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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 54 results

  1. Hot Lava has been an amazing experience so far and I am already satisfied with whats been presented to me. But I also see a whole load of potential. What if other game modes were introduced, like a cops and robbers kind of game mode, like a tag game mode, or a freeze-tag game mode, or hide and seek. With the lore the game mode already has behind it, combined with the unique environments, I feel this game has a tons of potential, your game is awesome and I should probably go outside now.
  2. So I may be a bit late to the console party but after popping in my disc I'm a bit disappointed I can't Obtain or use skins Without a plus membership. No reason to pay to play online when i can just use my PC and play online for free. I think we should still be gifted and able to use skins in offline mode. Let me know if ther is a way around using the plus to obtain and use skins.
  3. Here are my thoughts on the Ranching Upgrade Mk II. Critter Morphs I'm not into the whole Petting Zoo Tycoon aspect of ranching, but I guess this is cool for those who have the itch to catch 'em all. That said, it feels like some of the morphs don't really fill a a niche or fill one already covered by something else. The smooth hatch, for example, produces refined metal. We already have rock granulators, metal refineries, and metal volcanoes doing this, so I'm not sure how much value such a creature adds to the game. One aspect of the critter morphs that's negatively impacting the game is egg management. It has become cumbersome to sort, store, cook and save various types of eggs. I don't know what the solution to this is, but I do hope you guys come up with something to mitigate the tedium and frustration that so many egg varieties has created. I don't like that eggs still incubate in refrigerators. In my humble opinion, refrigeration should halt the incubation process. I also think you could be more transparent with some of the information relating to critters. There's a lot of digging to find out what the Glum debuff is or how much stable space a particular critter requires, for examples. Making all of this information quickly accessible via the critter information or the database would be a good QOL adjustment. Much of the text in a critter description box refers to them as duplicants, by the way. Dreckos Regarding the glossy drecko, it makes no logical sense that this critter lives in the jungle biome but feeds itself exclusively on plants that grow in the starting biome. That's like a water buffalo of the Serengeti requiring a diet consisting of grasses that grow in the Siberian steppes. Pacu Pacu are a bit of a mess right now. They require a LOT of algae to feed. The only sustainable way to produce algae is via pufts, and the number of pufts (and the room required to stable them) required to support a single pacu is prohibitively high. Another problem, though one of the minor inconvenience variety, is the lack of a way to wrangle or trap a pacu flopping on dry land. Everything Else Everything else is useful. I personally find the gas sensor to be a godsend and have been wanting one for a while now. Kudos for the pipe sensors, too. I do find it odd that the gas sensor requires power (though it doesn't appear to be consuming any) when none of the other sensors do, but if that's a feature and not a bug then so be it. I do hope you'll give the Plumber its own hat. I would also recommend moving it back a tier for the sake of maintaining the one-tier gap between jobs of a given path, but I'm OCD like that. Eggs don't appear to rot anymore. I don't know if this is by design or a bug. I'm happy to see algae terrariums getting another look, but I still think you've missed the mark. The water consumption is way down, making them viable from that perspective. But they require so much dupe time to deliver clean water and clear polluted water they're still going to see very limited use. Again, if this is by design - if they're meant to be nothing more than a brief stepping stone - then so be it. Suggestions for Future Content Here are some suggestions for some possible followup additions you can add down the road. Fill out critter database entries with calories required per day and other pertinent information. I would also like to see each subspecies get its own page and flavor text, but that's obviously not a priority. A means to automate critter population control would make the player experience a lot better. Right now there's a lot of micromanagement that goes into ranching. A motion sensor or critter counter of some kind, for example, could regulate how many critters we keep in a stable and allow cull the herd when the stable becomes overcrowded. Glass tiles and logs, coral, and seaweed (which could be made of plastic if you want another use for it) would allow us to build decorative fish tanks in our bases. This would give us an outlet for our creativity. A new computer could allow scientists to genetically modify embryos in eggs to increase the odds of breeding a desired critter subspecies. Such a building could require experience in both the rancher and researcher jobs to utilize. I think a new disease that only affects critters could spruce up the germ overlay a bit. I desperately want to see shockworms and volgus in the game. Please don't forget about these neglected critters. Automatically change the temperature units in sandbox mode to match those chosen by the player for regular play. Please give us high pressure liquid vents. That's all I've got for now. Much of this update is still a bit rough around the edges, but I'm sure you'll get it smoothed out eventually. As always, I look forward to seeing what lies in store in the next update. Keep up the good work.
  4. Mechanic change proposal mods

    Version 0.1.0

    105 downloads

    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.
  5. 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
  6. 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:
  7. 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.
  8. 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)
  9. 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.”
  10. 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?
  11. 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
  12. 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.
  13. 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
  14. 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...
  15. 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?
  16. 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
  17. 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 ^_^.
  18. 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)
  19. 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.
  20. When I get on chrome and play the game, it asks me to play the demo, when I already bought the full game and entered the product key. Then I realized that it changed e-mail accounts and it won't change back. I've tried everything I can and it's not changing back to my e-mail, anyone know how it can be fixed?
  21. Hello to all and good evening. I come to you all because I saw that my copy of "Don't Starve" won't save my file? I had an actual decent map and got through my 5th night when I had to leave for work. when I got back I started it up and it didn't have the save? I first thought it might be in the Import tab but I decided to come to you guys. So? What do you all suggest? Thanks and have a good time trying not to starve.
  22. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title Items disapearing before I can take them Steps to reproduce random it rarely happens logs from a cut tree simply disappearing Describe your issue In the new map engine, I cut a tree 2logs fell on the left side and a log on the other side, but when I went to take them the 2logs on the left,they disappeared before I could take them, the other log I could take. this issue has happened before with rocks, but I considered I just collected them.
  23. 1. Swords (An alternative to spears) 2. Different levels such as Caves New dimensions if possible. 3. Availability to make small huts. 4. New Armour like Gold and iron. 5. Be able to make multiple saves. 6. Weather changes such as Rain, Thunder and lighting Note: All of these are just suggestions.
  24. It was a right proper fight, that. In retrospect, I should have taken a screenshot.
  25. we can kill rabbits with impunity once again. It seems like the game is just moving in circles, with the player being punished for surviving. Krampus was made to limit rabbit trapping. Krampus was then nerfed to a non-issue. Now there's a way to farm rabbits with no bad karma at all with the tooth traps. What was the point of Krampus to begin with? Pigs were being abused for meat. Pig spawns were then lowered and house recipe requirements were raised. Now the pigs just plain die off, leaving only a 25% drop chance for one of the 4 items needed to renew them. Extinction will occur, and is inevitable, when pig abuse had already dropped due to the spawn changes. To make this a viable change, I suggest making it only apply to player made houses, and perhaps nerfing pig spawn a bit further. Farming, the only "proper and nice" way of surviving has now been nerfed to pointlessness. It's pretty much impossible for new players to start up with the lowered seed rate. Not to mention that the lengthened growth times and reduced nutritive payoff make it not really worth it, considering rabbits can again be farmed with impunity, which is why farming was buffed and Krampus was introduced in the first place... We're chasing our tails trying to find a proper solution here. I'm no gaming or coding savant, but here's a couple suggestions. Feel free to add your own. 1.) Pigs should only go extinct from player built houses. -To compensate for this, lower pig respawn times from 3 days to 5. That way even with an absurd pig village the player won't be able to sustain himself on their meat alone. -An increase in pig strength and village size, to present a higher threat to those farming bacon could also be welcome changes. 2.) Farms should have a bump up in speed, closer to what they were pre-Queen. -However, perhaps introduce a spoilage or infestation mechanic. If you're not there in reasonable time to harvest within a given window, your crop simply dies and you lose it. There could be a percentage chance for dropping seeds, but of course there's the threat of birds picking them up. -A slight drop in manure farm fertilization efficiency could also work. Say that each poop is worth 6 crops, meaning you'll need 5 poop for one plot. -Perhaps Beefalo, Pigs, Birds, and Bunnies develop a taste for the easy life off your farms and could eat the crops as well. In other words, you'll have to work a lot harder if you want to see reward from your turtling, but it's not impossible, nor is it all-reliable. The current nerfing just means people will be making a lot more farms and can live off them once started up. Sure, winter might change that, but winter is only one season. 3.) Lower Krampus's summoning requirements. (I haven't tested this patch out for him yet though). On the last patch I killed 3 full backpacks of bunnies in a row on the same day without even one coming for me. I also killed an entire pig village without his company. If you're going to include a deterrent in the game, it should be possible to summon the deterrent before I get a handy supply of food to last out his forgiveness period. This would keep the pig hunters in check, make people think twice before abusing tall-bird respawning, and give the people who jumped ship from the farming nerf back to rabbits something to think about. Which leads me to my next point. 4.) The tooth trap shouldn't be guilt free. I haven't tested it yet, but from how it was made to sound it seems like you don't get "naughty points" from using the tooth trap. Why wouldn't we? We're actively hunting and killing defenseless, clueless bunnies with tools of our own design. Yes, making them die instantly is a good thing, but we should still be considered naughty if the deterring effect of solely farming them is to work. 5.) Increase in spider hat durability? For people who stockpiled eggs beforehand, the hat isn't that big of a deal, but for people who earned their eggs fighting the monstrosities that are the new spiders and the queen, shouldn't they have more to show for it, at least a bit? -Which also leads into a question and another point. I haven't seen it myself yet, but are spiders spreading on their own? If not, why are level 3 nests only dropping one egg? If we can use them to make hats to control the spiders and they aren't repopulating they could potentially go extinct. Again, I haven't checked for their re-population, so this could be a moot point. 6.) Fireflies shouldn't just die out in lanterns and hats unless they can respawn. Think about it: You've captured the firefly alive. Why does he die if he's given shelter in my lantern but will live forever if I simply let him go to light my sidewalk base path? Unless they actually do respawn, then it's a moot point. 7.) Goes without saying, but Beefalo have no repercussions for murder atm. They yield 6 meat, so 2 beefalo are enough for 3 meat effigies, making you nigh immortal. They's also an absolute ton of them. My current map has 3 or 4 herds of about 10-12 each. I could kill half of them and still have enough to farm poop with. -Needless to say they should respawn, or breed. -Their drops should be nerfed from 6 to 4 meat. -They could become territorial, the individual beefalo you get close enough to startle attacking you once or twice. -They should most definitely hit harder. -Perhaps fewer should spawn initially. 8.) Now that the seed drops have been nerfed, perhaps the feather hat can attract more birds to increase the drop rate of seeds. This gives an incentive to braving the swamps as well. 9.) A way to harvest honey without angering bees? The beekeeper hat, at least last patch, didn't protect you from the bees, so there's no point to it. 10.) Increase Optimus Pine spawning. I enjoy his threat and I also like experimenting with him, but it seems I always have to cut down an entire forest before one spawns. This last one is more of a want than a need: -Taming hounds? they're so adorable when they're sleeping. Maybe they could need a regular supply of food like the smallbirds, but could actually be useful in combat. To combat the "Flock of doom" mentality with the hounds, perhaps when you don't feed them properly they attack the nearest source of meat: you or your other dogs. Again, these are all just suggestions. I in no way no what would work best for this game and am probably unaware of some of the repercussions my suggestions could present. Sorry for the long-winded post. Feel free to add your own.