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Feature/Mod Idea for DST

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Good evening,

I received an idea that would seem like the perfect fit for dst.  Is there a way to add a mod/update that will allow the trees to bud during the spring and have a percentage of dropping a special ability flower when chopped?  For instance, if an apple tree is chopped down, an apple blossom has the chance of dropping and giving you the ability to regen hunger and (minor regen) and a slightly higher regen for health and sanity (an apple a day keeps the doctor away). 

To add on to the tree and flower theme, could there be an additional item that will use these flowers and get transformed into a special hat that regens your health, sanity and hunger? To prevent the hat from being OP, you could have it have a cooldown timer. Thanks in advance and keep up the great work!


The easiest possible solution to fire griefing...

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Alright, so here me out on this...WE REMOVE THE OPTION TO LIGHT GRIEFABLE OBJECTS!

Seriously, why the hell is there an option to light the following on fire? The main reason griefing like this is such a huge problem is the fact that griefers were given these options from the start. No player in their right mind would want a Light option on these things!

-Science Machine

-Alchemy Engine

-Berry Bush

-Sapling

-Grass

-Crock Pot

-Chest

-Literally anything a sane player would never want a right-click Light Option on

Some may argue that this would be useless. That they'd light something like a piece of grass and cause smouldering. That's the thing. Smouldering can be put out beforehand. The griefers will be kicked by the time the smouldering things are repeatedly put out, causing only minor health loss, with no rollbacks.

AnimState functions: GetSymbolVariance, GetPercent and GetScale

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AnimState:GetSymbolVariance(symbol_name) - valid only for the caller sim

This function could return the variance of the symbol as a number. For example, each of these textures is a "variance":

image.png.29ae6a6f50e7397889c72e51c4db91a0.png

 

 

 

 

AnimState:GetPercent()

It's already possible to get the percent of the current animation by calling this:

percent = AnimState:GetCurrentAnimationTime() / AnimState:GetCurrentAnimationLength()

but it's resulting in a bit.. inaccurate values, so it would be nice to be able to directly ask for the value.

 

AnimState:GetScale()

Currently it's impossible to inquire the scale from AnimState (Transform and AnimState scales are different things). Also, for some reason, AnimState scale doesn't affect the mouse detection hitbox.

Portable Crock Pot

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If Klei isn't going to bring Warly over to DST I feel like his portable crock pot should become a craftable item the entire cast can make, with durability being lost each time it's placed down. It's just too useful of a concept to go to waste like this. 

Add a Beefalo health bubble when riding

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Is it really too much to ask for that we get another health bubble below the Sanity meter for gauging a ridden beefalo's health? It would help a lot to know exactly how close to death it is and how much food we to feed it.

Mostly just a QoL update, but it wouldn't take much to add.

the metheus puzzle

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I've been wasting 6 hours of my friend's time and I still haven't managed to do the second puzzle, best I could manage is 4/6.

Why isn't there some kind of confirmation when you push the button on your proposed solution?

How am I supposed to know if my attempt even registered on the server? Most of that 6 hours was spent either pressing the button twice and throwing away my tries or not even doing anything because half the time your button doesn't work and in other cases your partner's button doesn't.

About a MOD

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Recently saw a very interesting mod in the workshop
He is a tentacle role

I don’t think it’s too strong
I think this is suitable as a built-in role

His concept is very much like Weber
Are all monsters
All have the same kind

He is a character who lives on dampness
The humidity must be at 100%. I think this is a good setting

But the effect obtained when it rains
I think it can be adjusted again

In short, I really like this role
I highly recommend him as a built-in role

(My English is so bad so I use Google Translate)

womp_forforums_zpsmhrjif1t.png

Pitpig as a pigman critter?

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Maybe you guys could reassit pitpigs from the Forge as a pigman version of a critter?


Proposed Woodie Tweaks

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In the single player version of Don't Starve Woodie fulfills the role of both a resource collector and a fighter, however in the multiplayer version, Don't Starve Together, his role as a fighter has been severely diminished. The changes to Woodie's character has caused his play style to resemble that of Maxwell's play style due to their average combat abilities, easy sanity restoration, and superior resource collection. On top of that there are a few problems that Woodie imposes on the group he is being played in, which I will also address.

The keystone that these tweaks are based around are not only the aforementioned goals, but also the solution to many of the problems: being able to benefit from hats in werebeaver form. Hats allow the Werebeaver to retain his defensive ability, hinder his sanity loss, or protect him from the environment as the Werebeaver is now susceptible to it. Hats would lose durability just as they would when worn by a normal character, although once a hat is destroyed the Werebeaver must transform back into Woodie in order to equip another hat. However, a different player can use the give action on the Werebeaver to allow him to automatically equip the new hat, encouraging teamwork.

In all my time playing Woodie I have found that a key part of the Beaverness stat, starving at zero, only happens to me on full moons, if I let it. This is why I propose the following to make more use of this feature and to sort of "nerf" the armor as the Werebeaver can benefit from hat armor. The Werebeaver's 25% armor bonus would be replaced with the Beaverness meter diverting 25% of damage to it, requiring resource management during combat. To make up for this the Werebeaver would also be able to gain 1 Beaverness from gnawing mobs like he does with objects. Finally, the transformation would only begin at 10 Beaverness rather than 25 in order to allow the player more time in werebeaver form and to make them more vulnerable to starving. (Lucy would require her warnings to change accordingly and full moons would drop Woodie to 10 Beaverness also.)

Moving onto the subject of Sanity, the Werebeaver would lose 75 Sanity a minute instead of 90 a minute in order to further allow the Werebeaver form to be utilized effectively. This would allow the Werebeaver about 20 more seconds before going insane if he was at max Sanity. This concept goes into tweaking Woodie to be less like Maxwell. Pine Cones, Birchnuts, and Twiggy Tree Cones would replenish 3 sanity per plant instead of 5. I have found that this method of restoring sanity was quite powerful as it, like Maxwell, made it so that I would rarely need any other Sanity restoration items.

Similar to the issue regarding the power of planting trees, the inability to drain hunger while in werebeaver form is also quite powerful. This allows players to do things such as mass exploration without the worry for food. (Which is invaluable when exploring the caves.) This is why Hunger would continue to drain while in the werebeaver form, however it would drain 60% slower than Woodie's human form. (3.75/min from 9.375/min) On top of this, the Hunger meter would be visible as the Werebeaver. In order to provide more possibilities for teamwork regarding the Werebeaver, other players would be able to force feed Woodie food. That means health restoration and sanity restoration would also be possible. In addition to this, the Werebeaver's hunger can be drained by Slurpers due to the ability to wear hats.

Now for the problems Woodie can cause to the group. Tree Guards and Poison Birchnut Trees are frequently spawned as a result of Woodie's mass deforestation. Due to this, Woodie should be better suited for fighting these monsters.The Werebeaver should deal 23.8 bonus damage to things tagged as "tree" rather than 17 extra, so that it resembles the damage value in single player. (I'm aware that not all players see Treeguards as a problem, however they easily can be for other players.) This would also be "0.7x" bonus damage in the code instead of "0.5x". The next problem that Woodie imposes on the group is fairly minor. Some people find Lucy annoying to a high degree, so reducing her in-game voume by 25% can assist this issue. After all, she is only a small axe, she doesn't need to speak as loud as she currently does.

Due to a greater focus to combat it is important to be ready at a moments notice if possible. Living Logs are rarely used to restore a player's Beaverness and have better uses as Woodie only requires five logs to equal this value, stuff that is also easier to obtain. This is why Living Logs would remove 50 Beaverness rather than replenish it. This makes sense to some degree too, the source of Living Logs are Sanity depleting, so it would make sense that these logs induce a Sanity depleting form, the Werebeaver. Boards would replace the use that Living Logs previously fulfilled by restoring 25 Beaverness instead of 15. Boards would still be less efficient material-wise when compared to Logs, however they would now be more efficient inventory-wise. In addition to this cut grass would no longer be edible and twigs would restore only 3 Beaverness. Cut grass isn't wood and is only ever eaten on accident with its +1 bonus anyways. It makes zero sense for a single twig to be worth half of a log despite its availability in comparison.

TL;DR Tweaks

Positive:

The Werebeaver can benefit from hats.

The Werebeaver can gain 1 Beaverness from gnawing mobs

The Werebeaver would lose only 75 Sanity a minute

The Werebeaver would deal 23.8 bonus damage to things tagged as "tree"

Boards replenish 25 Beaverness

The Werebeaver can be given hats by other players to wear if he is not already wearing one

The Werebeaver can be force fed food items that can also restore his health and sanity

Neutral:

Transformation begins at 10 Beaverness and drops to 10 on full moons (With Lucy's warnings adjusted accordingly)

Lucy's in-game volume would be reduced by 25%

Living Logs remove 50 Beaverness

Negative:

25% of damage taken is diverted to Beaverness rather than a flat 25% armor bonus

Pine Cones, Birchnuts, and Twiggy Tree Cones replenish only 3 Sanity per plant

Grass is not edible

Twigs restore only 3 Beaverness

The Werebeaver loses 3.75 Hunger/min (The Hunger meter would be visible as the Werebeaver)

Slurpers can drain the Werebeaver's hunger

Conclusion:

These tweaks would provide Woodie a similar experience to his single player variant and lessen the similarities between his play style and Maxwell's. They would also provide him an option for dealing with the environment, as he is now vulnerable to it in the multiplayer version. Finally, problems that Woodie imposes on the group are easier to deal with or lessened and there are more options regarding teamwork.

Please do share your thoughts on the changes I have proposed for Woodie, whether they are fair changes, or if they may be flawed in some way.

show who is host

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I dont know if i am first asking this.

When I play game, I can see some of my friends playing game.

But when the room set password and lot of players in, its hard to find host to ask password.

So I have to ask friend if he could ask host let me in(asking password)

I think this is kind of waste. And can be solved quite simple way.

 

So I think it would be great to show host when seeing joining player.

 

Just simple example

111.thumb.png.a9eac5c78e83805a2079838bfe1ddd44.png

some kind of mark like star(which means this man is host)

the emoticons are bad

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emoticons are supposed to express emotions

how does a farmplot express emotions

examples of good emoticons are these:

32px-Twemoji2_1f602.svg.png32px-Twemoji2_1f44c.svg.png32px-Twemoji2_1f4af.svg.png32px-Twemoji2_1f616.svg.png

it is because they let people convey actual emotions, so upon seeing them you recognise what they must be feeling, which is the purpose of emoticons

most of the emoticons in the game are just icons of a bunch of random stuff that don't even indicate emotions

they don't make sense, what kind of human emotion is a picture of a science machine supposed to be

please explain this to me

 

craftable/sculpted Hunchbeast themed gargoyles?

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I had a idea the other day when doing my parody of Hunchback of Notre Dam with the hunchbeasts in replacement of Victor, Hugo, and Laverne. So if we could sculpt some pigmen, merms, and bunnymen as gargoyles, that would be some nice additions to a base.

Suggestions from a fan

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Hello and thanks for reading this.

I've been playing Dont starve, plus dlc (rog,sw, and dst) since they released on ps4. They quickly became my favorite games of all time. My ringtone on my phone is even the intro to sw lol. Thanks for making them.

So my suggestions after countless hundreds of hours.

Bridges! I think it would be cool if you could build a small bridge to cross when biomes are close. You could make it an expensive late game "project" make it so you have to go to both sides build the supports (my idea was 2 stone walls each side) and wood floors (abunch of planks). It could even work in Sw if the islands where close...

Large structures, most hostile mobs can make a permanent home of some sort (campfires I would argue are ours) so I was thinking an expensive alternative could be a player house, make it have to be built in stages (my idea was like with the "things".. box, potato, ring from ds, rog,)  bottom support, then walls, roof, porch light) you could make each stage expensive. But it could replace tents, and shantys and in dst all players could rest in it together once its built.

Last suggestion please update ds so it's more like dst.

Your loyal fan

 

Slurtlers and snurtles repairing own dens

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It should be a natural thing they do, since they live there, repairing own home as they go out for collecting rocks and minerals to produce slime for home repairs. I mean, why would they not? It feels strange using healing salves for a structure made of slime and slurtle things. Also kinda sad not knowing the amount of health dens has and seeing them getting destroyed after a while, since they don't really reproduce their dens and all...

klei stream

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i find few times klei streams, it was fun

is devs publish any information about next streams?

if not, maybe should? it will be great (on all forums of klei games)


Protect plants from disease

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By replanting saplings, grass and berry-bushes there is a chance of them getting diseased after 30 days or so.

A temporal solution is to replant everything every 35 days but this can be very time consuming as you have to both replant and re-fertilize everything. Especially if you have many plants it will eventually become overwhelming.

My suggestion is providing a way for players to make their plants immune to diseases. A simple solution would be to implement a new item that you can craft and apply to a plant to make it immune to diseases. Of course that would require the player to craft it many times for each plant, or it could also have a durability, requiring the player to craft a new one after X uses.

Btw yes I know you can turn the option "disease" off on the generation of the world. I'm talking about default servers without mods or anything. Diseases disencourages players from planting stuff up to a point where they don't replant anything because eventually replanting and re-fertilizing everything every 35 days becomes too much of an effort and result to just gathering stuff from the natural spawned plants.

If "immune" sounds too op it could even be "protects the plant for X more days" and thus only need to apply that item every X days instead of replanting and re-fertilize everything.

Please tell me your thoughts about this. I would really like a solution to diseases as I don't like playing in modded/not default worlds and diseases forced me to not replant any plants to avoid that - which I suspect many players also reached that point (or lost their crops to diseases).

Unique Klaus loot

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Hello everyone,

I'm not sure if this would improve the game but I would like to collect some ideas for unique loot that klaus could drop in this topic.

Maybe something with his red fur or chains?

Touch Stone

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Hello.

I want to just take a moment to talk about the Touch Stone system in DST. Now, I'm not one of the best players out there so maybe it's not my place to talk about game balance, but I do consider myself somewhat of a veteran as I've played the game before DST and I can certainly hold my own against the world and survive a decent amount of time. I've also seen some discussions about touch stones in DST around the web and I had nothing against it's current ghost-2min-stone-touching system.. until now. 

I just happened to die alone on my server early during first winter. I'm not going to bore you with the circumstances of my death, as the relevant part is the following. I had a touch stone somewhat nearby (manageable to get to it in less than two minutes) so I had a backup plan in the case of my death. As all of you know, reviving naked during winter is hard enough as it is, but it's still possible for me to survive at this point if I'm able to just find couple of grass and twigs to make a touch, burn something to get warm and try to advance to my base, etc. I don't have problem with it being difficult at this point, because it's my own fault to put myself in this position. Having said all that, I did die during night. So when I got to the touch stone, it revived me at night time(I'll note right here, that I don't have a way to wait until daytime as my ghost timer is ticking). So I'm finding myself in a position where I have my hands tied, revived in darkness and I have no way to even pick up anything (on top off everything I'm playing on console and it's actually impossible to click on anything at night). 

Needless to say, I died. I'd be okay with all that after all, as I said it was a new server, it wasn't a big loss also I was the one to put myself in this position, but I'd like to at least have a chance. So basically what I'm asking is to either make it possible to gather resources without seeing anything (nighttime without a light) or change the touchstone system to revive you during daytime, or both.

Gathering resources without a light maybe deserves it's own separate topic and I don't even know if it's possible on console so I'm not going to go further into that discussion. But concerning the touchstone, it can at least provide some kind of light source (as it seems unpractical to skip a whole night phase if there are for example other people on the server). Just my thoughts.

Cheers, everyone

Klei, I think you're doing a great job and this is one hell of a game!

Does Toadstool feel weirdly unfinished to anyone? Also a fossil-related issue.

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I don't like the way you approach the boss, but not only because it renders it a non-danger in relation to survival, but also because its set piece feels off.

A few things I think it could do better with, if devs ever get back to Toadstool:

1) Have the boss hidden in a purple mushroom biome. Would act as a surprise boss to anyone who fights it.

2) Change the dynamic of the boss fight for it to be more of a challenge than a health sponge.

 

Some more attacks:

3) Biting attack

4) Tongue attack, which could grab an entire armor off the player and either significantly damage it if it has a high durability or destroy it completely. May be same for any clothing items you might be wearing instead? In the act of your character doesn't have anything equipped, he could munch you up in one byte may be?

5) Spore clouds could may be act as something that would make you go to sleep if you don't avoid it so well?

6) Some attacks, like the ground pound, or being hit by a boomshroom could make the player fall over?

7) Some sort of sprouting mechanic perhaps for the spawned mushtrees instead of a 

8) Something to do with poison or spreading of disease in some way (for mysery toadstool may be)?

 

Miscellaneous:

10) May be something to do with hunger draining, or particularly for the mysery toadstool for variation and difficulty? This could make it more severe as spore clouds rot stuff they surround. I just think that since the game is about surviving and not starving, involving this in boss fights

11) Some way to involve you trying to run away from the Toad, but it not letting you escape, or it being really hard to get away too?

 

As a bonus, it's not exactly related to this, but it would be cool if stalagmites could fall down in caves during earthquakes deeper into the caves in certain areas of respective kinds in areas they are typically resided in. Fossil fragments can be destroyed and taken by a player, so they are limited in amount, which means an entire boss fight can become inaccessible to players (Fuel Weaver), so it's quite important that these are renewable in some way.

 

With better attacks, the health of the boss could even be x5 less really. Health sponging really isn't that engaging.

Possible 1st Drying Rack Skin Idea

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5b19ddfa99b49_NewDryingRackSkinSuggestion.PNG.221b464a8efc90e6d28c811b5a42e091.PNGHello :D Is it possible for you guys at Klei Entertainment to turn this picture into a drying rack skin? Just remove the swinging crockpot and there you go, you have a drying rack skin? Thanks xx

DST Drying Rack.PNG

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