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Found 90 results

  1. Hi, I wanted to share some of my thoughts on improving the in game wiki. I know most users do not use the in game wiki, but I personally do not like googling everything. I also think that the in game wiki is a nice way to look something very simple up at a glance. It is also where most new players will look up the mechanics of the game. So having said that, here are some suggestions I think would improve the wiki without too much work. Temperature of all outputs, many outputs are dependent on the temperature of the input, I think this could be stated as liquid water at input temperature or liquid water at 20 degrees above input temperature with a max of 75 degrees or something like this it is a bit wordy, but It would be nice to know how hot the outputs are going to be. Dimensions of buildings would be very helpful, I'm not a new user, but I always forget how big plastic beds are, or how big steam turbines are, which means I ether have to wait until I can place the blue print or look it up on the external wiki. It would be nice to just list the dimensions in the in game wiki. number, type, heat and requirement for all inputs and outputs for instance, the steam turbine would have something like : liquid water output via pipe @ 95 degrees clearly stating the temperature state and element required, also stating the pipe requirements. for buildings that can intake different kinds of inputs it should state this perhaps something like: any liquid via pipe, or water should either refer to non-polluted water, and another term for both polluted and non-polluted water be created, or non-polluted water should replace the term water when applicable. for instance, the Electrolyzer should state that it requires non-polluted water as opposed to just requiring water. This will fix many of the vagueness of what type of water buildings like the bathroom, sink and electrolyzer require. Likewise, some terminology, as stated above, like water is used in different ways to describe several different things, it can be very confusing to have a lack of clear terminology. Some items do not state that they require inputs when they do, the ice maker is one of these buildings. Id does not state it requires water ( I think this is just an oversight, perhaps they thought it was obvious, but I think the fantastical elements of the game might make some users think that it might not be required.) If a building does not require power I would suggest adding that to the wiki, something like does not require power. The oxygen mask station does not state it needs to be submerged in oxygen, only that it will refill the mask automatically when not in use. Add heat creep and some ideas to mitigate it to the heat mechanics page of the wiki. Mentioning the ice makers to move the heat is a good start but it would be helpful if the wiki could provide some assistance with learning to to delete heat. general layout standardization, many of the in game wiki pages do not have a standard layout, some have information like over heat temps, others do not, ( yes many of them do not have over heat temperatures, but that is good information that should be included ). The printing pod page looks like a work in progress, I assume it is, but if not it could use an update. I would love to see the components a building requires in the wiki, for instance letting the player know via the wiki that they will require 900kg of steel before they start powering through to steam engines would let the player plan out what they need in advance, maybe they want to get their metal refinery up first, this might also push players to have more balance in their research. The crafting station page is laid out very well, I would love to see the recipes a building has in the wiki itself, as opposed to having to build it first. I really think the wiki deserves some love, or at the very least a pass at standardizing the information. But I know it might be a lot to ask for. Good luck.
  2. I am watching Francis John right now and he came with idea of nuclear weapons. I do not like idea of weapons in this game at all but as a veteran of Elite II: Frontier I remember that the first weapon on the starships was a mining lasers. What about making a mining thermal reactor nuke? The basics idea of this device is that it should be a building (like animal traps). It will require: - electrical power supply for electronics - nuclear material for initialisation of reaction (military grade enriched uranium - similar to table salt - 100kg to 5g ratio compared to enricher uranium). Required amount about 1 kg should be enough to balance game but could be higher to not abuse this mechanic. - pressurised hydrogen (a lot of hydrogen). The amount will influence range of thermal reaction and temperature. - automation signal to detonate. After detonation mining thermal reactor nuke will instantly rise temperature within the radius by few thousands of degree. Game engine will takeover from here by vaporising/melting surroundings.
  3. New biome. Acid precipitation (acid fog, options are possible). The biome is inhabited by poisonous spiders, not aggressive, but when trying to kill them, they can bite. If you try to catch them with an inexperienced trapper, poison (acid) may sprinkle. Acid fog has a detrimental effect on the health of duplicates, atmosuits also wear out, but much faster. When you inhale acid mist, breathing worsens, oxygen consumption increases significantly, and burns appear on the body. The duplicate requires medication. If you breathe in acid for a long time, then dizziness begins and the duplicate begins to walk back and forth, as if he is on LSD. Spiders secrete a cobweb that, after processing, looks like reed fiber. Do You like this? (google english)
  4. Every dupe get tired at the same level. Scientific work does not tires as much as using muscles to press coal into diamonds. This work should cause rising stress level (even if dupe is cut for that job) and a little bit of tired. In opposition to farmer getting tired ad medium level and little stress. Husbandry is a middle tired level (unless using shaving station) but furry animals should lower stress level. Operating refineries should rise stres and tired levels a quite a bit but also rise dupes internal temp (and soda pop lowers temp). Generators depends on type should have different levels of everything as some requires running in a hamster wheel some just drop in coal. but tuning is 50/50 physical work to creative job so some stress some work. BTW that points to a cooking. The cooking quality be rated similar to art. There are tires of cook levels but small steps in levelling can be added that depends on on experience (same as in art) and level of stress. Even BBQ can taste badly when cook is stressed.
  5. Add a new room - kitchen. Engineering setting for a cooker increases food quality by 1 point. Microprocessors are required, as for a power plant. Add a new room - laboratory. Scientific achievements are available to everyone. Sorry for my google english.
  6. 1- Desert Stone: its only use is to craft the lazy deserter but you can have tons of this item that will never do so many lazy deserters, mi suggestion is make the desert stone an offerting to the pig king for some gold nuggets. 2- Steel Wool: a creative way to use this item can be craft some an armor and a vest at the same time, i don´t think this is op cuz the steel wool is a very random item to get and this can be a way to play more hunts. Tnx for read this post!
  7. There is a research collider but what about allowing to players do it in macro scale? If two radbolts of equal value (to make it more challenging to achieve) collide at 180 degree then number of grams of specific gas, liquid, solid pile (if in vacuum) will turn into a heavier element, i.e. hydrogen into helium, oxygen into coal etc. Get to greedy and corium will turn into neutronium block. In addition to that the new element will rise in temp proportional to number of radbolts. There is more to that. If radbolts are not equal and element is combined one then elements gets separated i.e. CO2 => C+2O. basig rule of temp rise and number of grams apply. If none of above applies then just temp rise. But that's not the end. If radbolts collide at different angle then 180 they can add or subtract but temp is given out unless they are at the same direction (impossible as speed is constant). On top of above you could add a huge radiation spike in nearby area. Implications to the gameplay: Possible creating new materials unobtainable in other way. Adding complexity of technology tree. New source of power. Super high temp, but because of small amounts of elements it will be dispersed over nearby area. So it gives some but not in exact way as expected.
  8. 1. High pressure pump (liquid) - 100 liters per second. 2. High pressure pump (gas) - 10 kilograms per second. 3. High pressure pipes for High pressure pumps (size 2 or 3 cells) water and air. 4. Pressure increase / decrease reducer - for High pressure pumps (100 liter / 10 litas and 10 kg / 1 kg). one hole 100/10 l / kg, several outlets of 10 l / 1 kg. 5. The average power of the assembly wires is 4 kilowatts. 6. Teleport transmits a logical signal Sorry for the google translate.
  9. There are many ways to get water, polluted water but still lack much ways to get salt water except the salt water vent. However, currently there only exists brine vent in some maps in dlc. Please add salt water vent! Or, it is better to add a new machine that can combine water and salt to produce salt water and brine. It will be much helpful if there exists that kind of machine. Thank you!
  10. I suggest celebrating the day of the duplicate. Your suggestions for the date of this event?
  11. Add salt to the recipe to help the food spoil more slowly.
  12. This has probably already been discussed, but different planetoids should have different day / night cycles. They should also be offset, even slower or faster (to the extent of a planetoid completely at night (no solar power options)). Following this thought each planetoid should have its own schedule system to cater for the different time periods.
  13. Though I obviously can't speak for everyone, I think we should highlight some key things that Webber should really get in the upcoming rework. Been playing Webber again after a long time and I have some thoughts I want to share. Webber should not auto target spiders and spider dens. Big one first. I'm surprised that this is an issue at all, seems like an obvious thing that would have been fixed ages ago. spiders won't attack Webber unless he attacked them first, so Webber therefor shouldn't target them with auto attack unless they attack him first. When you play Webber, you will likely have several spider dens in an area, the location doesn't matter. With so many spiders around, if you accidentally hit the F key for whatever reason, or if you are trying to fight something else like a random angry bee, you will most likely hit a spider or a den. If you don't cancel the attack fast enough, or don't realize you were even attacking at all, then you have about 2 seconds to see you're mistake before an entire ocean of spiders descend on you from every direction. Then, you either get stun-locked and die, or, lose all your armor, run miles away with 3 health remaining, trip on a rock or something, and then die. So, just make him not auto target spiders and spider dens and none of that will happen. Pro tip, disconnecting from the server will break aggro. An alternative to spider wars would be nice. I wont lie, spider wars are great. You get lots of free food, silk, and glands for the cost of a single piece of meat. Gameplay wise, its fantastic, lore wise however, its not. Webber loves spiders, and he is clearly distraught about spider glands, saying "I won't think about where it came from." when examining them. So, its rather odd that his best use for his spider friends is to watch them maul each other to death and loot their corpses. I'm not saying to remove it, it would take away far too much away from Webber's kit, but an alternative of some kind would be nice. Maybe he could build structures nearby spider den's that spiders will passively interact with to generate resources that can be harvested. Like a frame that spiders will weave silk onto to be freely harvested later, like a webbed up bee box. That's good for silk, but for food, I have a more complex idea. Perhaps whenever any bird or rabbit steps or lands on a spider den's territory, they get stuck. Spiders would then walk out and web them up, carrying them to the den to eat later. Then, Webber could craft a sort of collection area, where spiders would bring their webbed up prey to, instead of their den. This would allow Webber to not only mass capture birds and bunnies, a niche not yet covered by anyone. But, also be great at creating morsel's, a food that can be easily consumed and used by anyone, unlike monster meat. Mix that with some friendly scarecrows, feather hats, or wicker's books, and you got something pretty good. And, you can still do spider wars if you want, you monster. Better control of spiders. Lets face it, spiders are not the smartest. They are best when they can stun lock one thing or fight another hoard of many things without worrying about what they are hitting. That's nice, but getting them to attack something specific isn't easy, especially when they are fighting something else. It was the same issue with Wendy and Abagail, but now its multiplied across every spider. Maybe Webber could have a similar "rile up" and "sooth" option. Or, some way of specifying a target, either by yelling at them or throwing something tasty at a foe. Difficulty controlling allied NPC's in this game is a tale as old as time, so I wont say much more about it here, just that it should be considered. Artificial spider dens. Now onto the much juicer thing to discuss, spider dens. We could have a way to "lock" a spider den in the final stage without creating a queen, but I have a better idea. Bees, are wild and not that useful until a bee box is built. Their natural beehive is replaced by an artificial construction for the players benefit. I think spiders should get the same treatment. An artificial "Spider Coop" would allow Webber to "domesticate" his spiders. This would make spiders spawned from them much more passive to players and their allies, like Chester or Abigale. They wont attack others without being attacked, like how they treat Webber. Domesticated spiders could also have additional benefits like using the previously mentioned silk and food collecting structures, or being stronger, but I don't see this as totally necessary here. Spider coop's could be upgraded with additional resources like regular dens, growing bigger and spawning more spiders, but it will never spawn a spider queen. This keeps "Wild" spiders and spider dens dangerous, but still lets Webber farm spiders at the main base without putting other players in danger, or having the farm on the other side of the map. If we wanted a way to upgrade or modify spiders, this is likely where it would happen. I won't talk about ways to upgrade spiders here, but I'm sure there's some good ideas floating around, like spiders wearing hats. Edit: On further thought, the collection area could be merged into the spider coop, where you can harvest food straight out of the coop once they are collected instead of some other building. Keeps things simple and encourages building coops. And that's all folks! I wanted to stick to the essential things here, not trying to sell ideas like night vision or another crafting tab. My focus here is dealing with his main problems that are not caused by his downsides, that's kind of their point. Whether or not he gets his shamlet mask, or if he gets night vision is not what's being discussed here. They are cool, but I wanted to focus on what I think are the essentials. If this was all his rework was, I would be sad that there wasn't more, but glad that my main issues with Webber would be fixed. But, these are just my thoughts and opinions, I'm curious what yours are. Thanks for reading, and have a lovely day.
  14. I don't know if this has been suggested before but given the design of the glass cutter itself I thought that would be a valid idea. The idea would be to implement a better damage modifier, but keep the durability the same (75 uses). My reasoning is: The cutter looks like a saw already and we have the glass axe, which work wonders against the Poison Birchnut Tree (kills 2.25 times faster); Damage increase instead of durability is because durability increase is reserved to Shadow creatures. Like when you use a Glass axe, even against Maxwell's minions, the uses are increased to 200; More uses for the Glass cutter outside fighting Shadow creatures. This would encourage players to craft the cutter on more scenarios; Solidify the idea that Glass tools (axe and cutter) are great against "wood". As it has been similarly showed on the Celestial Champion fight. Werebeaver has a damage modifier against both types of Treeguards even despite the fact he can't summon them in that form. What do you guys think? Are there any other reasons you can think of?
  15. I think it would be a nice QoL change for the Atomic Collider and Interplanetary Launcher to be able to rotate. Each tile traveled is a 2% loss in radbolts, so having to take radbolts across an Interplanetary Launcher could cost 8%-10% efficiency. It's not really a huge loss, but I would like if it was avoidable.
  16. I see an issue with the Game right now. We cant recreate Ores. This can be as of right now be an issue if you change all your ores into metal. Not that this is controllable yes. But i think we could use 100kg metal and 100kg stones to recreate 100kg metal ore in the molecular forge as an solution. I mean Refined Metal is alread renewable and stone too via vulcanos. If you need to create ore for what purpose ever it should come with a little penalty. Also Ores are needed for Plug slugs right now there was another solution posted here about the Slugs: If needed it could even be a new building called ore creator if you want don't want to use the high end Mollecular Forge for it. This could be the non natural Equivalent to this topic. This would also solve the issue that you only can use steel for certain buildings when the ores are out. Since we as of yet can't use refined metals for ore buildings except via mod.
  17. I would love a new menu gathering diagnostics of all discovered planetoids and built rockets. It could even be a paused menu (like skills or research) but I would appreciate any kind of overview on everything, a one-click "what is happening in the cluster" kind of panel.
  18. Just as the title suggests, normal lightning from all sources should become moon lightning in a moonstorm. By this I mean things like mosslings, The End is Nigh, telelelocator staves and etc should spawn moon lightning in a moonstorm instead of regular lightning. As of now they still spawn regular lightning even in a moonstorm. I think this would make for some nice ways to get infused moon shards when the player wants. (Though, infused moon shards aren't really used for anything besides the lunar siphonator, I hope that might change and we'll get some crafts perhaps for infused moon shards) Another similar idea, maybe lightning rods can attract moon lightning? As of now they don't. I think it would be nice to control where moon lightning goes, I don't see any reason why lightning rods shouldn't be able to attract moon lightning.
  19. That's it. The can opener thingy can already pipe them, but we just can't drop them from orbit right now.
  20. A (hopefully) simple suggestion. As far as I know, Chlorine is only renewable through the Chlorine vent, which isn't guaranteed to spawn. Having some liquid chlorine geysers spawn at the Moo Moonlet's core would give every world at least one renewable source of chlorine, and I think it would fit since gas grass takes liquid chlorine irrigation to grow. It would make ranching Gassy Moos easiest in their home planet, which would make sense.
  21. Asteroids that pass the cluster and are only available for a limited time.
  22. So I've considered many new uses for Uranium other than power, and the one I'd like the most is of course the most outrageous one. Irradiate your Duplicants to give them Superpowers of course. A disclaimer, this has some outlandish concepts that might work better as a mod than as part of Spaced Out, but I'm throwing it out here anyway as my brainstorming can at least help the guys at Klei have some takes from it, maybe. So in essence, this would be a building that would work a lot like the Neural Vaccilator, only it would consume Refined Uranium and require an Atomic Research and Advanced medical degree skill dupe to operate (And a test subject inside the machine of course). This is a mid to late game concept due to requirements and resources required. The building would always grant 1 positive trait and 1 negative trait from the pool (cause editing genes with radiation is unpredictable, go figure). Limited to 1 use per dupe. Here are the details: And that's it for now, I went with 8 positives and 4 negatives in the pool to keep the 2:1 ratio. Let me know what you think, and feel free to suggest your own.
  23. I'm not into DST much myself due to inflated health bars and other glaring balance issues but that's not the point of this suggestion. I toyed about fighting Bee Queen earlier, and aside from the sheer duration of the fight, I just kind of felt her phases were a bit backwards, and also her minions were a bit too, pardon the pun, to the point. There's alot of enemies in DS that just halfheartedly kite you or even just charge at you and attack without regard to their safety, so another swarm enemy as a defence mechanism for a boss (didnt work well for varg either) is just really boring. I think she'd be better if she started the fight by keeping her distance and ordering her minions about, then running out of more minions to summon after so many die and choosing to get up close and personal, while still possibly summoning 1 or 2 extra bee guards but no longer giving orders. And rather than chaotically swarming you the bee guards circle you like batilisks do, charging in varying patterns when given the order to do so by the queen, sometimes all of them charging at once and sometimes them taking turns, and sometimes only 1 or 2 of them charge. While the loot is (from what I can tell) already good from the bee queen, it feels odd that she drops a tiny, little, puny, ordinary bee stinger, maybe make it an extra large one that can be made into something or wielded as a weapon, or both.
  24. So I've had this idea for awhile and thought there was something in the works but figured I just post this suggestion in case there isn't or that anyone in our awesome modder community hasn't attempted this or even thought of it. Me personally am an idiot when it comes to computers and stuff so there is no way I could make this mod. So here goes nothin: Some sort of Team play mod. What do you mean by this? Isn't the whole idea of Together to work as a Team? While yes DST is meant to be played as a one whole collaborative team game it rarely is. In fact on most public server you find a slew of bases all over the place and very few of them are populated by more than 2 people. Also there are plenty of private servers where the idea is everyone works together and build one collaborative base. But here's the thing. In the single base mode we are all winners. Who is the loser? No one because there is no competition. What I propose is a mod that splits a map into 2 or more teams. Upon joining the world you can either choose or are assigned a team. These maps would of course be PvP and members of your own team are flagged as friends and therefore safe from you while the other team is of course flagged as foe and not safe from you. This in turn would open the game up to another style of play and more importantly other modes of play. The key aspect of this is splitting the players and creating a way of distinguishing who is on your side and who is on the other side. Imagine a world where 2 teams fight for control of parts of the world, secure specific resources found only in their secured corner, and where 2 teams work with their respected others to create bases and defeat the others. And most importantly we have a game that has what all games sometimes need and most often have, winners and losers( xP ). Most importantly this would allow us to create a capture the flag mode(alternately you could just make a capture the flag mod but splitting the map into two teams is still necessary). And of course we already have our 2 flags: chester and glommer. No way to hide the flag in your inventory cause the flag hops or flys behind you (you would need to make it so neither one of them can be killed most importantly for glommer otherwise how do you respawn your flag? Wait for full moon? NOPE too OP and every team with glommer would kill him instantly to keep thier flag unattainable). So this is my idea. I dunno if anyone has thought of it as well or is already working on it but just in case I figured I would put it out in the ether and hope this becomes a reality.