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Found 7 results

  1. Currently making either item is very easy but set up and maintenance of them is cumbersome. Rather than have tons of low durability husks it would be great if I could repair them with living logs. Bramble traps are one of his main perks and yet they are a nuisance to maintain. To make it easier I would like to inspect them to know the durability left and repair them with living logs (rather then pick each one up individually). This would further differentiate them from tooth traps, as a character specific craft.
  2. I was just wondering, if wormwood is a plant based character that looses sanity for chopping tree/shoveling resources/liting fire on trees and such either by himself or just by being around someone who's doing those around him then shouldn't Treegaurds be friendly towards Wormwood??Instead of sanity loss he should probably get a sanity boost around their kind.They should stay deaggro around him unless he decides to attack first or chop wood around them?And when they decide to fight..maybe that's when the sanity loss kicks in twice the amount?(since he's a tree..the treegaurd is basically his guardian and fighting them would cause him twice the sanity loss)??And even with multiple treegaurds the only one that will fight him is the one he'll decide to attack first,the rest will stay deaggro??What do you guys think about this??
  3. After having a hound run over 10 bramble traps with nary a scratch for the 100th time, I believe its time to discuss wormwoods unique crafts. Wormwoods body has unique catalytic properties able to amplify and channel magic, going as far as promoting life at his feet (from doing both to the energies in his gem). Living log crafts are proof of how adaptive this material can be to the many energies it is exposed to. Would it not make sense for them to resonate and interact with each other? 1. Bramble traps: With how readily available blooming is now this suggestion can be more than a novelty; resetting traps. Allow a fully bloomed Wormwood to command his traps to reset when in direct proximity to him. If they miss (which they often do) I can still double back for another attempt. Note: Everytime a trap triggers and is subsequently reset there is a 2 hp cost. (Cost of living log divided by 10 uses.) Wormwood is penalized everytime a trap misses, so please consider that. 2. Bramble husk: There's a basic principal behind his crafts "Take a little damage now to prevent (possibly) a lot of damage later". Due to how DST manages split damage (or lack there of) and overall armor durability this item took a few hard hits in transition. I propose two possibilities: Proximity damage: From mostly utility oriented we can add a combat advantage. Similar to how bramble traps work, fully bloomed wormwood, will command his husk to activate when in melee range to an enemy. Further activation would require wormwood to move out of range first, so it pairs well with kiting (would still consume durability). I think Klei cares for solo viability far more than we given them credit for, because as far as I can tell every rework was given a combat related perk. Wormwood used his hp to make this item so he shouldnt need to sacrifice further hp to use it all of the time. It would still activate on hit but there would now be a nice alternative other than just using it to tank tentapillars. OR Armor regen and damage buff: This may require the recipe to be nerfed from 2 Living logs to 4. The armor would be great to pair it with helmets to give them longer durability. Given how easier it is to craft, thanks to the bone drop buff, a small regen wouldn't be quite enough. The damage is mostly balanced for single player anyways so I think it appropriate to bump it up to 30. Of course Wormwood would need to be in full bloom for the regen to take effect. Compost wrap: Now that its effect is over time rather than instant it makes sense to me to replace nitre with compost, but not make it readily available with rotten fish as a trade off. Nitre isn't exactly a scarce resource but it requires a large amount of set up and space late game (moleworm farm). Not only that but the seasons don't always allow a good harvest (Needing a schedule) due to the shorter dusk/night and winter being the best season but needing a constant heat source (Spring is good). I would change the recipe to 8 rot, 10 compost and 5 rotten fish.
  4. Hi! Not sure wether this shouldve been posted in the bug tracker but it appears that wild crops no longer have a map icon. I hope this feature will return cause i liked using them as map markers in the early game for certain points of interest.
  5. Hi there! This is my first finished work (and the cutest, maybe :D) Walani from Shipwrecked, in her classic skin. But i really want to make some experiments with character's style ( Walani and other). What i spent: a lot polymer clay and 2-3 sleepless nights ...and what i get, you can see in the pictures And of course i'll wait your questions and opinions, guys!