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Found 8 results

  1. You can do this "as god" manually now. What I would like to see is the reset controlled by an input. It would have to edge detect, so if signal was red, then changed to green -> reset. To prevent constant resetting as green. If you don't wire the input port, it would act just as it acts now. Just for clarity, the input does not change the set cycle length. The input just sets cycle start time to "now". ((Yes, I could build something with memory & buffer to edge detect, but I still can't reset timer inside the automation itself!)) This would be very useful and be more like real use cases. Even if dupes have no plant safety officers! I realize in game it would change the footprint of the "Timer Sensor" since it would need an input port, and space for that. So I thought an expansion would be a nice place to ask. (or ask again as it has probably been mentioned). A change would be nice. But I could also see for save game compatibility, the feature having to be added a separate doodad.
  2. Here is a big lists of raw ideas .Of course i know that some of these are way too complicated to be added to the game but who knows maybe in a few years i would buy more dlc's to have access to some of theses... One or two of the asteroid should be HUGE like the 3rd or 4th ones.to be able to make immense bases after you got the firsts littles maps covered and tamed. ALL POI's DESCTRUCTIBLE <<== that Light and Darkness in base modifiable. that we have to use lights but while still clear enough to see what we are doing Time dilatation effect. being able to switch time speed on the one you currently dig while the others remains at normal speed. or the reverse while you dig the second asteroid the other one goes super speed...maybe depending on which planet you are... that would be a nice difficulty addition.(pause time on the asteroid you dont look at).OR next point below Cryogenics Freeze some dupes then go work somewhere else. throw them in the fridge for hundreds of cycles waking up with a timer or with a geyser/vent that heats a biome. Gravity uses (liquid catching wheel) density of the liquid could play a role in how much the wheel turns Thermal effects on decompression and compression of gazes or liquids Teleportation Buildable and destroyable stations to teleport on another world or on the same planet to have a higher tech than the transport tubes. ALL from the 2 games crammed in one. such thing as balance can be work on later. i would like to have access to all of the new stuff AND the old like space missions and such why not being able to transport dupes or robots to some asteroid (like in the dlc) AND being able to send unmanned rare materials missions at the same time. Sickness and Medicine adjustment even at the worse difficulty germs and medicine are far too easy to be care about. Playable asteroids with Gaz atmosphere and life on surface wouldn't it be cool to be able to plant a big farm under the sun with different gazs atmospheres. Wild Critters and plants on surface. Cool on some planet (why not with rain sometimes)....some ideal for life, some Volcanic with or without magma/metal meteors some very cold with or without ice/metal meteors Dupes reproduction and ''childcare mechanic's . Well we have males and females duplicants but there is no use for it. We have to pick from the pods already adults dupes.I imagine we could ''teach'' the children's then with their interests and time they become a new generation and the parents dies. We could also receive some dupes in rockets by batch and one by one with the pod. These ideas open the doors wide for modding and techs. Imagine specials techs that would take multiples generations to be able to apply. This is right here the kind of late-end game stuff that would be awesome i think. Everything breed in this game except our colonists. Tribes of Non human dupes they could breath something else than oxygen, live underwater or in differents temperatures...ect. while the food system is quite complete they could add some food toxic for the human dupes and vice-versa. when you defrost a dupe on another asteroid it could be grey,or green skin....hostile to our dupes but still being able to build a colony of them. feed them dupes or vice-versa. Tinkering robots automated being that can do simple tasks like stocking, toggling, mopping, digging, maybe cooking or building small items like pumps pies and wires in very hostile environments. While we are at it they could recharge from the sun or by a dock like the sweepy. .In fact a grey dumb dupe who dont have to sleep or pee. why not overheating with stress lol. Space vessels landings with hostiles or not dupes or else onboard Why not a robot miner who can move on a rail. More automation in general there is not a huge possibility of uses of the 4 signals wire at the moment Plants hybrids Harders combats and combats suits adding some critters that should be left alone in the firsts cycles. Because that would take more than 2 second with one gun to down it and they defend themselves I dont think we will see a good parts of this list coming with the finish game but modders could help a lot. I see myself enjoying this game even more in a few years if some of these mechanics are introduced Good game people ! Food source assignement Oh yeah i forgot i wanted to put down the difficulty of keeping a dupe quarantined. Food source assignement might be one of the answers.
  3. The clothing system didn`t change since the thermal upgrade iirc. It`s pretty ancient. And there is quite a few things that could be changed about it to make it more engaging, more interesting and less annoying to use. 1. Warm sweaters and cool vests should add/remove heat passively instead of changing insulation levels. As for now they modify hte insulation of the dupe which is fine in theory but in practice the dupe only freezes or overheats if he exchanges heat with the enviroment faster than he can keep up due to his natural "homeostasis" effect. This maens that the sweater works for both cold and hot while the vest for neither - it just makes matters worse in both scenarios. What they should do is passively add or remove heat from the dupe. It would be a simple effect but rise or lower the temperature a dupe can safely work in. It could also affect the "toasty/chilly surroundings" thersholds to reduce the stress they create. 2. More variation in the clothes. - We could get more advanced versions of the sweaters and vests providing larger bonuses (this could be used for space missions like establishing a base on the frozen asteroid) but would require extra resources on top of reed fiber like lumber. The snazzy suit should get a better version requiring gold which would extra decor and maybe a weaker sparkle streak effect. There should be clothes for other purposes like a diver suit preventing sopping wet status (having a large decor penalty) and maybe a weaker version for soggy feet. A suit out of refined metal to provide scalding protection. Maybe something to protect from eye irritation and other similar effects. 3. Suit checkpoints. - Simple concept, suggested a lot. Just equip certain clothes after one point, and unequip when going back.
  4. At the moment DLC (and sometimes even base game) holds a lot of identical volcanoes per asteroid. As a general rule those are fun to automate once or twice, but automating dozen volcanoes quickly become identical and tedious. On top of that, volcanoes are effectively locked behind certain technologies, unlocking those technologies immediately grants player ability to handle all volcanoes: there is no progression. Please, add more variety to 'infinite' world-generated resource sources. Some potential options: Remnant tech. Volcanic pump. Some of the volcanoes might have an remnant contraption on top of them that has a pipe output. Power it up and you have your molten metal (who said pipe damage? Might be good idea to limit this to some not too hot resources). Volcanic well. Some of the volcanoes might have an remnant contraption on top of them that has a pipe output and pipe input. Pump in some required resource and get your prize. Volcanic refinery. Unlike previous two options, this one requires only power (probably a lot of it), but in turn provides room temperature compact bars. Dupe-tech compatible sources. Some volcanoes might be dormant permanently, they still can be exploited! Excavator. A volcano that is relatively cool and won't erupt (unless over-exploited), too hot for dupes to handle, but automated excavator (a friend? a facility?) can go deep into the volcano and gather the shinnies (but keep you hands safe, it's hot!). Obviously needs specialized research. Magmatic well. Volcano that is still hot but doesn't have enough pressure to erupt (but do expect occasional gas or heat surges) can be exploited by building a well on top of it. Research and build a well, now just pump in something cool to excite the volcano and you got yourself magma. Crystallization. See that weird cup from neutronium with a hole in the middle? Don't mind the lethally toxic gases it emits, just pour water into it and watch the crystals grow in the water! Also might be good idea not to touch those with your bare hands, let your friends handle them! Once collected and purified, this crystals turns into fine salt, silicon, lead... depends onto the source. Space it out See that rock out there? Yes, it's small, yes, it's far. But it has shinnies! So board your rocket, prep the harpoon, the net and go drag it into you cargo hold. Go quick, before it leaves the area or slams into one of our colonies. Would be nice to have more uses for rockets, and ability to capture rare passing meteors can be one such use. A variation of the idea above: some of the hexes on the map should have an 'meteor rains' indicator, rockets should have a tech to collect this 'space debrie'. Equip a rocket, send it and it will collect the 'meteors' over time. Needs a collection tech and a dupe--operated-time for it to work (skill? specialization?) Variable, mostly useless input, like in 'base' game. Collection time is limited by cargo bays' capacity and if rocket has enough spare fuel (might be good idea to allow jettisoning cargo), collection speed might be affected by dupe's specialization (the dupe that operates the rocket during collection). Return meteor rains to some of the asteroids. It was fun in base game, but it was providing too much metals and regolith, perhaps it will work better on tiny ones? P.S. Volcanoes, vents and geysers so far are all horizontal, might be good idea to have at least some vents vertical or upside-down just for variety.
  5. Ok another one. I`ll try to keep it short and condensed. Stuff i`d like changed/fixed about the disease system. 1. Make the hospital worthwhile. - It`s a nice concept but there is no way or reason to quarantine sick dupes. With them being cured instantly it doesn`t serve a purpose and we can`t lock them in if a cure is unavailable. Recovering from slimelung and zombie spores should take longer and not require a doctor constantly being there, much like it worked before the rework. We should also have the option to quarantine a sick dupe by assigning them to med beds so they can recover on their own without spreading the diseases (for that to be worth it disease spread should be faster - coughing near other dupes should instantly expose them to germs). 2. Let us heal minor diseases like heat stroke and hypothermia. - Especially in the new dlc hypothermia is pretty common. But it doesn`t do anything really. It`s just annoying and double annoying as you can`t really do anything about it with no reed fiber for sweathers. First of all it should last longer and reset if exposed to cold/hot repetitevly but we should be allowed to make the dupes reduce the duration by medicine or sleeping it off in a medical cot (or maybe by by sauna or hot tubs). Things like sunburn and skin irritation could also get a special med gel to counteract. 3. Medicine pills should be more varied. - Too much stuff just uses coal (should be refined carbon instead imo it doesn`t have many uses). There should be more interesting medicine recipies using different food items, resources or seeds. I like how the allergy medicament and the zombie spore cure are set up. Others should be similar. We should also get stuff like bandages to speed up recovery from injury and painkillers to remove the injury debuffs. 4. Better infection opportunities. - Dupes getting sick is most of the time caused by you screwing up. Zombie spores are super easy to avoid. There should be PoI setpieces that make them more of a threat. Like sporechids spawning near oil wells or water geysers in the slime biome having lots of slimelung in the air. Maybe some high tier plants producing germs as well. Make us unable to forget about the germs. 5. Better disinfection methods. - Getting rid of germs from gas or liquids is troublesome. We can use the reservoir method but it`s not really something intuitive. I wish there was a low tech air cleanser using chlorine or bleachstone but having high negative decor and causing skin irritation. Then a slightly higher tech water cleanser (higher since we got the water teptizer that can work as well). Later in the game we could use an UV or X-ray lamp that uses some of the radioctive tech. 6. More intermediate diseases. - Currently in the dlc we can get the slimelung cure pretty early but slimelung itself is not an issue until the 3rd asteroid. We could use some more things to cure. Maybe some of the critters spreading diseases via bite, during being groomed or just producing germs. Maybe some of the minerals could be contaminated (sucrose, wolframite). I`m not suggesting for the diseases to kill dupes. They should rather reduce their effectiveness to the point it can`t be ignored or cause really harsh reactions when untreated like stress reactions, narcoleptia, insomnia etc. Feel free to add your own suggestions but remember there is a whole radiation sickness system comming in the dlc.
  6. Ranching is a solid and pretty fun system but it has some aspects i`d wish were improved or fixed in the upcoming dlc. Here is a list of stuff i`d like to be adressed: 1. Wrangling airborne critters (and slicksters). - Managing airborne critters is counter intuitive. You need to lock them in a room with a critter dropoff and use the dropoff auto wrangle mechanic to move the critters. It works but it`s confusing for new players and overall weird. Why can`t we just manually wrangle them? Floating critters already detect when they are "unreachable" (probably for combat) so wrangle errands should be easy to do. Just make it require a higher level of ranching to do. 2. Critter traps should be reusable. - Traps cost plastic atm which is a leftover from the first version of ranching (before wrangling was a thing). The plastic is lost after one use. It makes it really not worth to make one when we can just collect the eggs instead or send one rancher to wrangle them all. In the current iteration it is only useful for morbs or when we really want to move a pacu. But if it was reusable it would provide a less labour intensive way to catch and relocate wild critters, especially if they are in a room with little oxygen or requiring long ladders (in case of dreckos for example). You`d just set one trap and and check back each time something gets caught then reset it. The fish trap would allow a quick and easy relocation of your pacus which is annoying to do at the moment. There should also be an airborne critter trap (instead of a lure) so we can manage those as well. To balance maybe some of the traps should require bait per each use. 3. Pokeshell aggro needs fixing. - Pokeshells in aggro mode (when they are red beacause of an egg nearby) should attack dupes and other critters on sight. They don`t do it 99% of the time. I had dupes sleep next to angry pokeshells and they got ignored. Only moment when the pokeshells actually attack is once i load a game with potential targets in the same room. After that something breaks and they just ignore everything. The dupes don`t react properly as well. They stand still taking the hits and start fleeing a minute later once they moved quite far away. I reported that as a bug before and i hope it`s fixed espeially if more agressive critters will be added in the dlc. 4. Morphs for all critters. - Maybe not all but for most of them. Especially the starting ones. The plug slug has huge potential for morphs that have a different diet but i`d also love to see pip morphs or pokeshell morphs. Also more drecko morphs, we got more plants now so maybe their diet could be expanded. They could produce other useful materials like ceramic, glass or lead (we might need more lead for radiation protection in the dlc). 5. More happiness modifiers for critters. - For now we just have basic ranch size requirements, feeding and grooming. But what if other things affeted them as well. Briar bluff apparently is liked by critters. Hatches don`t like light. Pokeshells should require salt water. Shinebugs like company. All those could affect the critter happiness and by it how effective the critter is (it`s metabolism). Less than grooming but enough to have like 60% of current production without dupes spending extra time tending to them. They could also affect morph chances. Each critter should have it`s own individual requirements for full efficiency. 6. Let us milk the gassy moo. - Anyone still remember that thing? What planet did it come from? We should get an extra wierd world in the dlc with a few of those. They should have some breeding mechanic now that the sapce got reworked. I also wish they wouldprovide some sort of milk on top of their natural gas production. There seems to be a new cooking station so exotic ingredients are just what we need. This is just a whishlist. I am not demanding for that to be added i just wish the game had some of that. Fell free to add your own wishes for ranching. I might make another list for medicine and diseases tomorrow.
  7. Bug Submission Please choose a category [Gameplay] Platform ChromeVersion Number - Issue title Can't plant pine-cones Steps to reproduce -cut tree -get pine-cone -try to plant pine-cone -end up dropping pinecone Describe your issue Whenever I try to plant a pine-cone it will not let me, so I am having trouble replenishing my resources. I was able to plant pine-cones befog by either clicking on the touch pan or tapping it, but now with both it just drops the cones.
  8. I'm looking for games from my wishlist and its not in any order right now, but id prefer to get an rpg. http://steamcommunity.com/profiles/76561197991329377/ Post offer plz