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Found 89 results

  1. Well, they kinda remind one of dragon eggs, don’t they? Here’s a small suggestion I came up with, on how to multiply saladmanders: Plant a dragonfruit seed, toss a bath bomb in and await full moon to witness something cute. For this to work the fruit must be close to the hot spring and fully grown. This feature may come in handy if they’ve gone extinct and the player wishes to reintroduce them again. And since ripe saladmanders drop dragonfruit upon being killed, life will in a sense come full circle here.
  2. For quite some time, my understanding of the lureplant spawning mechanics is that the chance for a lureplant to spawn is actually lowered drastically the more players there are in the world. (The % chance is 1 over the number of total players in a world.) Is it possible to adjust the chance mechanic so that more players on a server doesn't mean less lureplants than if you were a solo player? I'm guessing the intention was so that the world wouldn't be riddled with lureplants from full servers, but instead results in there being less than a solo person? (Correct me if I'm wrong here) .I'm not saying for it to be more than a solo player either, just not less than a solo player. The spoiler contains my understanding of how this mechanic works, as per the lureplantspawner component. Thanks.
  3. It should grow like Wilson's beard, providing up to 180 insulation(overheating him faster in summer) but slowing him down at max stage (15% decrease), because it's not easy to run around when you a big ball of fluff. When shaven, it would give 3 - 15(depending on the growth stage) impy fur tufts, that work as mediocre fuel but are useless otherwise I dont know how it would work with the survivor and draconic skins but klei are hella creative they could make it work I'm sure
  4. One of the main uses of the Robo-Miner is mining space debris, obviously. And it's fine that it produces heat and needs cooling. Fair. However, could we please have the Robo-Miner exchange heat with the tile it sits on? So you could just run a cooling pipe through there and don't have to deal with that puddle of petroleum and weird placements on every single space setup? I would be so grateful for that.
  5. Well, most of the community is asking for wx 78 rework lately. This is so true- his gameplay feels a bit of boring because the only one perk being to upgrade him with gears that give him flat stat boost and the ability to charge with lightning which is not always possible. I would hereby suggest some points that would fit the needs of most players by keeping his gameplay fair and fun. WX-78 gets a new tab- the programs tab. WX-78 can now craft programming station that allows him to create programs that fits his needs. The installed programs last forever but only a maximum of 3 programs can be installed out of the following. 1.Machine upgrade program(costs 5 gears) This program upgrades his basic health, hunger and sanity stats, similar to his perk. 2. Efficient component efficiency program(costs 4 gears and a yellow gem) Allows WX to mine, chop and attack with 1.33x rate the normal. A rather interesting and effective program. 3. Emergency Lighting(costs 3 gears and 1 glowberry) WX glows when he is standing in the dark. But it drains his hunger twice as fast when doing so. This allows the character to mine, chop and fight at night without much worries about light. The radius of light is still smaller though. 4.locomotion update(costs 6 gears and purple gem) WX moves 30% faster. Not much info needed I guess. 5. Meditation program(costs 2 gears and 5 furs) WX 78 can now rest anywhere without tents and lean to. This does the same effect. But keep in mind that he is vulnerable and needs 3 seconds to wake up from this position. 6.waterproofing program(costs 3 gears and a deerclops eye) Makes your robo waterproof. Does not become wet even when drowned but your tools will still slip though. 7.Reboot program(costs 3 gears) WX removes all programs and gains the gears. He loses 3 gears as crafting this program costs 3. WX disadvantages WX is now affected by lightning. The remaining defects are same. THANKS
  6. Well with the forum going mostly crazy with character rework suggestion threads, And with me being bored out of my mind with nothing to do except wait for my Xbox to finish installing the various updates it’s going through... I have decided to do something different & make a new biome suggestion for DST, this Biome is in the ocean at Sea.. And reintroduces... Shipwrecked Mob- The Stink Ray. Okay so here’s the gist of everything- I’m playing the newly released Hamlet DLC on Xbox One, and in Hamlet there are biomes that are hazardous to step foot in due to the air being highly toxic... I loved this and want it in DST ASAP... This is where Stink Ray come in.. When a chunk of the moon crashed into the Oceans Stink Ray began to evolve and Mutate from the moons energy, their body now glistening with Shattered shards emerging out of them, and their gas has become highly highly toxic, Stink Ray populate this area so much that the entire biome is filled with a Lime green Erie ghost-like foggy acid cloud hovering overhead, Sea Barnacles.. Stink Ray, Corroded down pirate ships, hidden treasures, limpets can all be found within this biome, But there’s a catch.... Just like playing Hamlet, you need protective clothing to traverse through the toxic biome, and your boat will very slowly start to corrode over time, needing occasional repair patches to continue traversing through the intoxicated gassed out waters, there’s no telling what else is in this ghostly fog.. but the newly mutated Shattered Lunar Stink Rays dominate this area, you stand higher odds of finding sunken treasure in this biome due to all the fallen ships who attempt to pass through it’s waters but never made it back out..
  7. The First Mate "Aye aye 'ere comes Wildeye!" Health: 225 Sanity: 150 Hunger: 100 - No eyepatch could cover his eye, No meal can satisfy his hunger - The stronger the foe the tougher he becomes - Anchor he has, Anger he gets Upsides: His eye gives him a light radius increase of 25%, He gains 25% bonus health from food, Weston gains resistence and a damage boost depending on the size or type of the mob he is fighting, Bosses will deal 25% less damage that also lessens the durability loss of armor for him and he deals 10% more damage to them while hound-beefalo sized mobs deal 10% less damage and he deals 5% more damage to them, He has an Anchor Hook that needs 2x Cutstones and 3x Flint to be crafted and has a durability of 20 uses, The anchor will immediately pull Weston towards his target whether it is a mob or an object and he will deal 51 damage to the mob upon landing and reset their attack it can also be used while riding a boat to slowly pull the boat towards an object Downsides: Weston gains 50% less hunger from food and becomes 13% slower for a second if he hits a mob
  8. Hello friends of the constant, recently a character named Walter has been added into the game giving us slingshot rounds. A thing that has been added to the game are slow down rounds which give us the ability to slow down enemies, which Gives Walter a better chance to shoot and hit enemies, but the only problem I have is that there's not really a timer or a particle effect letting you know if the enemy has been slowed down or if it's about to run out. And that is a huge thing especially if the mob surprises you with out of nowhere speed while you're still expecting it's slower speeds. What I suggest is maybe an icon or effect, such as pointed down arrows circle around the target, (to look as if they are weighing down the creature) and dissappear one by one as the slow down timer goes down. I'll try to draw it later, but I want to see what you guys think of this?
  9. My Suggestion: Click and Hold Mechanics What it does: Click and Hold mechanics would revolutionize cooking and crafting in a simple way, currently, to cook mass amounts of food, you need to spam click, not only hurting your fingers, but also possibly causing damage to your mouse, But Click and Hold mechanics could make it so you click and hold so your character will keep cooking, but you only need to hold the button in, instead of spam clicking. Example: Old Cooking System: 40 Berries need to be cooked, you need to click 40 times to cook all of them. Click and Hold System: 40 Berries need to be cooked, you click once and just hold your mouse to continuously cook. This mechanic could be applied for mass crafting, and possibly even be brought to DS RoG/Ham/SW. (I wanted to bring my idea to the forums so I could get feedback from other players here)
  10. Dear Klei Entertainment Dev Teams- As I am sure you and most of this community are aware by now, I am a mega huge Batman fan- and as the title Suggests, I would like to have Harley Quinn’s Mallet or something really really close to looking like it. The animations for a Mallet Style weapon are ALREADY in the game. As seen in the gif provided here. Its a crazy request, highly unlikely to ever actually happen.. but it’s something I would absolutely love to have! Plz consider it maybe someone at Klei is as much a Harley Quinn fan as I am! (This May seem like a troll post, but I can confirm that crazier things have happened in other games when you least expect it.) Anyone remember Spiderman in Tony Hawks Proskater 2? There’s a functioning Batmobile in GTA Online. I could’ve asked for something crazier like an entire DC comics inspired skins & Belongings set.. but nah Harleys Mallet will do just fine.
  11. So when i saw the compendium as a concept i loved it! however to me at least, the word compendium felt like too big of a word just for the character bios. on to my suggestion! Make the compendium work similar to the journal in Spelunky. For those who haven't played Spelunky it's a roguelike platformer that has a pretty neat journal in it. Basically the way it works is that the first time you visit an area it gets logged into it, whenever you kill or get killed by a creature it gets logged into it and whenever you interact with an item it logs in an entry. So what i thought was, what if the compendium had a similar function? it could be organized in big sections like "unfortunate events" (for seasons and big world happenings like antlion rage or the gateway opening), "peculiar specimens" for creatures, "contraptions" for structures and "tools" for, well, tools and equipable items. the way it would work could be like this; whenever you kill or get killed by a mob it yields an entry in the compendium (perhaps it would be preferable to just attack or be attacked?), whenever you craft or equip an item it gets added, whenever you craft or interact with a structure it gets added and whenever you interact with it. With events maybe they get added whenever they happen. Entries could be some sniplets of lore/ flavour text similar to the one you find in vignettes, maybe giving a slight nudge for new players. (Since let's face it, hardcore gamers, most of us read a guide or a wiki). I would prefer it to go the Spelunky route with the implied help and flavour text rather than the ultra useful and specific terraria route, since i think it would feel more in tone with Don't Starve. If nothing else, giving Wilson a journal he could check would be a neat rework
  12. I feel like smooth hatches are the most useless creatures in the entire game. They are useful in early game, but the time it takes to actually get smooth hatches up and running is the same amount of time it takes to get your metal refinery, the more efficient version of the hatch. I feel like that instead of it eating metal ores and pooping refined metal, it should be flipped. I don't know how much of consumed mass they should poop, but 50-80% seems reasonable to me. In addition. not only does it make it a source of food, but a renewable method of metal ores, which is only currently renewable from rockets (which most people don't use for metal ores). This would make it very useful in late game, where metal ores become more scarce. Also, since it would seem kind of overpowered, maybe when it dies, it doesn't drop meat but drops 100kg of a random metal ore. Smooth hatches really need a rework, every other hatch is much more useful than the smooth hatch.
  13. So here's an idea that I came up with while talking with @Hornete, they were the one that suggested I put this here, so here I am! Hairstyle Skins Basically, the idea came from the fact that there are no "Distinguished/Spiffy" head skins in Don't Starve Together, so I wanted to brainstorm an idea that could possibly be a method of skin making that doesn't require a matching outfit or theme. These skins would solely change the appearance of the survivor's hair, and would not come with an outfit/body skin. Theoretically, the artists also wouldn't have to draw a separate skin portrait to go along with this, as there is no theme to these skins. Here's an example: "Fire-cured Bobcut" for Willow, a Spiffy/Distinguished skin that would be equipped like any headbase skin as normal, but wouldn't change the portrait/Willow's default outfit. "Why cut when you can burn?" Skins like this could be simplistic on purpose to fit with already existing common/classy/spiffyi/distinguished clothes/outfits, allowing for many new combinations without being limited by a specific theme. Not being creatively limited to a theme/aesthetic would allow skins like this to possibly release independently of themed updates/events, and would open up even more choices for outfits. More examples, for fun! Conclusion What do you all think? This is a purely cosmetic suggestion, but I'd love to hear your thoughts!
  14. So, spoilers? I guess for anybody who isn't aware of high tier parasite cards and doesn't want to know. Based off my understanding, Parasites, even at the highest tier, constantly hatch into other parasite cards, even ones you've already seen on your run. Does anybody feel like this is disappointing? I personally was really excited to see what awesome thing hatched out of the final tier of parasite card... only to find out that it was another parasite. Maybe there should be a unique graft or boon or bane or just something special that happens after you hatch a parasite a certain number of times. I think it could be super cool to see like, a unique, unequippable graft pop up to reward the player for the expensive process of playing all those dang parasites and losing the HP or resolve or gaining the debuffs associated with parasite cards. As is, IMO there is little to no incentive to actually grind out all those dang parasite levels, because the higher end parasite cards do not feel to me like a sufficient reward.
  15. One of the things that I am excited for is seeing the new crafts the tier 2 station will have. Considering it's from a (very) difficult boss, I do believe it will have access to some pretty powerful crafts. In an old forum post, one of the things I wanted to see was something similar to the root trunk implemented in DST, since the concept was amazing and I felt like it was pretty underrated. I think the lunar feel would make the structure fit right in! The recipe would come from the celestial tribute. I don't have any real good consideration for the recipe, but I feel a decent one is 8 moon glass, 4 driftwood, and 1 green gemmed moonlens. Considering 3/6 moonlenses don't have a structure use, I feel this would be a nice recipe to use a rather expensive one. In addition, that would also mean it would show up on the map, which is handy for people who have just joined. Alternatively, a rare drop/boss item could be substituted. Similar to how the houndious works, you would get a kit for the item in the inventory, which you can place wherever you want if there is sufficient space. The lunar trunk would be similar to the functionality of the root trunk. It would have 12 slots, and all of the lunar trunks in the world will share that 1 inventory (So putting an axe in trunk A, for instance, will allow you to have and take it from trunk B). Something I would like to see, though, is shard compadibility. One of the things I disliked about the root trunk is that it's inventory was only relayed across the world you were in. Having it multisharded would be extremely helpful for transporting goods down or general item carrying. In addition, making it per player is extremely important too, to stop the issues of having 1 shared inventory across multiple players, as well as potential stealing. I think it would be extremely nice for endgame, since I could see myself putting a lot of random items I need but don't necessarily want to have on my inventory at all times. I also believe the power being gated both behind a boss and a green moonlens would prevent people from seeing it as overpowered, and something that would be a nice reward from an otherwise difficult boss, in addition to the other crafts planned.
  16. Before I get to the idea, I originally made this post In the general discussion tab to see how people thought of the concepts. (This is not a repost though some things will be similar.) some of the concepts are not mine either revised versions of their ideas. As I will make sure to credit them in the post, please enjoy.:D(p.s some sketches I drew are drawn from official art so I do not intend to take credit for the work of others) Big picture:(idea of what the concept is going for.) Alot of controversy been going on in the past few months of a Wilson rework making him more useful to the group, and as a Wilson main myself I could possibly agree Wilson's only one helpful perk to support the group is an early and easier way of collecting beard hair which is only used for Meat Effigies. He probably needs a . So I gathered a few ideas here together to make Wilson more of the intelligent scientist wannabe he should be. These are the ideas I'm going for so far: -Keep Wilson as the beginner friendly character and not to make him too hard understand but still simple all around enough for experienced players like myself are still able to play and have fun with. -add two additional perks to show Wilson's scientific side and make them useful and supportive to the groups or himself -Make Wilson a character to experiment and test things with for new and old players, after all he is a Scientist. With that being said let's begin! Perk: •Is a true "Chemisist/Experimenter at Heart!" (Credit: @loopuleasa) Wilson Will now spawn in a world starting with a portable Chemistry lab.(Note Wilson can also make extras similar to Warly's Crock pots just in case if Wilson either loses his Original kit or He just wants extra.) Wilson can Place his Chemistry set just like Warly can with his portable crock pot, and use it to make potions and etc to support and Improve his and his teammates survival. @loopuleasa who made the original idea, Said that Wilson should have a Chemistry Tab to be able to make Specific Potions that his teammates can drink and use but not make on their own. Most of the potion ideas they made seem to be based on a way for New players to make cheaper versions of items to use which makes it an incredible idea! But, thinking in a unique way, I thought that maybe for the Concept, Wilson could use it as a crock pot (let's say for now 3 slots similar to the gorge and it cost one Nitre to mix it once) sort of giving into the experiment vibe you'd get similar to Warly, "What works and what doesn't work kind of way", or a "hmm I think I'll try this today..." or " I wonder if putting Red mushrooms in this mix would mess up the potion..." That kind of idea to it. An idea I have for potions could possibly be buffs/Debuffs similar to Warly's Spices, for example one potion could make the survivors immune to fire for a dangerous situation like a forest fire,if there are no Willows in your group Wilson could use that to help out in the situation. Here are a few examples of a few Potions I made up so far (I'll think of more and some pictures! These are just examples not my 100% go through with concept. :D) Reason: Wilson is a Scientist, and the one thing about being a scientist is experimenting! And what could be more fun then Exploring and messing around with the gimmicks/mechanics of a game. I want a similar feeling like playing as a Warly Experimenting with food, as an example: those moments when your group gets into a mild inconvenience or a problem and your onset friend goes, "Hang on, I got just the thing for this" rummaging through his Backpack full of food. It'll be like that but a Wilson with a bag of Potions and Experiments Ready to use on his group. Additional idea for the first perk:(Lab Rats to Experiment on) (credit: @Superwolfkid) Wilson Can build Cages to place in Rats (as a reference to the forbidden knowledge trailer) It's still questionable whether Wilson will use his own White normal Lab Rats or he will use Carrats as Carrats are pretty hard to find (Lunar Island). And could be hard to catch for a non-experienced player wanting to test this out. Once placed in a cage, Wilson could give the Rats Food or Objects even his experiments to test on the Rats with and see how they interact with them and see how it would affect the survivors. Like for example I thought a funny scenario of Wilson giving a rat a red mushroom or something bad, it would just straight up die in the cage and turn into a skeleton like a bird in a bird cage and Wilson would just go "Yeah, maybe not... Reason: Sometimes In Don't Starve the game can indeed be very punishing based on the unknown (I mean come on, we all had our Glommer goop taste test experience at least once) So this could be a better way to have new players rely on whether something is safe to eat or not. besides punishing them for relying based on Logic Second Perk: "Man with a Plan!" (Can Create Blueprints and is able to share them with others) Credit:Unknown Wilson has always been known as a very smart character despite his goofy personality Heck in official art we've even seen him make blueprints before so this would be a good perk to add to support others and himself. Wilson Has The ability to create Blue Prints to be learnt by other survivors and himself. Though this would pretty tough to implement to not make Wilson too much similar to Wickerbottom, and to have Wilson able to use it in single player usage.so the only blueprint system I have thought/Theorized so far is that Wilson could use his ability on prototypes and tools Wilson already can make by hand. But it would cost Papyrus to make a blueprint. Reason: In game Blueprints are usually only reliable in the early game (usually when you find a "failed Survivor") and thiscould option as a way For Wilson to Help the group get a early start on making materials I added alot of things I could think of for Wilson today, He is my Favorite character in the Game from his Charming personality and Just his general Character development from being some crazy weirdo in the woods to a person who's experienced so much much on the Island and he's still has hope and is still trying to escape!, any thoughts or ideas, please let me know and I will try to take criticism and reason. Thank you for Reading!
  17. Similar to Shipwrecked. I think it would be really nice to have changes in the sea according to the weather. I made this little change in water particles and I think it would look really cool in the game. How my suggestion works: Sorry for the grammatical errors in the video maybe waves?
  18. Perhaps this has been requested by other users previously, but we figured there's no harm in making it a public suggestion. 3 summers ago, my friend and I explored the Lunar Biome with the intention of getting some Moon Moths to have Mothlings for critters. It was meant to be a grab n go journey/expedition, but when we arrived at the island, we fell in love with the place so much so we stayed there for the entire summer just exploring the place and watching the inhabitants on the island interact. One creature that particularly caught our eyes and gave us many d'aww moments were the Saladmanders that inhabited the island. While they weren't exactly appealing to us at first sight, they grew on us over time that we made frequent trips to Lunar Island just to see them once in awhile. We like how these somewhat feisty creatures look when they sleep and how cute they are when they run , and those very adorable moments when you have a thermal stone on you and it follows you for a bit until the stone wears out its power. We can't say this enough, we think these reptiles are extremely cute and they would make such good bois in the form of babies. Though they are pretty smol already, we do hope we can see a critter form of these guys. Our take on the saladmanders? They could have the ability to scare off creatures their size if they ever attack you, a nod to their rather feisty natures when enraged, though one at a time and it won't deter naturally hostile mobs from following you. We think it might be a tad bit OP if your critters could scare off small mobs like Spiders, Catcoons, Frogs, though we hope the one-at-a-time mechanics is a good balance. Not sure about Bees, but if they do, they'd probably be only to scare one at a time until they're dead too. It's totally fine if they don't have any special abilities like the Mothlings, we just want to interact with these good bois without having to kill them. We just want the devs they've made our day with the creation of Saladmanders in the game. Thank you for reading!
  19. When Don't Starve: Hamlet was in beta, an update was released that allowed the player to use multiple crafting stations at once if they were in close proximity to one another. As a small Quality of Life improvement to DST, I think this change should be ported over.
  20. Personally? I think Creepy Forest is a great song that doesn't get enough recognition. Before I even had any Don't Starve games I used to listen to the soundtrack all the time, so when I found out Creepy Forest wasn't actually in-game, it made me sad, since it's one of my favorites. This was pretty confusing for me, since it fit the game's mood so well. I know it was used for trailers, but now it doesn't have any purpose, like D.R. Style. So, in light of the fact that Klei added the song as ambience music for the Hermit's house at night, I, and I think many other people, would like it if it appeared in other places. Maybe use it if you're planning something big like a new continent biome, a new mode or just anything that asks for new music. Here, have a listen:
  21. I've been having a lot of fun with the update so far (especially since I've been obsessed with fishing at sea since Hook, Line & Inker). The Crabby Hermit is really cool for a lot of reasons, but the thing I like the most about her is that she rewards you for doing tasks for her. My favorite task is the one where you have to give her 5 heavy fish, because it gives the weight mechanic and the heavy weighted lure unique functional relevance. But, I do wish the rewards for completing these quests more than once was better. From what I can tell from the times I've done the task (and some other ones, like filling her drying racks) is that you don't get much for doing them. Just some shells, and honey if you've planted flowers on her island. I think a good change would be to make her include a special lure or fish food in every few bundles of thanks you get from her, or in the first bundle you get each day. Fish food in particular would be a really cool reward to get from her, in my opinion.
  22. I would like to see doors have a filter which would allow the player to select what materials can be carried through that doorway. For instance: You have a storage container in a slime biome and you don't want your dupes to ever carry slime through a particular doorway. Buildings would now view slime debris past that doorway as unreachable and no dupes would carry it out. You are building into a new area with a lot of granite (which you want to use for buildings) so you can block granite from leaving the area so dupes will use the debris that they have right in front of them instead of possibly trying to store that granite or come into the new area to haul off granite to build elsewhere. Obviously, if you use this filter on doors with multiple access points you run the risk of having a dupe run an end-around to get at the materials. That's on you to control.
  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.
  25. So, in many servers the talk with someone that just got in the server for the first time is like the following: But at this time, the player probably already rotated the screen a bunch of times (atleast if he is like me), and as so, don't know anymore where is the North. So why we don't have a button below the map icon to reset to the default camera rotation? That, or add a compass to all characters starting inventory (finally a use for it!!)