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  1. First I think that Webber should not be the next to receive update, since there are other characters that require more major refresh. I consider Webber one of the coolest characters, although not playing with him. So I was wondering what would be a nice change in his refresh, since he is one of the most balanced characters in the game. One of his greatest traits is obviously his interaction with spiders. Since he's considered one of them. So that's the point I consider to be expanded. So come on... Spiders Nest 1) The possibility of entering the spider nests. Similar to Hamlet's interiors. But this interior would have interactions with the outside. ▸Since that in the Don't Starve, Time and Relative Dimension in Space is possible. At each level of the spider's Nest the size of that interior would increase. (Illustrative images made using a photo editor ) (Spider Nest 3) 1) Interactions with the interior ▸ The nest serves as protection. It will protect against hostile creatures. It has a certain amount of life per level, and the spiders present in it will protect against the outside. ▸ Possibility of making small constructions, serving as shelter. ▸ Webber gains sanity staying inside the nest. ▸ Webber moves more faster inside the nest. ▸ In winter the nest serves as insulation against the cold. ▸ During the summer, the temperature of the nest over drastically. ▸ During the rain, the nest protects against rain. 2) Interactions with the exterior ▸ The player will still receive attacks from hounds and bosses. But the spiders and nest will protect. ▸ Every hit on the outside, the inside will tremble alerting attacks. ▸ If the nest catches fire. All the spiders will come out, and the player present in him will receive damage until his leaves the nest. ▸ If the nest freezes, the player will also freeze. 3) Interactions with No-Webbers ▸ No-Webbers that enters the nest will walk extremely slowly. Similar to the sandstorm of the oasis. ▸ No-Webbers will lose drastically sanity. ▸ Spiders Will Attack No-Webbers. 3) Additional ▸ Spider breeding System. Inside the nest has some structure where the spiders grow to an adult age. Can Webber interact and control? ▸ Interaction with Spider Queen? ▸ There are several types of spider nests in the game. Will Webber be able to interact with them? ▸ Ways to reinforce the protection of the nest? ▸ Webber can put a friend spider on his head. Gaining sanity? ▸ Webber can give small jumps, similar to the warrior spider. ▸Can Webber ride in a Spider Queen? I hope you enjoy my suggestion. I'm open for opinions and other suggestions.
  2. I'm looking for good music to play the game with. I love ONI's original music soundtrack but after 800 hours I need some variance from time to time. I'll start recommending these German duplicants. I really like how the industrial vibe can fit the game. I'd like to check suggestions from others in the matter. What you listen when playing besides the default music?
  3. I played the new content and I'm going to lay my feedback and ideas here! : 1. Mutated bosses. When Deeclops spawns, and if you're on the Island, he spawns there as normal, but when you kill him, he revives as MUTATED DEERCLOPS with unique attacks and item drops. The same could go for Bearger as he spawns in the world in a similar fashion. 2. Motor boat, much faster masts. I'm sure Klei is already working on this. Current boat is way too slow. 3. Bridge turfs or bridge structures that you can build on. Ocean base building anyone? 4. Return of Pugilisk, Quacken, Sealnado, or Tiger Shark. These bosses were excellent in Dont Starve. Now that boats exist, and waves are in DST code, I dont see why not have Quacken. Pugilisk would be an amazing fight in DST especially if it were over water. Klei could reskin Pugilisk as a scaled sea serpent and make him live in the ocean rather than be a ground burrower. 5. More incentives to go out to the deep ocean. As it stands now, there is no reason to go out into the deep water. The moon island can be reached most optimally by sailing the border of shallow water. Klei probably plans on adding waves in the deep ocean like from shipwrecked, because they are in the code, but what is the point of hazardous waves if there's nothing out there deep at sea? Maybe add crafting material like coral, bosses like Quacken, rare valuable treasures, valuable set pieces, boat parts, small tropical islands, an NPC like Yaarctopus from shipwrecked who gives exclusive sailing gear, or at least something out there that's worth searching for. 6. "Moon compass" or spyglass from shipwrecked. A moon compass would show the location of the Moon Altar pieces on the moon island, and it could be crafted by the Celestial Orb tab (you know, the moon rock that spawns from meteors) OR an added function of the ocuvigil could show the location of the moon island. And finally, the spyglass from shipwrecked could be a cheap way to guess where you might think you want to sail next, functioning the same way as it does in shipwrecked. 7. Full moon and new moon events on the island. It seems obvious to me that the moon themed island should have full moon and new moon events. One idea - Wickerbottom and Maxwell both state in their quotes that the magic on the island isn't Max's dark magic. During full moon or new moon, the Gestalts could come to life and fight you like shadow creatures do, and when you kill them they could drop something similar to nightmare fuel... but it would be like... enlightenment fuel, and this new magic could be used at the Moon Altar to craft new magics. I'm not sure what the events could be, but there's a lot of potential there seeing how well Klei did with the shadow chess pieces new moon event. 8. More crafting options at the moon altar. Right now the options are very lackluster. The glass cutter is pretty great but can be substituted by the dark sword because they both do 68 damage. The glass axe isn't very useful when Woodie, Max and golden axe exist. I want the the level of crafting to be as unique as the ruins tab, or the obsidian tab from shipwrecked, where the items are truly unique and powerful. Right now the items you can craft really aren't worth the hassle of finding the island and building the moon altar.
  4. I wanted to wait for the new content to post this so here it goes.Before I start -I know this is just the start of the new content and many things will be added(maybe some of the things below are already planned dunno), the multiplayer boat is a really nice start and it's something that I wanted!!!!! I'd like to see an elite version of it too, maybe bigger boat. 1.Firstly I want the sanity/insanity to be expanded! I saw many topics on this, many of them suggested pretty good ideas. Even a small extension - like a new 0-10 sanity shadow will be enough. Thou I'd like to have more effects(think the eyes/watcher) and more stuff (like the shadow hand that grabs your fire) little things like that can do much, also add something special for multiplayer! Maybe if you die when you are insane a shadow version of yourself spawns. Or just enable PVP when you are insane - like insane players can hit other players by a mistake, and the player needs to stop the character. 2.Cooking... We had a cooking event... I really want this reworked and extended... Use Warly update to rework and expand this please, add more recipes! And please remove ice from the meatballs recipe! Every game I play with my friends we have this rule - no ice for cooking. Because ice just makes winter so much trivial and easy to survive. Without this you have to gather food every autumn to survive winter, and this plays really good with bearger! 2.1 farming ! it needs very little, just new stuff. Wormwood update could be a good chanse to add this. 3.Many items needs to be remade for this new game! As it is many of the items are just useless... Or they just cost more than they are worth... why because the new stuff fully outshine the old ones! The old ones while most of them are good there are like 10-20 % of the items that needs to be tweaked/reworked. Things I want to be added. 1.Things I want to be added - something to do in camp while waiting. - A football,gramophone,seat/throne, some that players can interact with ! And game to play incamp. 2.I want more mechanics. Especially the flood form SW! Maybe the wind too just make it a bit more interesting. Maybe the pockets from hamlet thou I'm not sure if it can be done in multiplayer. Aporkalypse was nice too, but make it like once every 2-3 years. Thou this is problematic because it robs DS DLCs from it's unique mechanics. 3.More randomness!!! This one is really a must for me ... at the moment every season starts and ends on a set day. I want there to be 1-4 days difference (for it to start or end early/late) Do you agree with what I have said? Add what do you think needs to be reworked/extended and added? I think this update is our big chanse for old mechanics to be updated. Because I fear when this is done... we are back to events... (I know the new content just started).
  5. While hounds are an interesting component early-game, acting as one of the only ways the game scales with difficulty, and encouraging people to base in one place, as to have tooth traps, they get really boring really quick late-game, no longer increasing in difficulty after day 100, and not varying in any way shape or form, being easily countered by a quick run through a tooth trap field, which makes them more annoying than difficult. However, this leads to a very annoying and un-fun experience, becoming a chore rather than a challenge. Although the answer may seem at first to be "More Hounds!" This only leads to the creation of more tooth traps from their teeth, and eventually ridiculous lag, as more of the same threat will probably not lead to instant death. However, hound attacks could still be fun if they were wired differently, or if more than "hounds" attacked. If Wargs were to spawn in later waves there could be a lot more flavor in these fights, as they have different attacking patterns and higher health, which leads to harder kiting and "resistance" to hound traps. Additionally a sort of resistance to hound traps late-game could be very interesting, as it would get players to think outside of the box, and put a real challenge into the game. An example of this is Depths Worms, being able to go under tooth traps makes them much more challenging and interesting. Lastly, we could get more types of late-game hounds, not necessarily with unique drops, but more powerful, such as a purple hound, perhaps that can teleport, with an increased insanity aura. However, I do realize this could get really annoying really quick too, as getting a Warg attack every 5 or so days would drive most players crazy. Perhaps at a certain point the hound attacks could slow down, (along with preparation time before attack) but become even more dangerous, and get harder from there. It would also be better if hounds perhaps 'waited' until a boss fight was over, in order to avoid badly timed hound attacks when your trying to fight deerclops. Either way, later-game hound attacks should get a rework, along with a minor one for the caves, perhaps.
  6. Hello (づ ̄ 3 ̄)づ : I like Oxygen Not Include so much, I want to say "Your development team is so talented !!! (☆▽☆)", and I hope Oxygen Not Include more excellent, so I have some suggestions for Oxygen Not Include : 1. It's better to add a output logic for liquid fuel tank, output true or false. 2. It's better to add a special scanner(different from space scanner) to make sure the rocket has landed on ground, or it launch away from ground. More details in the picture below O(∩_∩)O ->
  7. I am having a problem in which the game resets my build material for conductive wire to steel. It's really frustrating to spend 200 cycles crushing eggs for lime to finish a project and realize you've used 5 tonnes of steel to make conductive wire. This might actually be easily solved by making it easier to change materials of existing buildings with other materials, in the same way you can with tiles. Then, instead of having to deconstruct all of the wire and replace it with iron or gold, you could just click and drag over existing wire, like when you're replacing sandstone tile with igneous or whatever. Either that or just disable steel as an automatic material.
  8. Hello, Even if the game have a lot of content, I feel it lacks more alternative machines to produce oxygen. Not to simplify the game, but to have more gameplay possibilities and mostly have a smoother transition between the Algae Diffuser and Electrolyser. Often new player encounter an hard period during this transition, out of algae and the the steam geyser still not found, that can be discouraging. Mostly that once you have your electrolyser correctly set up, you don't have to think about your oxygenation. So here's my suggestions, add two new machines : Slime Diffuser Requirements : - 950 g/s Slime - 150 g/s Sand Effects : - Oxygen : 350 g/s - Heat : +1,5 kDTU/sec Emit germs if the slime is contaminated. Comment It could be a good transition of the algea diffuser before the electrolyser. And it encourages the payer to learn to deal with the slime and use this little used machine : the ore scrubber. Example : Polluted Electrolyser Requirements : - 1000 g/s Polluted Water Effects : - Polluted Oxygen : 888 g/s - Hydrogen : 112 g/s - Heat : +1,25 kDTU/sec Emit germs if the polluted water is contaminated. Comment This one is to give a new content after we have our electrolyser done. Can be able to produce polluted oxygen can be pretty usefull to have a reliable Puft Farming or produce Clay be filtring it. I know we can use terrarium and the polluted water bottle, but I'd like to see new machine instead of divert existing mechanism even if that's also a good point.
  9. To start off, Wormwood has quickly become my favorite character in Don't Starve since his debut. His perks and special items offer him great exclusive niches, and great challenge while actually changing the way you play the game as a challenge character unlike Wes. His personality is endearing with his unique names for practically every monster and item in the game, and his quotes are even occasionlly interesting with things such as regarding all trees without treeguards as "sleeping", perhaps meaning that all these trees are in a heavy comatose state? I mean being able to practically make Dark Swords for 20 health pretty much sold me on the character from moment one, all the other stuff he has just made it all even better. Despite this, I do feel like he is incomplete. He is very close to being "perfect" you could say, gameplay-wise, but I feel like his interactions with some things, how blooming works, and some past changes regarding his character (Ash healing should have been just nerfed not removed as plants can use ash as fertalizer.) should be changed/rectified. So without further ado, here is my suggestions below for Wormwood. -HEALING *Manure should heal 3 health, instead of 2 to make it more of a viable option. *Guano should heal 4 health instead of 2 so it is better then Manure *Bucket Of Manure should heal 3 health per use as to be consistent with Manure. *(NEW) Rot & Ash should heal 1 health per use. *(NEW) Living logs should be able to be consumed/applied for 20 health, so that Wormwood can lose health to gain health in the future. *Compost wraps should heal 40 health instead of 30 health so you'll want to craft it as a early-game heal even with the cost of nitre and long use animation. *(NEW) Wetness should heal in a similar fashion to WX-78's water damage, but A LOT stronger. (NOTE: Sanity loss should still take effect as while plants like water, they definitely do not like TOO much water.) -STATS & BLOOMING (In spoiler as to not take up the whole thread) -NATURE TAB -(NEW) Petals Crafting Description: "It doesn't hurt too much does it?." *Literally just petals (Would allow new players to have an easier time making a garland without having to lose a ton of sanity picking flowers, which proceeds to counteracting much of the benefit they'd get from the hat in the first place. Would also be useful for crafting the below item!) -Crafting Recipe: -3 health -(NEW) Bloomy Belt (Body Item) CONCEPT 1: Crafting Description: "Stunt your growth. Or keep it." *Lasts 6 days (Repairable with Sewing Kit) *-1.5x sanity multiplier *When equipped makes Wormwood retain his current bloom level permanently until unequipped, where it will then shortly after update his current bloom level. (Would allow Wormwood to take advantage of his blooming even outside of the spring seasons, and the player could choose how much risk VS. reward they want with being able to use it to retain any level of bloom, not just the final level, with the disadvantage of using up their body slot and having to upkeep it with sewing kits.) -Crafting Recipe: 3x Living Logs, 8x Petals, 3x Nightmare Fuel CONCEPT 2: Crafting Description: "Grow with the fuel. Embrace it." *Lasts 4 days (Fuelable with Nightmare Fuel.) *-1.5x sanity multiplier *When equipped will cause Wormwood to bloom as if it were spring until unequipped, where it will then shortly after update his current bloom level. Effect first activates morning of the following day. (Would allow Wormwood to take advantage of his blooming even outside of the spring seasons, so long as the player can keep the belt fueled. Less choice then concept 1, but I would imagine it would likely be easier to implement and more user friendly.) -Crafting Recipe: 3x Living Logs, 8x Petals, 1x Purple Gem -MISC. *Make his font able to be disabled like Wigfrid's umlauts. *Actual differing battlecrys for prey, spiders, etc. ... Aside from all this its like I said, in my opinion Wormwood really doesn't need any change other then this. A lot of this is number changes or small additions other then the Bloomy Belt, which I'd say would likely be the hardest thing to implement, but would be an incredibly useful item for players to utilize with the changes to blooming stats. The Hamlet team at Klei did a really good job on this character, and I definitely am looking forward to the new ones in April. Wormwood has definitely set the bar high for future characters.
  10. Mechanic change proposal mods

    Version 0.1.0


    The purpose of these mods is to provide some proposals for change in mechanics to the developers, help with balance, take up some part of balancing to allow the Klei developers to focus more on other things, while at the same time letting other players out there test the mechanics of these mods to see how well they like them, as well as get feedback to further improve them. Any mods within this file will stay for so long as a certain mechanic is not in place. Whether any of these mechanics are applied to the game depends entirely on the Klei forum, and of course, the Klei DST developers themselves. You can play-test any mechanics from these mods to give feedback on how well you like its contents to help with the process. The mods within this file are created for Don't Starve Together only, therefore most of them may not be compatible with the single player version. You should take in mind that some of these mods were created while A New Reign sequence of updates was still in beta, so be careful with the installation if you cannot access this content in any shape or form. The content of this mod was created using a DS software tool called Sublime and on Windows 8.1 operating system. Any issues in regards to other platforms and operating systems I may not be able to help with. Mod contents Desirable features that are not in the current build of this mod file WARNING: The methods in which some of these modifications have been created involve creating copies of existing files and then editing them. To my knowledge, these mods are compatible with each other, but may not be compatible with other mods out that that use the respective edited files within these mods. Enable with other mods out there with caution, if you so choose to do. The reason a large part of the code is done this way is to keep it easier to create this type of content and to allow developers to make changes more easily, if they decide to include any of the content provided within these mods. If you encounter any bugs, errors, exploits or overlooks as a result of these mod mechanics, or if any information given here is in any way inaccurate, please let me know. Special thanks goes to @Arkathorn and @Desblat for their help in guidance of mod coding. If you want to contribute to the way the you can post your own mechanic changes seperately. Additionally, any changes that aren't already mentioned here, which you think would do well for the game (in relation to what the mods here already cover, e.g. Willow) are welcome. Also, any constructive feedback is welcome. You can discuss this mod and anything related to it in the comments of this mod file page, or in this topic.
  11. Nigh's random roleplay

    hello, there's not really a story so...we are on The Islands, enjoy.Name:willyrace: hound doglooks: brown with white spotsadvantages: knows all languages, night visiondisadvantages: has random sparks of violent behavior
  12. Well, being completely bored out of my wits, I decided to make an art thread. Here is my first piece of "art", if it even deserves to be called that... open the following spoiler at your own risk:
  13. I wanted the same thingIt would be an angel, and the meter's color will be purple (like how health is red, hunger is yellow, and sanity is orange). When you loose naughtiness the angel will start dying (like when the heart for health meter starts cracking and breaking, the stomach shrinking and the brain withering away) and starts turning into a monster.
  14. I'm not really good at making pictures on the PC, but here it is anyways!I can take requests and suggestions if you want (anything Don't Starve or profile pictures)
  15. tthis is my first multi-part story, hope you like it! part 1: the idea Maxwell pondered and paced in his zone, a zone that he created where he could live and plot out his next deathtrap for Wilson, in there he lived with his two roommates: Spidey and Grue. Spidey was a spider warrior who served Maxwell and is more of an intern to Maxwell, Grue was a creature of the night who never reveals its true look, for it only can survive in perfect darkness, because of this, Maxwell has created a physical, shapeless form for Grue, in order for him to be mobile during the day. “how can I kill Wilson if he keeps on surviving my traps, and that blasted spirit guardian Wendman keeps me from killing Wilson directly?” said Maxwell that night “uh, sir?” said Spidey “how about instead of you killing Wilson, you let someone else do it, someone who you know will do it right, someone like a bounty hunter” a grin appeared on Maxwell and Grue’s face as they thought of it “yes, of course, a bounty hunter, Spidey that’s brilliant!” said Maxwell “that may be the best idea I’ve ever heard you say!” said Grue “Grue, you and I shall go off and search for these henchmen, once you found them and got them on our side, send them back here, Spidey, you’re in charge.”
  16. Mosquitos

    What are they for what is there purposeI've noticed when they attack the red thing gets bigger.What could this mean?When its full do we get the blood they had stored?WHat could the blood be used for?
  17. Hello the following are some Ideas that might be interesting to see developed into the game.Hair - this is an idea i was thinking of in which all characters can cut hair to create a meat effigy i.e. Willow/Wendy can shorten their hair, Wolfgang can shave his mustache, Wes can cut ear hair (for humor) etc. now although this would get rid of Wilson's special ability he could be given something in return such as faster hair growth than other characters, or takes longer for starvation etc.Bridges - this could be a new structure the character can build (like walls and can be built with different materials as well) to reach other areas not easily reached through other means (have been stuck on an island before, with only way off is to loose sanity from wormhole).This one is not a suggestion but a problem I have with walls, When trying to build a wall near edge of land (where water meets land) it seems impossible/near impossible to build the wall.I hope these are decent Suggestions/problems that you perhaps like and implement into the game and perhaps in the future i will have more suggestions to try and help the game.Night
  18. So I was thinking that since they added winter and a winter based enemies why not do all of the seasons and enemies for each. Why not take the scare crow idea and have them as things you can build and as enemies during fall. And perhaps a random spawn Halloween based monster. Even having wild growing pumpkins and pumpkin patches show up. Each pumpkin could have a chance of becoming some sort of plant based monster with a pumpkin for its head. Maybe the lower your sanity the more likely they are to spawn. A shadow or something could be seen flowing into it right before it rises up to attack. And during the spring there could b more bunnies and the king of the bunnymen could come out of a large wormhole or something of the sort.
  19. So while I enjoy the idea of adventure mode, I feel it has some serious issues, I know its in development and will be much more fleshed out in the future, and that is why I am posting this to share my ideas because I have many and I am curious to see what other people have to say too. So here is my biggest complaint- The wooden thing is WAY to easy to find, this is mainly because all the pieces are near each other and if you spend a day looking for it, chances are you will find it. This would be fine for world one and two, but for world 3 and onward I feel the pieces should be spread to being on a different island each, and in 4 or 5 some if not all the pieces are being guarded or carried by some kind of large threat, like a spider queen or something (there would be a clear indication that the mob would be holding the piece of course) This would make the adventure more eventful and longer-next is a more obvious change, I feel as worlds go on they should become more unexplored and barren. To the point where world 5 does not even have things like pig villages or lush forests. And what mobs you find there peaceful desperate and hostile, and have more hound attacks more often, Like in world 3 its every 5 days, and world 5 its every day or every other day.-I also feel spiders should get more and more feral as you continue, In early worlds they are fine the way they currently are but in later ones make spider warriors spawn 90% of the time instead of normal spiders, and then possibly in world 5 they just never sleep and remain a constant threat.-Later worlds should also have much more night time threats, Things that you have to defend your fire from (I know we got the night hand now but that's only when insane and could you imagine dealing with both hands and some kind of hostile monster? Nights would sure be much more eventful) Also make it much less safe to go off with a torch or mining light in later worlds, considering as of now there are no real threats out there-The crawling horrors are said to be from another world right? So I think it would be cool to see them spawn quicker and become more hostile in later worlds, like in world 5 make them hostile once insanity has reached less than 80% or make them hostile all the time (I think that would be a little over kill) - This is a more lesser thing but I think it could be interesting, what if say around world 3 or 4 you had to fight the wood thing is some way shape or form, I do not know if this would work out to well considering the game does not have the best combat (But that's fine considering I know that is not the main focus of the game), But I feel if done right it would be really cool and could test the player mid way through. Perhaps just have it defended by a circle of Tentacles while having a projectile attack, does not need to be to complicated if done, that thing just always looked menacing to me-And lastly I would like some kind of final showdown with Maxwell in some way shape or form, Perhaps a wave of enemies or some kind of boss fight, or one last world where its a survival game between you and him with the scales tipped in his favor, like he has a revolver if you get to close, Guard hounds and perhaps slight manipulation of the world around him. And if you beat him you could get some kind of great reward for the next new game you start (would only apply once, adventure mode would have to be completed again to start a new world with it again) Like a revolver that hits like a tentacle or spear from a distance, but requires amo that is a bit hard to craft (Like 15 charcoal and some other things to make 4 bullets)So that's what I would like to see, I am sure some of these are ideas every one has thought of but just felt like putting them out there, Love the game currently and I am sure I will love it even more with what ever choices the developers make
  20. The problem with the sarcophagus, is that the Meat Effigy is so much easier to make, and the Amulet about the same as it, but without the curse, that no-one would build a sarcophagus as it would be annoying having a random curse...
  21. Treeguards?

    Are you able to use your Treeguard as a Guard? As in after you make it neutral, can it attack any hostile mobs that are after me? Pretty much what Im saying is can they be like a Pig? But better?
  22. Firstly I would just like to say that Don't Starve from when it came out on beta to its most recent update has been and I'm sure will continue to be what a game should be, difficult, time consuming and entertaining. I would like to put forward some ideas to be discussed and expanded upon, as Don't Starve is a game where one thing can lead to multiple. So here are my suggestions... - Wilson's Shadow: A new enemy type that has a chance of occurring at sunset. You would be notified of its coming at day break where some time during the previous night Wilson has lost his shadow. When the shadow comes during the sun set you will have to kill it like everything else. To expand upon this you could also have the players character take more damage or lose health slowly in the sun until he or she retrieves the shadow back by defeating it.-Crows and Farming: Farms in the game can be exploited to just live of them forever and not have to venture out to find other food sources. So a way to stop this from happening would be to make crows or some other animal perhaps SNAILS which can just hide away in their shells when attacked so another method would have to be used to remove them. With the farms at risk from attackers items like scarecrows and mesh can be used to prevent this from happening but to also prevent the outcome of a user creating an item that will just sit there and last forever, adding durability to this prevention system may add the extra edge.Any way that's all from me for now, still have a few more suggestions but I will end it with just the two for now. Good job on a great game, keep up the good work
  23. Update: Added items not found on my 1st post on Page1 --- Suggestions ---- Using Manure on Farms : When you use manure on a farm plot instead of always making it grow at random one might stay small even when you put in the manure.If you keep feeding it manure you get the chance of making a giant sized version of the crop grow. Its a gamble though because there is only a % chance that it will grow giant sized. ----New Special Enemy types ---- Small Foot - hH is a sasquash that must of not grown to full height because of his lack of berries and honey.He appears during sunset to try to steal honey from any near by source. He only appears in wooded areas since he is shy since he is a Sasquash of small height. However what he lacks in height,he makes up for his large apatite for honey and meat. He is pretty harmless unless you try to shoo him away from honey once he is eating.Then you better run for your life because he will chase you until you are far enough away from the honey he was eating.He will not stop eating the honey until there is none left in the hive or bee box. Jersey Devil - This crafty guy is not a myth or legend anymore.He is a pain in the butt truly to no end.He has a taste for tall bird eggs and fresh veggies.Despite the myth Jersey Devils are vegetarians but have a liking of eggs.Being a shy creature he will not show himself while your around and will wait for when you are a safe distance away to go after whichever food source for the day he is targeting.He only eats one type of food each day so trying to figure out which one he is after can be tricky.The only time he makes a sound is just before he swoops down on his prey but if you listen carefully enough you can hear the sound of him salivating the further you get away from the food source he is after. Best way to stop him from eating something you wish to protect is to stay near it,only other way is to set traps around which ever food source he has after. He only needs to feed on the day preceding a full moon so make sure your ready for him.Also unlike what you would think he is not alone.Beware if you manage to corner the Jersey Devil,though shy a Jersey Devil will turn ferocious and attack you at full force to get away until you get far enough away from where ever it is trying to flee to. Cubacawbra: This crazy looking creature with its razor sharp claws and vampire fangs can look quite unsightly to the eyes.Though it is equipped with a arsenal of natural weapons it seeks only two things, baby tall birds and beefalo.Now a Beefalo can handle its own when its with the herd or alone against it.However if the Cubacawbra keeps attacking the same beefalo every night that Beefalo will slowly but surely get weak to the point its hair falls off.If that weakened Beefalo is attacked a few more times in its malnourished state it will die. Only way to reverse the effect is to feed the Beefalo yourself some nutrient rice fruit and seeds,to put it in a holding pin to protect it,or kill the Cubacawbra to allow the Beefalo to heal on its own. The other items a Cubacawbra likes (or should I say loves) are baby tall birds and jackelops. Unlike the big size of a Beefalo neither of these can protect themselves quite well so your going to have protect your baby tall birds by either putting them in a holding pin,protect them yourself in any way you can,or kill the Cubacawbra.This keeping your baby tall birds safe until the next time a Cubacawbra spawns. The Cubacawbra makes no nose at all,the only way you will know one is around is if you see it feeding or spot it fleeing or heading toward its prey.Unlike the Jersey devil these spawn during the day or night of a New Moon.If they spawn at night you will know your seeing one from the red glowing eyes they have. ------ New Craft & Gather items ------- from rocks or naturally found in arid areas. Sun Dry Box - used to dry things,veggies,meats,grass,etc Smoke Box - used to smoke veggies and or meats for preservation Cook Book - used to remember the recipes you learn as you discover them. Holding Pin-made using lumber,grass or rope.Primary use is to keep tamed beefalo from wondering off.However if you do not keep the Beefalo tamed,or they can come under attack they can break out and tamed beefalo will follow the ones that became untamed out to freedom. Achievable if you use stone walls to enclose them,if only we had a gate/door we could use...... Hay- Made by drying grass in the Sun Dry box.This serves two different purposes one to tame beefalo and to keep them feed which keeps them tamed.They need to be feed daily otherwise they will being to become untamed and even hostile toward you. Seasonings : Made out of dried veggies dried in the sun dry box. They help to preserve raw or cooked meat help preserve it or even make something edible.Only certain types of veggies would be able to be sun dried and combined into seasoning.Seasoned cooked food also adds additional + sanity compared to their non seasoned counterpart. Salt : Pretty much main use would be to preserve raw meat and veggies but unlike seasons cannot be made. Must be mined ----New World Gen Biomes ----- Desert- This would be the location to which you would find a area that has salt flats that you can dig or pick for to get raw salt that can be used for preserving raw or cooked meat and for other uses. Creatures found here:Scorpions,giant "Spice" worms,"tremors"(which would serve the purpose as baby spice worms),Vultures,and scarab beetles would roam these sands. Food sources: Various dried veggies and fruits that can grow on flora that can survive these hot sands. Flora: Various Don't starve versions of real life flora that can grow with a few with a dark demon twist.Some say the flora have eyes in this biome and can talk to each other through the sands. ----Additional Game Mechanics ------- Food Spoilage-.Pretty much simply food should have a decay rate. Depending on the food type,and storage used.Raw meat should spoil faster than cooked meat if not kept in a cold place.Fruits and veggies should spoil at same rate in there raw state. Cooked versions will spoil faster than raw stored. Happy to say in the game now ^_^. ----- New Food Types ---- Jerky- made via smoking meat in a smoke hut or sun drying meat in a sun dry box.The Jerky will last much longer then raw food and cooked versions. Happy to say jerky is in the game now ^_^.
  24. So, I settled my base in an awesome island with beefalos, tallbirds, graveyards and spiders. Spiders. They seem to get stronger and stronger every single time I pay a visit to them. Currently there are 6 dens, 3 tier 3 and 3 tier 2. I wanted to get rid of those once and for all but without losing the resources and such. I do not dispose of fire darts/pigs (there are 2 pig houses near them and they kill the pigs as Soon as thry spawn). Thank you! ( this game is awesome)
  25. 3 things i like the most: 1) Rivers. Here is why: Also i think that you shouldnt be able to trespass rivers.2) Caves. Everybody love dungeons! (And dragons...) Also dark caves fit this game's creepy atmosphere. 3) Bridges. No gates on them though. Also i think that the following terrain generation mechanics would be good: Rivers are not trespassable, but they have narrow sections (requres less stones to build a bridge, but you still can buld a stone bridge in any part). This will make player make decision on where he wants to put the bridge and not just put it at random spot of the river. Narrow sections shouldn't be too far from naturally generated bridges to not let player easily cut huge corners in the early game. You can build wooden/stone bridge across narrow section, no difference in functionality (or maybe wooden bridges should be flammable?) and you only can build stone bridge across wide section. Logic behind this - wooden bridge is not durable enough so you cant stretch it across too wide area, but stone bridge is. Balance behind this - stone is harder to get in a big number so player will have to work hard to be able to build even a single bridge but will also be rewarded by ability to cut any corner he wants.