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      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      Update 5/11/2018 We do not have any more information at this time. The last we spoke to 505 indicated that the discs should be ready very soon. We will likely have more information next week; hopefully with full explanation of when and how to get new discs.    Updated: 4/27/2018

      On April 17th, the Don't Starve Megapack was released. Almost immediately, it was discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). The disc contained Don't Starve Together, but was without Don't Starve, Reign of Giants and Shipwrecked. As soon as we confirmed the problem we contacted our retail publisher to find out how this happened and what could be done. It's taken some time to get this far, but this is all the information we have at this time. The current status of the issue is as follows: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks.  When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc previous to 4/26/2018 can now contact Klei support HERE for a Playstation Store voucher code that includes Don't Starve Together, Don't Starve, Shipwrecked and the Reign of Giants DLC that you can play now. Please specify your country as certain vouchers only work in certain regions.  New purchasers of the Megapack in store as of 4/26/2018 should be given a voucher at the time of purchase on your receipt. If you do not get a code, contact us ALL purchasers will have a path to get a new disc when they are ready. We do not have details at this time, but we are comitted to ensuring that all players get what they purchased.  We are hearing from some players that some retailers are telling players that they will not be exchanging discs. We believe this to be incorrect and that particular person or location is just misinformed. 505 has ensured us that they are doing their best to make sure these discs are being replaced for all players. We will not allow anybody to fall through the cracks here. We will buy and ship the discs ourselves if we have too.   This was our first major retail release and we're extremely disappointed that our players have been let down with their purchase of the Don't Starve Megapack. We're doing our best to make sure this issue gets resolved as quickly as possible. Thanks everybody for your support and patience. We'll keep you updated.    UPDATE: (4/26/2018) We are now ready to send out vouchers to players who purchased the physical version of the Don't Starve Megapack - These codes will allow players to download and play Don't Starve and DLC as well as Don't Starve Together To get a voucher players can contact as at our support site: http://support.kleientertainment.com/customer/portal/emails/new  For the subject, choose "PS4 Megapack" and fill in the form and we'll get you fixed up as soon as possible.  We will require a picture of your receipt, your Klei account ID and the region you are located in (so we can give you the proper voucher).  UPDATE: (4/24/2018) Earlier this week, we discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). It’s a really unfortunate situation and we’ve been working hard with 505 to resolve this as soon as possible. Below is the latest information: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks. When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc will also be able to contact Klei support for a voucher code that includes Don't Starve, Shipwrecked and the Reign of Giants DLC until the new disc is ready. Please specify your country as certain vouchers only work in certain regions.  We will have more details when they become available including details on contacting us and what information we might need.  Once again, thanks to everybody for their patience while we work this out. For questions or concerns, the forum discussion can be found below:   

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Found 116 results

  1. Stirling Engines are a heat engine that functions by alternately heating and cooling gasses to produce mechanical work. https://en.wikipedia.org/wiki/Stirling_engine These would be a natural choice for ONI, since the only input to the engine is heat energy. Efficiency for a Stirling Engine comes from keeping one part of the engine hot, while cooling off the condenser part. This creates a natural limiting factor in how much energy the engine can produce. This should be good for a mid to late game electric generator, that only requires a heat source and a cold source.
  2. @Ipsquiggle Do you think for ONI you and other klei employees could think of stuffed creatures, like dreckos and pacus, and even hatches. Also shirts and little plastic collectable dupes, geysers, creatures, plants, and buildings.
  3. This is just something I thought would be fun, it would be really cool if the counters in the checkout lanes in wholesale moved like they were on. It would add more challenge and possibilities.
  4. After the Agraculture upgrade we got so much different food, and with the Job update we get a need of better quallity, but if we start make high quallity food there is no need of the low plants and general thimble reed is only needed very low ammount, so my idea was improve the Apothekary and the Pills so here are my idea. new Job The apothecary as job hat maybe a nurse cap with a red cross. (maybe the 3 Job level apothecary, nurse, doctor something like that or doctor a bransh of apothecary) a combination of kindness and tinkering for medical support and the production of chems as job the care new traits negative: chems addicted - reduce the duration of pills by maybe 25% positive: slow metabolism - increase the duration of pills by maybe 25% new HUD element we need to split consumables into food and chems were can see the consumed pill and the duration left. new pills Placebo: Sand+Water = reduce decore expectation Hot Pill and Cold Pill (red and blue from matrix): reed fiber+reed fiber = same effect like a the clothes alternative to cure hypothermia Sleep Pill: dusk cap+algie= removes snorring Appetite Pill: meal lice+fertiliser = reduce kcal change Coffein Pill: balm lily flower+fertiliser = removes nacoleptic Vitamin Pill: balm lily flower+coal = improve Imunity system regeneration Chill Pill: bristle berry+coal = reduce stammina change there are more negative traits that can be attendunated like mothbreather with lower o2 consume maybe pills with side effect like less athletics or something like that freel free to add commants, ideas, suggestions and trolls (sry about wrong gammar sometimes english is not my langurage)
  5. https://www.engadget.com/2018/07/06/crystals-boron-arsenide-researchers-cool-down-electronics/ They are investigating using crystals to cool off our electronics, and I was thinking that perhaps there could be crystals found in game that could do the same thing with the correct set up. Yes I know there's 'cooling' in game but it's janky and more complex than it needs to be in my opinion. Thoughts?
  6. Can we extend the "copy and paste" feature to ExoSuits, gas filter, water filter, gaseous sensor, atmo sensor, hydro sensor and maybe other minor buildings i missed? I will also like different color wiring , pipes, air vents also as well. Thanks for reading and if anything else to make game play more efficient ; please add it here!
  7. This was posted on the Steam forum a while back but since I now made an account here, I'll post here too. It's very possible some, or all of these have been discussed before and I apologize before hand. Hello! First, I love this game, it's quickly turned into one of my favorite games of all time. I love figuring out good water and gas systems, it's one of the most satisfying things I've experienced in a game for a long time, when things work the way you had hoped that is. Some suggestions though, that might get updated later. To reduce the absolute annoyance of the AI; Allow for fine tuning priorities, for example, a Groundskeeper/Plumber that only repairs. Being able to do this with everything in the game would be a godsend. This would even include things like eating, been far too many times when a starving duplicant just leaves food. Likely because of how AI works, I assume duplicants chooses what to do, and if someone chooses to eat the food, no matter how far away they are, nobody else can eat it? Change this if that's the case pl0x. ___________________________________________________________________________________ A suggestion that sort of ties in with the above one. Allow for telling plumbers to straight away go repair something, clicking on the broken thing would have a button for this, could perhaps need a system like maybe add a new item, kinda like speakers, and they'd have to be placed in the room the plumber is in for them to hear it. (Basically needing a speaker in every room lol) ___________________________________________________________________________________ Add a job that specifically handles gasses, or make that another job for the plumber. Clicking on a single tile of Hydrogen (example) would have an option to make plumbers/new job sucking it out. Perhaps you'd need to build something somewhere for them to know where to take it. ___________________________________________________________________________________ For cancelling and destroying; Give us an option to choose multiple things to cancel/destroy, not just all and specifics. As an example, when I'm destroying pipes/vents/wires, I'm always in these modes, so it would be nice to be able to specifically turn off the destruction of these when not in these modes, would make things so much easier. Also, make bridges included in their specific categories, instead of them being counted as building. ___________________________________________________________________________________ Add an item much like ladders but are faster to both build and destroy, to make it just that little bit faster to build rooms that are that little bit too high. And how about giving the architect increased building range at max architect job, like 1 or 2 tiles. ___________________________________________________________________________________ Let us create the first three Duplicants. But keep the shuffle button for people who still want to randomize it. Yes, one could just take any, but you obviously want the best start possible. Some negative traits are just much worse than others, so you keep pressing shuffle until you get 3 dupes with good combinations of attributes and no horrible traits/stress reactions. Simply give the option to create the first three, all the others will still be randomized. You get a set number of points that you can distribute yourself (8~10?) You have to pick one Negative trait and one Positive trait, you cannot pick more than one of each (unlike randomized ones that can have multiple of either) and you also have to pick a stress reaction. Interests would be optional but max 2? Either that or randomize this once Embark is pressed. ___________________________________________________________________________________ When clicking around in storage/critter feeders it currently resets, going back up to the top, having you scroll down every single time you click on a drop down menu, this gets very frustrating and would certainly love to see that the scrolling goes to the last drop down menu you pressed automatically (far enough for the thing you clicked to be at the top) And yes, my vocabulary is limited, and can't be bothered looking up the terms for the scrolly thing. ___________________________________________________________________________________ Allow for "building" things even if you don't have the materials, so that you can plan out your base during times where not much happens. ___________________________________________________________________________________ When putting down any tile, display a number counting the number of tiles you're putting down somewhere, cleanest and most obvious place would be right next to the mouse cursor. ___________________________________________________________________________________ More tile tools in general, for quicker building, for example, options to choose between drawing a line, making squares, and a circle. When making either of these, also display the size of the room it would create. Allow for quickly replacing blocks with doors if they are not yet built. ____________________________________________________________________________________ Make doors much like tiles, where you can build doors that are bigger or smaller. When building the door, clicking would make doors as they are now, holding down would let you drag it to create bigger or smaller doors. Possibly limit it to min 1 tile (duh) and max 4 or 5.
  8. I've been playing for a while now; I'm still not great so death is a fairly frequent occurrence and I was just thinking of ways that death could have some other functionality. Genetic Ooze: Dupes are constructed of this however it is never encountered. I was wondering if this could become a resource to reconstitute fallen dupes. Say you have a few red-shirts that died and are deciding on where you want to bury them. Instead one could choose to process the dead and reconstitute an expert miner that may have died and slowed down progress. Hazards: In particular with magma;currently an unprotected dupe dropped into magma... is kinda fine?!? If genetic ooze became a used material then the extreme hazards like magma would be able to melt/vaporize dupes into genetic ooze/genetic vapor. In particular magma should be a bit more dangerous without an exosuit. This would also allow for the choice of using dead dupes for decor with graveyards or keeping your favorite/skilled dupes through reprocessing. There could be a mid/late game tech that opens up the reprocessing center which takes dead duplicants and outputs liquid genetic ooze and a gas byproduct. The genetic ooze would then be funneled into a reconstitution workshop which would allow you to pick from a list of former duplicants to revive. This could also expand the scientists role late game once the tech tree has been finished. Researchers would be assigned to reconstituting dupes and processing genetic ooze. There would have to be a certain ratio to even out between how much ooze is obtained per dead dupe and how much is required to reconstitute one. EDIT: This could also open up a new morgue room and set of utilities. Cold storage for dead dupes until reprocessing would be essential as dead dupes left about could begin to break down and become unusable as genetic ooze. That's all I have for now. Hopefully not to morbid
  9. I think you should get some tickets back for items that you already have when you get them again in playsets, maybe 5 tickets or around that range. I feel unsatisfied when I open a playset that I collected tickets to get, only to find I already own 2 of the items. Edit: The last 3 playsets I have opened only gave me 1 new item.
  10. Suggestion: I'm sad that you can not trade Event items, things that are no longer available are no longer possible to get trough trade / purchase ... I very much hope that this will be added that you can trade Event items with friends / other people! At the moment you can only buy Skins / Items only in Events.... why not Chesten?! it seems a nice addition to buy chests than just to get through playing. - Leo/LeeJow
  11. what i realy like to enjoy will be boards that can be placed in the world maybe 1x3 where i can write something ontop, so i dont forget what button and switch was controled for or i can lable my rooms
  12. By itself the list-like crafting menu is fine. I know DS and DST are different games, however, I can't help to note that Don't Starve Together's crafting menu's responsiveness is way much better. You see, in DST you can scroll up and down from the craftable objects either by pressing the arrows or using the scrolling wheel, and with the scrolling wheel the movement feels smooth, rapid, and responsive. In DS you can do the same, however with the scrolling wheel, it feels much more clunky, slow, not responsive and a bit lagged. I'd like to suggest you to improve DS's crafting menu's smoothness just like DST's. Thanks.
  13. I'm aware that some people didn't really like he whole Shipwrecked DLC. Presumably this was because of it's entire overhaul of Don't Starve- new items, enemies, biomes, even an entire new world layout. But personally, I really liked the Shipwrecked DLC. It brought enough changes to almost feel like a new game, but also kept the whole play style generally the same and keep the same dreary atmosphere. Recently I've become infatuated with watching nature documentary (well, more so than normal), and it got me thinking about all about how amazing Earth is and all that nonsense. One thing in particular I was attracted to: the arctic. I'm sure you can figure out where this is going. Of course, Don't Starve already has winter, and that's all cool (haha). But think about it. There's a low-latitude DLC (Shipwrecked) and a mid-latitude one (nermal doont sturve), so why not take the next step? The arctic provides it's own set of challenges, even without creepy monsters that want to kill you. Also, keep in mind that this is merely only an idea, not really a suggestion, although I wouldn't complain if something similar was added. Seasons: The arctic, I think we can all agree, is cold. Like really cold. This might pose a problem to poor ol' Wilson. However, you'd be surprised how warm it can get in certain areas in the summer time. So, naturally, spawn would be around late summer/early fall (or "autumn" if yur a Brit). Up there, seasons change fast. David Attenborough told me that in some areas the day and night length can change an entire 40 minutes over the course of 24 hours. In fall, nights become radically longer, and in spring, the opposite. During Winter, resources are extremely scarce, including sunlight. Above the Arctic Circle, day becomes literally nonresistant. In Don't Starve, this translates as: "HoLy CrUd! I'm insane." During the darkest of the dark, a brief period of light could be possible with a little help fro our good friend the aurora. At this time, sea ice freezes over, creating a possible new biome filled with opportunities (or hazards). When spring rolls around, sea ice melts, along with much snow. Summer brings another challenge. No, not overheating, but rather insanity. I'm not sure about you, but to me it seems like a "midnight sun" wouldn't be the ideal conditions for sanity to thrive, especially if you wanted to sleep. Wildfires do actually occur in the summer, believe it or not. Biomes: The first thing you likely think of when you hear the word "arctic" is the tundra. A vast plain of little more than grass, this area actually contains a fair amount of rabbits, and an insane amount of voles. The seaside becomes crammed with life during the ice-free months, especially bird life. Fishing is always an option. Further south, where sunlight is more abundant throughout the year, the Boreal forest arises, wrapping around the globe in the largest forest on the planet. In Don't Starve, we can push this forest a little further northwards for the sake of biome variety. Sea ice becomes a unique area, freezing in fall and melting again in springtime. Mountains exist here too, just like anywhere else. This can be translated as a new rock field of sorts. Wildlife: There's quite a bit to eat during many months of the year in the Arctic. most of this is meat, but often times quite a bit of vegetation can be found if you know where to look. There's foxes, wolves, caribou (reindeer), and a lot of rodents. Bears become a problem, as the polar bears are actually one of the few animals that actively hunt humans, sooo.... yeah. Not terrifying at all. And you thought they were cuddly. The buffalo (beefalo... wink wink) here are the largest on Earth. Once Don't Starve-ified, I think a lot of these animals can become something unique to the game. Items: First and foremost, keeping warm becomes a huge issue when trying to survive arctic conditions. Early game clothes are a necessity in order for this to work. Sanity also becomes a major issue, and more items should be added to counter this. That's really all for this section. Moving on. Characters: I haven't really thought about this, but off the top of my head I can think of a possible native American character. They have, in fact, been living in Canada and Alaska for quite a while, and know how to survive. They could possibly come with a set of warm clothes, or something. A whaler too, maybe? It's a stretch, but whalers did seem to know how to navigate ice, you know, back when murdering innocent whales was what the kool kids did. Wat does thou thinketh? Yay? Nay? Didn't read the novel because I wrote to much? Me neither, It's not proofread. Best wishes from planet Earth, Some guy on the internet
  14. i think after we get temperature and germ sensor equipment for pipes we need that for the solid coneyr belt too, so we need logic access to the autosweeper and belt loader, and all types of sensors that wen can send hot ore into a cold biome or germ conterminated stuff to an ore scrubber, we also need something like the liquid shout off, maybe we can call it rail stop sign or maybe rail switch something like that maybe an material filter too to send fertiliser to greenhouse and slime to the destillery
  15. i think its suggetet a lot but bring back the gas type overlay, so each gas have its own color and the transparency get clue about preasure.
  16. Dear developers please allow to us release gases in bottles in special places as bottled liquids. And please add category to storages for solid liquids and gases (for example i have a lot of frozen CO2).
  17. It would be fun to be able to explore the map with a pogo stick. I'm thinking of a feature that works like the explore course, but with a pogo stick.
  18. Currently, when you select a task, the game automatically sets your priority to 5 unless you specifically click otherwise. I have a bad habit of ending up with everything in my base at 9-7 priority. The reason being is 'everything' is at 5, so If I want something to have high priority, then I set it above 5. this tends to escalate, and I tend to go back to change by 5s to be higher at some point leading to me having to reset the priority on everything. I'd rather remove this problem. Well ya I can set the priority to be lower every time, to help negate this effect, its hard to remember that and its also kinda annoying. I'd either like the default priority value to be reduced, or to give me a setting so I can pick my default priority. I feel like 3 would be a great number if were going the first route, as I have a few options to give negative priority if I want, and it almost entirely negates the risk of me getting everything stuck at the highest priority. This could totally just be a me thing but the few streams I have watched of ONI have other people with the same high priority problem, so I feel like everyone would appreciate if this was addressed.
  19. Best use for this ....load of regolith we have to deal with. A purifier that uses the regolith to make helium and a generator that uses helium +water to make energy. Here's the Wikipedia page on helium-3 if someone's interested. It's quite cool. It even mentions regolith. https://en.m.wikipedia.org/wiki/Helium-3 I know helium is not the same as helium-3 and deuterium is not the same as tap water but for game purpose it would be sufficient.
  20. It would be really nice if we could name storage compactors so that the name is displayed when hovered above it (instead of the default Storage Compactor) without clicking on it and looking inside. And another thing is, I'd love the option to expand the windows with duplicant vitals or consumables for easy overview. They also get glitchy for me and always try to go to the beginning making the further sections difficult to see (horizontally, vertically they work fine). EDIT: a streamer I was watching had a neat suggestion too - pressure overlay.
  21. I don't know about others, but something I like doing later in the game is putting a gas pump at the bottom of my base and using it to filter out all the weird gasses that get mixed together for various reasons. However, doing this creates a massive collection of messy filters and gas pipes daisy-chaining eachother. My idea is simply to allow people do add a new filter compartment onto an existing gas filter; thus, removing the need for daisy chained gas filters and cleaning up much of the messy gas pipes. You could increase power consumption for every filter compartment added. Maybe make the filter compartments a higher tiered research item.
  22. Maybe it's not exactly necessary, with all the advanced automations and various ways we can produce power... but since we can ranch and tame animals, now, I feel like it's an untapped resource for manual labor in the early stages. Maybe a use for Morbs, finally? Different critters will generate different amounts of electricity, etc..
  23. I just tought that it might be a good idea to bring The Gorge items (Ingredients, Cooking kits, Meals) to the base game. EDIT: I don't know if anybody would like my idea (I even expect hates), but it's worthy trying. I think. I might be wrong. Let's find out.
  24. Hello guys. Sorry if i repeat someone ideas since I have not read the entire forum yet. And ofc i'm sure i have the same ideas with someone. And i predict that some players would hate me for some my balance ideas. And sorry for my bad english.=) I hope you would like some of them. Rooms: Cemetry. For all that bodies of dupes who killed themselves with our help. Concert hall. For musicians and relax. Desinfection room Factory. For all that production stufff like refinerys. Jail. For all that who agressive. Kitchen. We all want it i know. ) Pharmacy. To increase the production of medicine. Repository. To move faster between storages. Increase decor cause now dupes knew this is a storage. School.To learn some skills faster. Needs researcher to teach and one who knew the skill. New professions New branches for artists: Musician, crafter, painter. Musicians would play music and sing 7-8 combined chords enough. Increase the speed or productivity of dupes, or lower their stress Crafter would do sculptures and composite stuffs like instruments. Painter would do paints and would be able to reart blocks and building in additional color A medic. The one who really cares about dupes and their health. Who produce medicine and cures dupes. Security. Who would catch or lull agressive or stressed dupes and deliever them for jail or recreation room. Kills or lull agressive creatures. Animals. New skills (Generate power and attack for hatches and new earth creatures, trapping animals for wormbat, deliever stuff for puffs, hatches etc). New animals. Snake. Eats eggs, tiny critters, pacus. Could burrowed and creep along the walls. Love light and high temperature. Talon. A flying clawed spider. Attack dupes and other creatures. Trapper. Agressive piece of creature. Moving in night or when attacked. Couldn't been seen without special glasses while not attacking. Lives in vacuum but don't need to breath. Burrowed on any surface even on wallpapers and waiting for the alone victim. Attack it reels in a cocoon and dried out. Scared the light so tries to avoid it. Eats any critter, dupes, meet. Could open even locked doors and made them auto after wenting in. Could be landed with meteor. Have an abyssolyte skin and metal claws. Crab. Eats meat, fish, eggs. Non agressive but rancorous. Would attack dupes, and other creatures (even other crabs) if didn' have food or was attack by them. Love to thief things. Lives in water and air. Could climb walls and pass don't locked doors. Sleep in water or burrowed in tiles or materal. Could jump 3 tiles up and 2 tiles side. Cleans water from food poisoning and slimelung but if so their meat would have ssame dissease. Piranha. Eats meat, bodys, attack dupes and pacus and could kill them. Wormbat. Peacefull fllying animal. Produces milk. Eats any plant food and sand. Breath O2 emmit CO2. Thermaid. Eats the temperatured objects and changes it temperature. Could produce lava and ice randomly. Or just heated or cooled up the things depends of the spieces. Don't like dupes. Trying to run from them. Could freeze to the ice other animals and kills them. Also could freeze plants. Don't breath. Cryface. Some type of monkey That cry all the time producing some clean water with germs. Or polluted water when it ill. Drinks polluted water. Eats any plant, and any food. Leech. A water worm. Sleep in water. Drink blood from living creatures. Also eats milk and meat. Cleans dirty water. Could climb walls. Don't breath. Yeti. Lives in ice biom. Eats sleet wheat. And snow fruits. Could be shear for fiber. Give some milk. Fiber grows only at -15 or more. Couldn't survive in temperature more than 10. Crystal bug. A flying creature from ice biom. Active by night. Eats sleet wheet and snow fruit. Inhale CO2, exhale CO2 polluted by food poisoning. If there are no clean CO2 start exhailing polluted O2. Their skin a glass. Increase their productivity in light. Voider. Lives only in vacuum. Killed by every gas. Absorb light excretion phosphorite. Every critter could drink prepared milk. Balance: Almost all animals must drink, breath and pissing. Every animals breath that gase in which are that could be fined. Dreckos couldn't breath O2 anymore. Those animals which was generated in vacuum would be in eggs without incubation. if their species does not live in a vacuum Animals must produce polluted water, water, lava, melted metals. Depends of the kind. And exhale different gasses depends of the kind. Excrection of animals, weight of the animals, size of the animals, must be linked to their age and eaten calories. All the calories and materials eaten, inhailing, and drinking by the animals that did not leave the animal with its production and urine. Would be in their meat, bones, skin and etc. Weight of the food must be added to the database, and kitchenware. Calories are not enough. Every production of animals now a different temperature, depends of the kind of animal, and disease they have. Every animal could be ill from bad conditions or food. Could die of it and could be cured. No simple meat now after death of animals. Their bodys must be prepared. Meat of animal who died of disease now have same bacteries as animal have. And that meat must be prepared to eat or refine. Not prepared meat would get dupes ill. Celling light could be build on walls. Conveyor could deliever bottled liquid. Plants must uses gas to breathe. Inhale and exhale. Depends of illumination or other conditions. Pacus could eat any sort of plant food. And also a meat. Return the option to cancel every job for all dupes. New option to doors. Pass depending on profession New option to priorities. First engage in professional duties New option to jobs board. Time pass. Dupes could do different jobs if the time is come they coming to change profession. Give option to manually type any numbers in gas, liquid, atmo and other sensor and stuffs without steps. Liquid valve and gas valve could be prioritize by dupes. Automatical shutoffs would be worked as manual valve if not powered. Any creature now have favorite food that increase their productivity and happiness. Those creatures who eats gas love filtration medium. New diseases (You would think twice before getting out of the base without perfect suit): Phrenzy (Could be cathces from animals and eating food with food dissease, red bacterias). This dupes starts to be agressive to dupes and animals from time to time. And destruct the things. If he wouldn't be cured he would die. And release a trapper after death. Fever (Could be catch in the heat. Orange bacteria.). This dupe would have body temperature of 50 and bark a CO2 and O2 with same temperature. Glowing (Could be catch if dupe was in very lighted space for a long time). This dupe would glow this will prevent other duplicates from effective work and sleep. Ventilation (Could be catch in the cold.) This dupe would have temperature of 15 and would bark and bark a CO2 and O2 with -5 temperature. Drowse (Could be catch from animals and in nature). This dupe movement slows. He could hold less material. Couldn't wear atmo suit while ill. Magnetism. This dupe would absorb energy from any batteries and buildings. Insomnia. Dupe couldn't sleep New plants Tea tree. Produces tea bloom. With medical properities. Grown in water. Rice. Plant for food. Grown in water. Also given a small medical effect. Must be cooked. Respire bloom. Produces O2 from Chlorine. Also produce a bloom which could be used for medicine. Have a bonus plant for food in light. Ivy banana. Plant vertically. Live in hydrogen. In the light growth faster. Food. Could be eaten without cooking. Glowing mushroom. Food plant. lives in natural gas. Exhales Hydrogen. Crystal weed. Plant that produce some glass and coal as result of life. Lives only in CO2. Not eatable. Snow fruit. Lives in ice biom. Medical plant with som food effect inaffective. Lives in CO2. Consumed cold water, exhales polluted water and polluted O2. New buildings: Tiny gen for earth creatures Automatical liquid and gas vents. That would be closed or opened depending on the signal. Respire tile. A tile that works like oxygen deodorizer. Storage tile. Made from glass or plastic. Could storage the 2kg of gas or 2000kg of water. When destroyed it will fload out if it wasn't cleared before by plumber. Hod. Animals toilet A small bed for 1,2,3 animals. Improves their happiness and productivity. Drinking bowl for critters Training station. To train creature to wear suits, charge batteries and deliever things. Cooking table. To Cut animals for meat, skins, bones Small storage. Mor like a box 1 tile. Big storage 4x2 tile. 50t. Gas storage. 1x2 tiles. Stores 1kg of gas. Vacuum gas storage 2x3. Stores 10kg of gas. Must be powered by 60 energy to been cooled. If it overheats, then it explodes and the gas breaks out Liquid storage 2x2. A storage for 5 tonns of one liquid. Could be built one above the other up to three pieces. A faucet could be added. Vacuum liquid storage 3x2 tiles. Stores 12 tonns of one liquid. Must be powered 70 energy to cooled. If it overheats, then it explodes and the liquid breaks out. Could be built one above the other up to three pieces. A faucet and pipes intake-outtake could be added. Powered bottler. Pumps liquid for bootles that dupes could deliever. Could be automated. Autopump. Opens bottles with gasses and liquids and deliever it necessary in the pipes or in vacuum mobile storage. Сharging station. 2x1 tiles. A place where dupes could charge all their mobile stuff. Animal suit charging station. A place where animals could recharge their suits to breathe. Storage for animals. A place where animals could drop cargo. Clock. Decorative item that finally shows to player the actual time of cicle in hours and minutes.. Bio detector. Shows near trappers 20 tiles. A vertical ladder. A ladder which could been build over the fire pole without conflict. Evaporator. 4x4. A station that evaporate any liquid intake and outputs the heated gas in gas pipe. Liquifier. 4x4. A station that turn gas into a liquid and sends it through the pipes. Rise it owns temperature. Solidazer. 4x4. That one makes a solid from any liquid. Costs a lot of energy. Liquid germ cleaner. 3x4. Kills germs in liquid using chlorine. Outputs same amount of clear liquid. Power sensor. Becomes active there if powered. Small refrigerator. 1x1 refregirator. Horizontal refrigerator. 2x1 tiles. Could store bodies of creatures and dupes. Big refrigerator 2x2. Stores 300kg. Could store bodies. Sarcophagus. Live with honor die digging up the volcano. Finally a grave with positive decor. Maybe some duplicates will even envy the dead. Cryocamera.2x2 tiles. Don't need a dupe? Just freeze him for a time. But if power would shut-off he will wake up very hungry and angry. Or maybe not wake up at all. Crittercryocamera. 3x4 tile for 12 critters. Freeze some live meat for later. They wouldn't get old or died. Just sleeping. But only if there would be a power. Nutrient maker. 4x4. A big cooking machine that cookes food which don't rotten. Creative table 3x2. A table to do the stuff. Automation scheme. A object in which you could build any logic scheme. Stuff Tiny bag for animals which could be trained to catch and deliever objects, animals, dupes. Skins, bones, carapace, tripe New liquid milk. Could be used for food and feeding creatures. Music thing. The thing that musician must have to play music. Mobile storage. Courier now could run with mobile storages to hold more items. It will slows him for 25%. But he would carry +100%. Vacuum mobile storage (VMS). This mobile storage could keep any liquid or gasses and delievered to autopump. Made from skins and metal. Mobile pump. Any dupe could hold a mobile pump to pump water or gase to the VMS. While it have a an energy. Digger rifle. A stuff to digg faster. Only digger could hold it. Animal suit. A cute suit for animals that allowes them to breath from ballon on their back. And survives in vacuum or agressive atmosphere for them. Portative bio detector. Shows nearly trappers 5 tiles. Bath. 4x2. Required heated or cooled water. Cures some new disseases. Works like shower. Improve duplicants hygiene. Could work with one type of water but will cure only opposide disseases than. Lenses. Lamps equipped with lenses will shine brighter and farther without additional energy consumption Orbital laser. Works with meteor scanner. Prevents the damage in small area by hitting meteors. If there are any creatures or resources they would be destroyed. A faucet. Small thing that allows dupes to fill bottles from gas and liquid storages. New food and cooking ingridients Milk. Milk tea. Icecream Tea. Not much food but helps to fight with dissease. Meatloaf Snow fruit Snow salad (snow fruit + sleet wheet + pincha) Meat salad (Meat + snow fruit) Fried rice Respire nut Fried respire nut Musrhoom salad (Mushroom or glowing musroom + pincha + fruit) Nutrient bar reciept. That needed a lot of stuff to cook it. Like almost every plant and some meat. New events. Meteor with trappers. Meteor with baby voider. And of course a new researches for almost all of that. I hope that I did not forget anything I thought about while playing.
  25. So I have had some ideas for new rooms that I think would be pretty good, Most importantly, now that we have so much cooking stuff, would be a kitchen! I think this should grant a small buff to cooking speed, learning, and reduce the stress of the cooks. Next one would be a natural habitat/ranch to keep the creatures happy. This would basically be a cave with a door. It would have to have, as minimum, a creature dropoff, a feeder, and a natural floor. The idea is that the creatures would become unhappy in a concrete box. A graveyard room would be a good place Dupes could visit to reduce stress caused by mourning, making the death of a Dupe more profound. Lastly, if there were an art update, how about an artists studio? Expanding their role would be very good. General suggestions It would be really great if we could replace more objects by building over them. Ladders for walls, and walls for ladders, would be really helpful. Especially on blueprints. A medical job would be very helpful when the Dupes get sick! If a dupe is going to deconstruct several things on a block, it would speed things up a lot if they deconstructed all of them in one go. When selecting to cancel vents, it would be really good if it would cancel vent openings too. It would be good if the toggle buttons on the Deconstruct tool, and other tools, took you to the right overlay - say, wires, pipes, etc. Could you add a research completion bar to the main screen? Either of these would be good: It would be really good if there were a few dozen more paintings and statues - and a way to paint over paintings. At the moment every single 'quaint' painting is the identical and it looks daft. Could you make the tiles and objects the same colour as the material they are made from? At the moment there is no real reason to have them except for the buffs. Shouldn't the Exosuit engineer branch from the research assistant rather than the guy who carries stuff about? It would be really helpful if assigning someone a job maxed out that job's priority, and changing their job returned it to zero. Could we fry lice loaf too? Bugs Algae distiller description text in the research tree has no spaces. The 'clear pipe' command doesn't seem to take you to the pipe overlay. Hats tend to vanish for half a second when a Dupe is done putting it on. Most of the requirements for the Stable room aren't viewable on the 'Rooms' screen. The game doesn't seem to have an application icon on Windows 8.1 Dupes don't really like repairing broken wires, no matter what the priority you set for them I don't know much about electricity, but if the wattage feeding in to a heavy cable is 700, surely it shouldn't jump to over 1000 when it is transferred to a smaller wire? Found a bug in the way the gas weight is displayed. It seems to be very stretched: