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Oxygen Not Included

  1. Well, the final character update is finally here, along with an unexpected new boss. After exploring for a while, I guess I've figured out what this update is about... There are also some suggestions for the new update. I've mentioned some of these before under other topics, but it's good to have a specific topic. So here are my suggestions: About Wilson Torch durability seems a little too weak, even at level 3, it only gives a torch less than 20 seconds of use. It's really useless compared to increasing the range of light. So I'd suggest beefing this up so that a torch lasts twice as long at most, or allowing the player to fuel it. The gem alchemy formula, at the moment it feels to me like making advanced materials with lower materials, rather than converting between different kinds of gems. The formula for the Iridescent Gem is therefore an unintelligible arithmetic sequence. So I'd suggest add a feature to make 1 Red Gem with 3 Green Gem, with an emphasis on conversion rather than level up. It was a little strange for new players to know that Iridescent Gem existed when they first entered the game, and that killing AF was what the Shadow queen wanted. It is best not to see a detailed description of the next skill until you have completed the top skill tree. Lunar affinity plz!!! About Daywalker Currently, the only item that can resist the repelling effect is Marble Suit, which is somewhat missing the hint. I'd like to make all items that slow down after being equipped have some repel resistance, such as Piggy Pack, Ice Cube hat, and carry-on statues. This allows players to apply their usual experience to boss battles. Changed the Daywalker art to red, giving them the same theme color as the other Nightmare items in the ruins. It's like a Nightmare Fissure in the bat biome Ancient Herald. They all keep the same theme color by turning themselves red. \ (On the left are Fissure in the Cave Bat Biome and on the right are Fissure in the Ruins.)
  2. Here's my messily thrown together feedback on the new rework. Wilson's Rework Pt 1: Torch While nice in theory, I do feel as though the torch upgrades are completely useless. No matter what, torches are outshined by lanterns. Lanterns simply last longer, have a larger radius, and (my favorite) they're easily refuellable allowing you to save resources. I suppose there's a point to be made about newbies not knowing how to make lanterns or something, but honestly they aren't that hard to figure out, and once a newbie does figure out I doubt they'll want to turn back. There's also another point to be made about cave-less worlds, and while that may make torches more appealing, lanterns are still possible to achieve via Crustashines on Moon Quay. (Also miner hats exist.) I also believe that you can easily add caves to a cave-less world nowadays, but correct me if I'm wrong on that. Overall a neat idea, but I don't think the torch perks are all that useful. Notice that the lantern's radius appears to be larger next to the fully upgraded torch. Pt 2: Beard I haven't got many complaints on the new beard upgrades, they're simple and nice. I'm not sure how much usage the beard storage will receive. It seems like a pretty peculiar thing that I would probably never use, especially considering I'd probably only have a beard throughout winter and a bit into spring before shaving it off. Of course, extra storage is always welcome and I'm sure that people who like to carry a lot of food on them will enjoy the extra storage space. I will say though, that I wish there was a way to "collapse" the beard UI as there is for the backpack, but otherwise it's pretty nice. Pt 3: Alchemy By far, this is my favorite part of the rework. In terms of farming flint I think the Transmute Ore I: Rock -> Flint transformation is very nice. However I would actually change Transmute Ore II to be Gold -> Nitre. Gold is pretty easy to farm in my opinion, Nitre on the other hand is not. I haven't really got Transmute Ore III, but I do think that it's good for what it is. I find Transmute Gems I a bit odd. As someone else said, I think most people consider red and blue gems to be equal in value. Perhaps earlier on red gems might be slightly easier to find, but as the game progresses I find that you just end up with a lot more blue gems. Winter + Spring hound waves, farming mactusk & all. Red gems on the other hand only start popping up in Summer and your second Autumn. Overall the Red -> Blue Gem transmutation just doesn't seem worth it. Especially when it takes 3 red gems to make a blue gem, but I already have lots more blue gems stashed away in the first place? The other gem transmutations also feel a bit weird, although they more or less check out in terms of value I suppose. The third section of Alchemy isn't anything special. The transmutations all seem, personally, fine. I will say though that Beard Hair -> Beefalo Wool seems to be missing a description. Pt 4: Affinity I haven't explored this section in-depth so I'll just go off what I see in the free crafting tab. I find it kind of odd that you only get 2 Pure Horror out of 1 Dreadstone, but you need 3 Pure Horror to make Dreadstone? I suppose it's purposeful loss to prevent the mechanic from being abused. My biggest issue with this section though is the Pure Horror -> Nightmare Fuel transmutation, since for some reason you need 3 Pure Horror, but you only get two NM Fuel? I do feel as though you should get more NM Fuel, being that Pure Horror feels like a more advanced version of NM Fuel which is also locked behind ruins loot and a boss. With NM Fuel being so easy to come by, and Pure Horror being a tad difficult to obtain, the transmutation definitely feels like a huge ripoff. My other main problem with the Affinity section is the Ancient Fuelweaver name drop. I simply feel as though it takes some immersion out of the game. I'd much prefer it if it was changed to something like "Find and defeat the Atrium's Gatekeeper." -or something like that. Something that still hints to the boss, but keeps in shrouded in at least some mystery. Overall, a decent rework. Perhaps not the best rework, but for what it is I think it's well done. Some things certainly need tweaks, and I think some of the perks should be changed or removed (COUGH. THE TORCH. COUGH.). Perhaps something could be that Wilson could make a cheaper meat effigy or something? Being that he was the one who invented it, perhaps he's perfected the craft. There is also the matter of inspiration. Someone brought up that it's a bit odd sharing a trait name with Wigfrid, but regardless it isn't that big of a deal. I'm more concerned on the topic of gaining inspiration. I do think the current method is fine - just play the game and get more overtime. I do have concerns about cheating Wilson's inspiration though, since you can just instantly gain it by skipping some days in-game with commands. For the purpose of testing, this is fine. However if this is something that's gone overlooked then it should definitely be patched out for release. - And since I don't where to fit this in, I will say that an alternative method of gaining inspiration could be a little "research tab", something like they have in Terraria's Journey Mode. You put in items to research them, once you put in X amount of items you gain inspiration or perhaps gain a specific transmutation craft pertaining to those items. Maybe researching items could even give you more details on items and what they do, but that sounds like an awful lot of work and there's already concerns going around about Wilson not being the "Vanilla" guy anymore. It's just an idea though. Daywalker/Nightmare Werepig I'll start off by saying that this boss seems very out of place on the overworld. It definitely seems like something you should come across in the caves. I mean, it is literally locked behind ruins gear, you can't fight this guy without caves regardless. And also just imagine it. You're exploring the caves and you come across an area that isn't like any biome you've seen before. The area is large and sort of circular, and in the middle you find it. Chained to those strange pillars, with an ominous pink glow, The "Daywalker." Perhaps instead of an "ominous pink glow" there could be a small hole shining surface light down on him? Of course, that's just my idea of how this guy could fit into the game better. If he stays on the surface there's also the matter of the pillar clashing terribly with the turf, they don't look like they belong at all but perhaps that's on purpose. Although, if you wanted it to fit in more I think some turf under his spawn point could go a long way. Look at this marble turf for example: Of course, he still looks out of place, but he's slightly less out of place. Although, from my understanding there may be multiple spawn points for the boss so any "turf" would probably have to be fake turf, an asset laid underneath him and the rest of the set piece. Overall the boss is interesting, drops are meh though. The boss drops very little Pure Horror or Dreadstone and the armor, as it currently stands, is just night armor 2.0 and thulecite crown lite (something you'd already have since you have to go to the ruins). I don't see a huge reason to use either item at the moment when I can have night armor or a thulecite crown. In my opinion these items definitely need a buff, and perhaps they'll provide some special effect like the Enlightened Crown does. Edit: Oh yeah, something I forgot to mention is that Daywalker's "death" animation is a bit lackluster. He just kinda... poof. Not very exciting, I think it'd be cooler if he got pulled into the ground by shadows or something. Edit #2: Another thing: maybe add a way to reset skill points from the main menu, not just in the character selection screen. Anyhow I'm bad at ending things and that's basically the end of my thoughts. So I'll just end it off here for now.
  3. Hey! If you've ever needed to send information from one shard to another, we're pretty sure we figured out how. I partially wanted to write all this down since it doesn't look like anyone has had an in-depth discussion on handling inter-shard communication. @AlbertoRomanach (my brother) and I were recently working on a mod that needed this ability and we finally sat down and figured it out. There's a link at the bottom. As a little teaser, it is possible to send commands from one shard to another... This guide could help if you're making a mod that needs to deal with overworld and cave shards differently. First of all, Klei is very nice with their mod utils, and none of this would be possible without the AddShardModRPCHandler function. I'm pretty sure we also saw an example of this function used in GemCore under gemscripts/tools/shardrpc.lua in case anyone wants to take a look, so say thank you to @zarklord_klei! From A Mod Here is a very simple implementation of an RPC that allows you to execute a Lua string on any target shard: AddShardModRPCHandler(modname, "ShardInjection", function(shardId, namespace, code, injection) ------THIS BODY CAN BE CUSTOMIZED------ -- Only run if the current shard is different from the shard that called the RPC. The *calling* shard's ID is held in shardId. if GLOBAL.TheShard:GetShardId() ~= tostring(shardId) then GLOBAL.ExecuteConsoleCommand(injection) end ------END------ end) When you are using caves (or a dedicated server with caves), when one shard uses this RPC, the opposite shard will detect it and execute the contents of the RPC (which shown above is just a call to ExecuteConsoleCommand). If you remove the "GLOBAL.TheShard:GetShardId() ~= tostring(shardId)" check, then the RPC will run on ALL SHARDS. If you're somehow running a server with more than two shards, then you'll likely have to be a little more specific with the shardId check depending on what you're doing. The three parameters "shardId, namespace, and code" we found in GemCore's shardrpc.lua, but we never used them. But we added a custom parameter "injection" which is where the Lua string is passed in. You'll see its usage a little lower. Here is an example of its use in a mod file: function testFunction(string) --In mods, "modname" will automatically translate to the name of the directory the mod is in. SendModRPCToShard(GetShardModRPC(modname, "ShardInjection"), nil, nil, nil, "c_announce(\""..string.."\")") end For us normal cave users, the ShardInjection RPC will simply execute the string "c_announce(\""string"\")" from the opposite shard. If you're using more than two shards and you only want to target a single shard, I imagine you could theoretically change the first "nil" argument in the GetShardModRPC to be a more specific shardId, but I've never used more than two shards before, so you'll have to mess around with that. The Lua string can be literally anything you want, as long as the string can be executed from the console. Remember, this RPC can be customized to do something other than code execution. You can add parameters as you please. If you simply need to retrieve or send info from other shards or do anything else, you can do that. In fact, data retrieval was what we mainly used the AddShardModRPCHandler for in the first place. From the Terminal ~~~This next section talks about sending commands to another shard from the terminal, but a mod with this RPC must be enabled first.~~~ Now, for an even more interesting use of this, admins on a dedicated server can technically use this RPC from the console if they know what to do. They can execute a command on another shard. Clients without admin privileges, however, are not able to use the following command since they don't have access to the remote terminal. If they did, this would be a security issue since any random client would be able to hop onto a server with this RPC and execute Lua code injections. Fortunately, they can't! Unless you deliberately set that up, this should not be a problem. Using the same RPC as before, this command can be used from the console (remotely) by admins: SendModRPCToShard(GetShardModRPC("workshop-########", "ShardInjection"), nil, nil, nil, "Lua code here") "workshop-########" must be the mod that has the ShardInjection RPC defined in it. If you're testing locally, then you can just change "workshop-########" to be the mod's directory name like "folderNameHere" (it must be in quotes). Also, you could theoretically set up a new console command from inside a mod that simply accepts the Lua string and executes this line internally. It would look very similar to the RPC I showed earlier, but instead of "c_announce(\""string"\")" you could just put the variable "string". You'd also have to make the function GLOBAL to make it accessible from the console. Here's a console command that could go in a mod file: function GLOBAL.testFunctionTwo(string) SendModRPCToShard(GetShardModRPC(modname, "ShardInjection"), nil, nil, nil, string) end You should be able to call it from the console like this: testFunctionTwo("AllPlayers[2].components.health:SetPercent(1)"). If called from the overworld, this command would refill the health of player 2 from the perspective of the cave shard. This also works in the other direction. For example, if there are 4 players, 2 in the overworld, and 2 in the caves, the command will refill whoever is in the AllPlayers[2] spot in the caves. However, this command will not work if you try to target players who are in the same shard as you. Our mod shows a list of every player in the game (including caves) on the screen based on the server's version of AllPlayers. Using the same example, player 2 in caves would appear as player 4 on our list. We have a few console commands that are capable of detecting whether player 4 is in the caves. If the target player is in the caves, we have a function that both converts the number 4 into the proper player number and sends the command to the caves. But if player 4 is NOT in the caves, it can ALSO execute the console command on the same shard. You can see how my brother and I dealt with this toward the bottom of our modmain. You can also read more about it in the mod comments and in the readme for the mod. In Conclusion: Communication between shards doesn't have to be so much of a nightmare. Once you have it down, it's pretty easy to replicate and tailor to your needs. Like I said earlier, it's possible this could help with mods that need to deal with overworld and cave shards differently. Regardless, as I also mentioned earlier, Klei is very nice. I admire Don't Starve Together not only for its gameplay, but also for its amazing programming and team. I've learned a lot from its code, and I hope I can help people with what I've learned before I forget all of this ! Also, if anyone needs help setting up dedicated servers on Linux, I just recently figured that out (at least on ubuntu) so ask me about that if you need to. Leave a comment in case any of you need more info! If you think I should discuss anything else in here, please let me know and I can add it so people can see it. You can see the mod with which we used this method of communication right here. It was used in order to collect the list of players from both the overworld AND the caves and print them in order based on the server's version of AllPlayers: Sorry! I realized two seconds after I posted this that there was a tutorials and guides subforum
  4. Hey there fellow DST players! I'm currently in the process of creating a new character and thought I would reach out to the community to see what you think would be neat perks. The character is a female Bunnyman named Whisper! I have gone through various perks and can't seem to make up my mind, here's a few I had previously added. Vegetarian AoE on attacks Can pick up plants quickly Extra benefits from carrots A Beardlord mode when the character is insane boosting their damage Nightvision Reduced sanity drain from darkness Fast tree chopping Any suggestions would be greatly appreciated and I hope to complete the character once I've found an enjoyable playstyle. Kind regards, Red
  5. Version 0.1.0

    116 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.
  6. 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
  7. 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:
  8. 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.
  9. 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)
  10. 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.”
  11. 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?
  12. 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
  13. 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.
  14. 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
  15. 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...
  16. 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?
  17. 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
  18. 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 ^_^.
  19. 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)
  20. 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.
  21. 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?
  22. 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.
  23. 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.
  24. 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.
  25. It was a right proper fight, that. In retrospect, I should have taken a screenshot.
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