -when a player sets up a bull kelp farm there is a random chance that some of the bull kelp will transform into kelpys(similar to grass geckos from grass tufts but more rare). (p.s i added this because once you have a bull kelp farm going its really useful way to gain sanity since kelp regrows through all seasons and dries really fast on drying racks) ~Conclusion~ the reason i suggested this mob because it makes the sailing more surprising and alert since you don't know if a patch of bull kelp is just a bunch of Kelpys. It adds something more to the ocean that isn't tied to specific parts of the ocean like cookie cutters and shoals. Since bull kelp grows in all areas it encourages people to stick together and work as a team instead of being alone. It makes the ocean more surprising and immersive to play. !~Credit~! I got the Kelpy images from the Don't Starve Wiki in the unimplemented features section in the Shipwrecked DLC. Here's the link ---> https://dontstarve.fandom.com/wiki/Unimplemented_Features <--- ~Other tidbits and last minute thinking~ -Kelpys wont attack Wormwood Since he is considered a plant and they will attack him if he hits them. -Kelpys will slowly die if on land for too long, like on a boat ect. -When playing Woodie in Were-goose form running across the ocean and going too close to a disguised Kelpy will make it spring out and pull you under, making it more dangerous to run across the ocean as Were-goose.
  22. EDIT: we did it boys, route 2 and 3 implemented I for one am someone that loves the design of the new Woodie, and I agree with the devs initial conservative strategy of releasing something that is not busted at first, to test the waters. From game design, it's usually better to start off more nerfed than start out straight overpowered, since the community reacts better to "meh" than to "unfair". Bonus that you can always go up from there, baby steps, and it creates the dopamine hype induced rush of the community when each patch hits. The issues Woodie have by now are echoed across the community: the issues are in the numbers, not in the design of the forms themselves. Right now Woodie is just a Wilson that chops fast, because the were forms are rarely useful and situational. People understandably focus on the forms, since it's a new update, but his forms now are "on the side" similar to how willow's Bernie is not necessary to be used. It's different than Wendy, who needs Abigail to function. (Also, please rework Wilson to have some revive mechanics, like in the forge) The problem with Woodie is a perception and expectation problem. A lot of hype was built into Woodie, he's a much loved boi by a passionate few, and people had expectations from his very powerful Don't Starve classic version, which does all the chopping and fighting you need, with no downsides, and tons of healing, and weather immunity. In my view his DS form doesn't really fit in the DST lineup, due to its sheer strength at literally everything. In DST, characters should be specialized, and if you want to be ok at everything, you have to be a master of none. With that said, I offer a few routes of tackling the mechanic balance: 1) Route 1: Remove hunger penalty. Simple enough, I was surprised to see the hunger being negated. It wasn't even mentioned in the patch notes. I don't even know if that's intended? It seems to use same hunger bar for werebeaver, maybe a coding problem, I've seen worse. If that's the case, don't fire the guy, these things happen. But hunger in DST is the key resource that basically represents time, and this is the first mechanic (apart from rot) that seems to completely negate the slow drain of the hourglass. I think it's bad design to have to do intermittent fasting with woodie and keep him at 10-30 hunger at all times just so you don't loose huge chunks of your internal belly. This is my preferred method, and the community might agree with this change. 2) Route 2: Duration increase twofold, or even 3-fold (for some) The other way if we want to keep the penalty that steep, is to bump up the bang for your buck. The forms themselves have quite the perks, and the duration increase would be the best for the goose. I would suggest doubling goose time (since it's so good to be fast, and time is money), and triple the duration of Moose and Beaver. This would feel good for the community, I think. 3) Route 3: Halve the penalties of the totems (from -20 sanity and -30 health, to -10 sanity, -15 health) This might not satisfy the community, but I do agree the health cost of the totems is quite steep, especially if you want to spam the forms. 30 health is a lot. 15 health is two butterflies. 4) Route 4: Remove the health and/or sanity cost of the totems. Another, (stronger) buff would be to remove the 30 health cost, and even the 20 sanity cost of the idols themselves. I don't prefer this method, since I think the health cost is an important offset balance of Woodie. This would put Woodie in a strong position, since his forms will be very spammable. I would probably keep the sanity cost, and he will become similar to Wortox, always having to be insane to use his perks, but I find that playstyle boring after a while. Some people would like it, some would not. Can you double hit shadow creatures? Depends a bit on that. 5) Route 5: More designs! This is the more hard work route, which means tweaking and changing the mechanics and designs of the woodie forms in interesting ways in Klei fashion. Some ideas include: - allowing transformations to use wormholes, - making moose charge like Wilbur from shipwrecked instead of right click, by running a few meters than he starts in his fast form stampede, - making goose form be able to fly over water and over cave voids (but implement a method to save your items if you change outside) - making werebeaver form actually recharge if you chop enough wood (so you can stay indefinitely, like before) - making moose be able to one-hit rocks/trees, so that you can gather while killing spiders - making moose charge deal 2x damage compared to fists (to match the DPS a bit) - increasing goose speed by a bit (+20% more?) - making goose be a taunter (like in the forge, when woodie axed the boar), so that goose woodie can become a boss runner - give goose an attack, with some perks (taunting?) - make goose have dodge value (if above taunting sounds good) Other ideas, feel free to suggest on the design part. These miscellaneous design changes can be mixed with routes 1 through 4, depending on time and need. Overall, we as the entitled community have a lot of expectations built up, and I feel sorry for Klei, and I know how good they are as game devs and designers, just look where we are. Art-wise, this project took a crap ton of effort to make, compared to other things we have in DST, and I am sure the devs are disappointed a bit by the reaction. But know this: The design, coded and art parts are great. It's not you devs it's us. The vocal minority on the forums cares about the mechanics and whether their favorite character can do cool and powerful stuff, which is normal, we're passionate about the game. Cheers
  23. The new disease system arrived with the latest update, but it is very unclear on how it works or rather on how you know when your duplicants are infected with some sort of internal pathogen and that makes it chance based whether your duplicants get ill or not. My idea against this was some sort of building that can detect if your duplicant is carrying a pathogen inside of them (inside because we are in fact able to see the surface germs but not the ones internally) currently. I would call the building "Ooze-analyzer" (Ooze because dupes are made out of some sort of genetic ooze), a building that can, after usage, give you exact data about the analyzed duplicant and if they are running risk to get ill (with that you could also prepare for them getting sick by putting them into quarantine) The building and raw data: In the research tree, it would be somewhere, where you already have the ability to get plastic and access to advanced medical buildings Its item cost would roughly be 200kg of plastic and 600kg of refined metal Its size would be 4x2 (looking like a tube that scans the duplicant when walking through it, also with a direction based system like with sinks) In order to build it, you would require a duplicant with the skills "Electrical Engineering" and "Duplicant Care" Its power requirement would be 480W per duplicant passing through If duplicants walk through, their total speed would be reduced by 50% as long as they are being scanned (if walking in enabled scan direction) This building would require no duplicant to be used This building would have an automation output if a duplicant with the possibilty of getting sick would walk through The building would generate no heat The building would give -5 decor in a 1 tile range (also inside of the machine) This building would also act like a drywall/tempshiftplate (making it possible to seal space exposed tiles) This idea came to my mind when I saw that the new disease system is now based on percentages, instead of an exact amount of germs, in order to get infected, what makes it luck based and in order to remove this "luck" factor, this machine would make it a little easier since it tells if you have to prepare for an outbreak of an illness or if there is no need to panic. I hope the idea makes some sense, if there are problems or unexplained holes in this concept, feel free to criticize it. Thanks for reading!
  24. So the other night I was thinking that while we are getting reworks/refreshes to all characters it would be neat as Wilson is science or crafty/experimental to have him be able to reskin already made items. Example: You sleep and get a beefalo hat as a Winter's Feast gift. Wilson could build his crafting station and be able to change said crafted item to another skin that he has access to. In this case it could be like pig king hat skin from the last new year season. It's just an idea, a fun one, but would need a lot more fleshing out.
  25. Right now doors have access control to what direction dupes can go. But I have no way of controlling if they should be wearing exo-suits while doing that. Checkpoints are not really a solution. For example I might have liquid lock to some room with vacuum. I want my dupes only ever enter with atmo-suit but never without suit nor jet-suit as it will put CO2 into vacuum and potentially ruin the system. Or I want my dupes exit from door wearing any suit but never enter with anything but jet-suit. Solution is also fairy simple. In airlock doors we have arrows for allowing access. Adding to that new checkbox that allows access with anything/exo-suit/atmo-suit/jet-suit. Both directions should have their own setting, but adding two doors next to each other is also and option. As a bonus, dupe checkpoint automation control should also be able to detect if dupe is wearing a suit and give signal based on that. It could just use existing checkpoint thing but have configuration when it emits green signal.