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Static Layouts and Roads/Placement options in general

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When placing a static layout you are left with only the options of LAYOUT_POSITION.RANDOM and LAYOUT_POSITION.CENTER, both of which are somewhat vague in their implementation.  I think it would be a very positive change to be able to tell static layouts to at least avoid roads, or vice-versa

All too often I find my larger static layouts plagued by a road cutting right through it, or worse--my layout contains impassible tiles, and suddenly there's an also impassible ghost road floating over the water tiles.  It's very ugly and I imagine is the very reason why layouts included in the default game like the fisher pig are never used.


Reskin Mod

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Hello.

So, everyone know about Globalastick's Halloween Mod, right? I have got an idea. What about making a mod, that can change look of many items in the game. For example: Triumphant Collection, we already have Tragic Torch. We can add more, like Crock Pot or Campfire etc. For Survivor Collection, we already have another survivor torch and even crock pot -

So! You know what I mean. How about this mod? 

P.S BUT I think it is gonna be awful if there were original skins in mod. Srsly, without them.

(I want Rose Collection items like Rose Spear, but many more! D:)

Aaand this is not the only idea I got in my pockets....

Beefalo Taming is pretty bad - Some ideas to fix it.

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First off, when fully tamed it shouldn't lose domestication unless you directly hit it. That's honestly stupid. It should have infinite riding time, too.

Again, it should not follow you, but it can wander around - So it can be fenced in with a salt lick.

And perhaps, the domestication max should be LOWer(edited - typo), or perhaps the brush should do more. 20 days is a long time to dedicate to it.

Redcap Dwarves

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Red mushrooms are already 100% bad, so why not make them capable of becoming monsters as well.  If a red mushroom has a creature die near it, it should have a chance to uproot itself as a Redcap Dwarf.

https://en.wikipedia.org/wiki/Redcap

Redcaps should be durable, move quickly, and attack fiercely with pikes, seeking to kill nearby creatures in order to prolong their own 1-3 day long lifespan by keeping their hats wet with fresh blood.  They should be difficult to outrun, and perhaps perform an attack animation quick enough where simply running away is not enough to avoid being struck.

Redcaps could also emerge in the absence of a red mushroom if there is enough death happening in a specific area--maybe as a potential risk to creating infinite war-zones.  If this is implemented, it might be worth considering having them pick up/eliminate loose items on the ground in order to avoid having Redcaps simply become a different kind of farm.

Their lore already arms them with three unique and iconic options for drops which I will mock up some ideas for below:

1.) A bloody red hat that has no durability, but instead decays over 1-3 days.  Killing a creature in melee would refresh the duration of this hat in part, allowing you to keep it indefinitely as long as you continue killing.  The hat itself could provide a movement speed increase to emulate the supposedly inescapable nature of a Redcap.

2.) A spear, special or not.  I am imagining these to be a fairly dangerous monster, so a pike with enhanced power or duration might be in line depending on their tuning.

3.) Iron Boots to go in the body slot (or I guess unlock them as a footwear skin).  If they are an armor, they should grant damage reduction and prevent slowing effects like spider web.

[SW] A more inclusive way to add SW, with lore! YAY!

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Really terrible picture, but helps visualise it: SzMb5Wg.jpg

The X's are cave entrances - The beach ones would look like an enlarged bat cave, but with more of this style: 1361978221_rafts-and-caves.jpg

The triangle thingy is the Volcano.

 

Other neat thingies: The tropics would now have some marbly stuff and a girly touch - xoxo Charlie

Lore! LORE! LOOORREEE! :

Charlie, now being in control of everything Maxwell once was, has found the Shipwrecked world. Feeling that things were getting stale, she combined the two into a Summer wonderland. But... much more dangerous.

 

Okay, that kinda sucked.

 

Other ideas:

Light Shafts in caves become holes on the overworld. Things can be thrown or dropped down it (for example, bombing a cave base from the other world because it's in a light shaft.)

 

 

 

[DLC Idea] Perilous Peaks

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Major features:

 

 

A new footwear slot, that allows you to keep dry in puddles, catch some more speed, or even protect you.

All characters will be able to craft at least one item that is of use to others:

 

Wilson - Labcoat - 6 Silk - Protects from Lightning, 75% protection from Rain, 120 insulation from Summer. - "Still smells of acid."

Willow - Her Lighter & Bernie

Wolfgang - Strongman's Best Friend (See below) - "Mighty shoes make little man big and strong!"

Wendy - Abigail's Locket - 2 Gold, 2 Marble - When worn, has a 5(?)% chance to make a Rose on the tile you're on, and never breaks. - "Abigail would want them to have this."

Wickerbottom - Bookcase - 8 Planks, 9 Grass - Allows each player to craft a book that means something to their character, and a new one for her. - "Reminds me of home, sweet home."

WX-78 - Empathy Module - 2 Gears, 4 Gold, 1 Moonrock  - When used by WX-78, it will split his health between everything around him. (If he has 400, and a Wigfrid ghost is next to him, using it will revive the Wigfrid at full health, and half WX's health. If two were there, they'd revive at 133 health, and WX would be left with 134 - With live players, it adds the health of all players in the vicinity, and then divides it between everyone there (including ghosts, who's health counts as 0.). It has the potential to use 3 players left alive, to revive all 3 dead players at a respectable health. (e.g Last 3 are 2 Wigfrids and WX (at 400, 200 and 200 respectively - The 3 Dead are Wilsons. The 800 is divided by 6 to make everyone have 133 health. WX of course, takes the biggest hit, but he is beginning to like the meatbags. - "EMPATHY MODULE RESPONDING."

Woodie - Lumberj-axe - 1 Log, 2 Marble - Infinite Axe that goes at -almost- the speed of Lucy, for all other characters, more convenience than usefulness, sadly. - "It reminds me of Lucy."

Wes - Airship - 1 Pile of Balloons (renewable from Catcoons.), 4 Tentacle Spots, 6 Moonrock - A ship that can cross land, sea and well, air. 1500 health, with a Cannon and Lantern slot. Fits 6 people inside. - "..." - A large "Blimp" with a purple and white spots pattern, and a moonrock 'cockpit' - VERY expensive, for good reason.

Maxwell - Skits in a Box - 1 Empathy Module (>:D), 1 Gear, 4 Nightmare fuel - Allows people to craft Little Mr Skits for 6 nightmare fuel, an AoE Shadow Duelist with 2x the Health (Critter)

Webber - Webbed Turf - 1 Silk, 1 Grassy Turf - Slows monsters down, except himself. - Can also cook "Mum's Leftovers" from 4 Stale Crockpot foods, that will add their (stale) stats together, and add +10 to each. For example, 4 Stale Fistful of Jams for Leftovers that have:

14 Health

110 Hunger

10 Sanity

Of course, that doesn't sound too great, due to the fact the Fistful of Jams were stale. Therefore it was

(1/3 + 10) health

(2/3 + 10) hunger

(0/3 + 10) sanity

So you get a bonus, and due to Mum's Leftovers being "fresh" it lasts longer.

Mum's Leftovers come out 100% Fresh.

"My favourite, Mum's leftovers!"

Wigfrid - Her armour and spears + Tale o' Three Tentacles - 3x Tentacle Spikes, 1x Tentacle Spot, 1x Rope - "A tale to send you to valhalla!" - Lasts 2.25x as long as a Tentacle Spike, and deals 2x it's damage for 102 damage, or 127.5 for Wigfrid. Pretty insane.

Watricia - Hiker's Tent (see below)

??? - ?, maybe an Igloo (Eskimo)

??? - ?

??? - ?

Mountains:


This one is much harder to explain, but it was 100% inspired by WisH, so maybe his post will do it better!

 

Mountains will require tools and boots to climb up. The worst tools for it would be: A Pickaxe and Rabbit Fur Boots, both of which have low durability, meaning if you don't make it in time, you fall.

They will look like simply stylized tiles for the edges, and 'mountain' tiles for the main part. The edges would have a couple different variations for different steep'ness' of mountains. Once you reach the top, tiles will become normal within a small circular radius. Up on the mountain, dangerous things will spawn and it will be coated in snow. It's not really a place you want to live, unless you want to be stuck up there forever. It's more a place to get some loot and get out.

OR

They will work like the SW Volcano but with new mountain styles (4 styles), and simply be a new world that covers the sides and peak as if they were biomes. (e.g Snowy Peak, Rocky Sides) - This one could be better, but will take more processing power. Hounds on the Mountain will be replaced by Terror-dactyls, effectively a Pterodactyl, but more evil! All 4 mountains would connect to the same world, because there's pretty much no other choice. Though each mountain would be it's own collection of biomes.

The mountains would change from season to season (undecided, as they'd have to incorporate every DLC including SW in. - See my last post.)

If SW is added, the Volcano would be part of the Mountains world, as a 'ruins' equivalent to the caves and ruins. It would be a lot harder, though!

Shoes, naturally - Shoe speedboosts, whether adding it directly or a multiplier, come BEFORE anything else that adds speed. (e.g Wilbur will not get 8 speed x 1.1, he will get 6 x 1.1 + 2 

 

Speedy shoes:

Rabbit Fur Boots - Walk at 1.1x speed (default is 6, so 6.6 normally, and 8.58 on roads. Rounded to 6.5 and 8.5.) - Happens before other multipliers. - 4 Rabbit Fur Scraps, 1 Rope

Monkey See, Monkey Shoe - Walk at 1.33x speed, rounded to the nearest .5 - This makes all normal characters Wilbur's speed without the hunger loss. - 2 Primeape Tail (these will be the laces on the art), 4 Rabbit Fur Scraps, 1 Marble (steel-toed.)

Strongman's Best Friend - Walk at normal speed, but can heavy lift with no speed loss, and deal +20% damage - 6 silk, 1 plank, 2 Primeape tails - EXCLUSIVE TO WOLFGANG - Much like Wigfrid's armour, he can craft these shoes for the team.

Armoured shoes:

Marble Shoes - Walk 1 speed slower, but 40% armour -  when used with the Marble Suit, only the suit's speed decrease happens, but you get 100% protection. - 4 Marble, 1 Rope - Second boost in that you can not be sucked around with these on, instead rooted in place, so wind and sealnado can't do anything.

Wooden Sandals - Normal speed,  but 30% armour - Does not stack with the wooden suit, or any suit, but helps split the durability. - 2 Logs, 1 Rope

Wet shoes:

Tentacle Wellies - I think that may be an english word, so I apologise to anyone who doesn't know what it is.) - 1 Tentacle Spot, 1 Rope, 1 Boneshard - 100% Wetness protection, but does not protect from initial rain - WX will still take damage in it. This is designed to allow you to wear the full Raincoat set (Wellies, Hood and Coat) or fight in cave floods and puddles without getting wet.

Raised Sandals - Kinda sucky, but they're for spring starts. - 1x Plank, 2x Rope - 50% wetness protection, and full protection from puddles and floods.

 

But what about durability?

Shoes will only lose durability in Puddles, Floods or when you take damage. They will not lose it when walking, even if they are speedy shoes. - Maybe this is bad, but it's how I see it working best.

-

Characters:

 

Watricia (unimplemented SW character - repurposed here) -

 

The Outdoorsy Type -

*Has a mailpack and companion (rawling)

*Can make a shelter (Hiker's Tent - 4 silk - can stand inside to keep dry, stay cool, or sleep on a bedroll - Breaks after one season of use. - Only 2 backpacks and 1 lantern can be put inside, a hook for a tool or lantern and a small porch area for 2 backpacks to be stored. - Basically, it's a 'house' for you to stay in overnight. You will definitely have to make a firepit and stuff to keep warm and cool. Basically, 120 insulation from heat when inside, fits 2 sleepers. Equivalent to a tier 2 Hay Wall in 'health'

Other thing:
Blackout Sheet - 2 Tentacle Spots, 6 Silk, 2 Rope - Increases the insulation in the tent up to 360 when put on it, allowing you to sleep through Summer.

*HATES the rain or being too hot - Sanity drain for Wetness starts much earlier, and she still loses sanity in rain even with 100% protection, unless she's in her tent. When overheating, she'll lose a considerable amount of sanity, as well as when she starts sweating with a small loss.

 

Update names (for BETA or Mod):

 

1 - ?

2 - ?

3 - ?

4 - These boots were made for walking (permanent update name)

 

Idea - Caves being better linked to the overworld

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Light Shafts in the Caves would be holes on the overworld, in the same shape. These matching ones would be linked.

Rain:

When it rains, it will rain through the light shafts ONLY. When the rain has reached a point that an unprotected player would have 100 Wetness, the caves will start leaking through. When the rain ends, it will be the period of time that a player would go back to 0 from 100 that it still leaks, but the shafts don't rain, naturally. Then the caves would stop leaking too.

Weaponry and convenience:

People would be able to throw and put things in the holes, and they would fall down in the Light Shafts. If they hit a player, it would be equal to a hit in an earthquake. This would be especially cool if combined with things like Throwable spears, or Coconades.

Earthquakes:

I'm not exactly sure how these would be linked, but potentially when a giant is stomping around there could be an earthquake in the caves.

Enemies:

Dumb enemies would be able to fall in the holes (spiders, 'doydoys', volt goats, etc.)

Perhaps some enemies could actually use the holes for their attacks. For example, Krampus could dump stuff in them, or another boss could throw rocks and things down, especially if something or someone is there.

If it is possible, perhaps the holes could actually show what is down there in the day. Like, if a base is there you'd clearly see it and the people roaming around. But that would be pretty crazy.

 

 

Charity DLC themed skinpacks or team skinpacks.

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Proceeds would go to Charity.

Skinpacks would be things like:

Pirates

Aliens

or Team Skinpacks that are colour themed like:

Green - Wilson has a Green streak in his hair, Willow wears a green headband, etc.

Blue

Yellow

Red


This would donate a lot to charity, and open up the ability to have team gameplay.

 

They could be like £1 or so... and if a team member can't afford it, they can just wear a coloured shirt. You'd look great and play better.


What if Willow could cook food faster in the crockpot ?

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I was reading a topic and someone said how bad willow and woodie are. I don't usually play them but i got a small idea for willow. If she was able to cook food faster in crockpot (because she control fire), it could make her useful at camp. Usually in my game, there is always a moment when someone forgot to make food or need an emergency food (often wigfrid).

Cooking food faster could be useful. Not very powerful, but it will add with the others perk of willow and so it's not that bad if it's not a great perk and more situational.

Skin sets and FX

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Sorry if this was previously suggested, but I was thinking it would be interesting to have skins sets that, when completed and equipped, give a unique animation or effect in the game that does not affect gameplay at all, just looks.

EG: Lets say glommy guise is instead of a 2 pieces set, a 4 pieces set which consists of the suit, the hat, and also boots and gloves. After grinding and exchanging and destroying your wallet at the market you get all 4 pieces, equip the 3 you are allowed to equip at the start of the game with no difference more than its look. But then if you equip the hat being in-game, having all set pieces gives you a bonus to look like if you were hovering like a glommer instead of walking, with tiny wings in your hat moving.
This wouldn't affect your movement speed, wouldnt allow you to move across places you normally can't walk, or anything like it. its just an animation replacer of the normal walk, as a bonus.

Other effects could be added depending on the set, such as sparkles (that don't prevent charlie from murdering you or emit any real light), rose petals that seem to fall off you and leave a tiny trail before dissappearing, a hutch-themed set that makes you drip goo when walking or using tools, scary sets that give shadowy effects around you, etc.
Again, all would be cosmetic and shouldn't change the gameplay capabilities of your character in any way.



 

Scribble Black shirt

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Title. - Annoys me to no end I can wear all black, even hair... but NOT A TOP?

Kennel, basket... A home for pets

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The pet system is probably not entirely done now, but it seems that it could be, sometime, a little annoying that a pet follow you everytime and doesn't let you build things quietly.

So why not build a kennel, basket, cat tree, insect house or anything when you could tell your favorite pet "wait me here" and "come with me now", depending of what you need. Just click on the kennel/building to tell to the pet to stay here, click again to bring the pet with you.

Also, if later pets could be hurt, it will be a great way to be sure they will stay safe if you don't want to risk them in a fight.

Don't Starve Together for Psvita

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Shouldn't there be any way of letting Don't Starve Together be on Psvita?I mean,PS4 has it,and it would be cool if we could cross-play with them.

A quick suggestion for pets.

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They should be able to wear hats. I wanna put a thulecite crown on my ewelet.

Why? Because then i can pretend it's my god it looks cool.

My more fleshed out ideas for animals + pets!

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Ewecus family:
 

Ewecus - Naturally spawning in grasslands with 1 other Ewecus and 1 Ewe-?-. Now neutral. Renewable via Animal Tracks, but are hostile from tracks. - Same drops as always.

Ewe-?- - Sheep, basically. - Drops 2 Meat, 1 Wool (not as good as steel wool :D) - Naturally spawns from 2 Ewecus that are next to each other.

Ewelet - Babby sheep. Can grow up, but can now die. - Drops 2 Morsels, 1 Wool tuft (5 to make 1 wool. You don't deserve wool. You monster.) - Now naturally spawns from Ewe-?- - WHEN 2 ARE NEAR EACH OTHER. SHIELD YOUR EYES, CHILDREN. - No longer craftable.

 

Ewelet could be adopted by right-clicking them in their family or 'herd' (I think family is way cuter.) - This aggros the rest of the herd, beside Ewecus.

 

It would still be craftable from the Rock Den, though, and when it grows up to a Ewecus, they'd become renewable (Animal Track Ewecus and friendly Ewecus)

Ewelet grows into Ewe-?- after a season, and follows you around like some kind of big dog.

Ewe-?- grows into a friendly Ewecus after 2 more seasons, and is ridable (permanently. Kinda like a default Beefalo .-.)

 

Ewe-?- would be herdable with either:

A trained Shepherd Hound

or a Shepherd Girl's staff... hmm.

 

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Varg family:

Varg - Naturally spawns by Hound Mounds in the Desert, as a set piece. If it dies, it can respawn from Hound Mounds like the Spider Queen does.

Hound/Vargle(?) - As per usual, the same. Though I think a name change could work... - Naturally spawn from Varg. Varg now calls in packs of Varglings, with low power and high stunlock and ability to split up for multiple people.

Vargling - Babby hound. Can grow up, but can now die. - Drops 2 Monster Morsels (new food) + 1 Baby Tooth (2 to make one tooth.) - Naturally spawn from Hound/Vargle - Rare chance to spawn lost in forests. (5% chance for one to spawn (at dawn) - Maximum of 4 lost pups.) - No longer craftable.

 

Vargling grows into a Hound if it survives the first Hound attack since you get it.

Vargle (friendly hound name, I think. perhaps all hounds could be renamed for consistency.) grows into a Varg after 2 seasons. It will be neutral to it's previous owner, but will walk away and find a new home with his family in the desert. Goodbye old friend :'(


Varg changes:

Now calls in packs of Varglings (3 in a pack, calls in two at a time) rather than hounds. - Works better for more people, and can stunlock solo-ers better.

If it's killed before the Varglings, they'd just wander around, and would be adoptable.

 

Vargle would be trainable into a Shepherd Hound by:

? - Uhh, I'll get back to you on this.

 

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Dragonfly Family:

Dragonfly itself - Raid boss that does new stuff - Detailed below

? - Possible older, stronger Broodling.

Broodling - No longer craftable, can now die. - Drops 1 Meat, 1 Red Gem - Now has a flame at the very end of it's tail (or does it already... I can't remember, just seems natural.) that gives off light and heat like the Lavae, and will of course set things on fire. Can also be told to stay. - Shoots small fireballs at enemies, like fire Packim Baggins in Shipwrecked. Broodling is life, bro.

Lavae - Can be hatched from an egg or trained into your companion. - Sets things on fire when it touches them directly. Can be told to stay by right clicking it. Alt-rightclick will abandon it, where it will walk back to the desert. And cry. You monster,

 

Lavae will grow into Broodling after 14 days of stayin' alive.

If you kill DF before killing both the Broodlings, they'll just become enemies.

 

Dragonfly boss changes:

Now has a Phase 2 that is triggered by getting it below 5500 + a new 'ultimate' attack

Phase 2 - Permanently enraged. No longer summons singular lavae.

Ultimate Attack - Summons a lavae from every lava pool, and two Broodlings either side of it to fight for it. It will retreat until they are killed, where it will fight you for 5 minutes, then do the same thing.

Ultimate Attack is automatically triggered on Phase 2 start.

 

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Glommer's sad lonely family (add more glommers pls):

 

Glommer - Works the same, except no longer requires the flower. When the flower is picked it will turn to stone and disintegrate, leaving only ashes in it's wake. The character will comment on this like "I should have read the instructions." or "How peculiar."

Glomglom - Now a Glomglom will just hover around the statue when it has a flower (Flower no longer goes away when full moon ends.) - But only when Glommer is not there. Like a child and mother always out of reach. Sad. - Can grow up into Glommer, and dies now. Drops Glommy Goop (new name for Glommer's Goop) occasionally. - When killed, drops 1x Monster Morsel and 1x Glommy Goop

 

Glomglom is both craftable, and adoptable from following a flowered statue.

Glommer can be gained either by growing Glomglom, or picking the flower (which would now require mining the statue, to prevent noobs taking it.)

 

Glomglom becomes Glommer when it's fed "Glom's Deluxe" - a new crockpot Recipe (requires 1 Wet Goop, 1 Glommy Goop, and 2 anything - It will deal 40 damage and -80 sanity to whoever eats it. You can't actually be dumb enough to think that's good, right?)

 

Glomglom is now craftable from the Glommer statue, not the Rock Den.

 

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Kitty Orphanage for abandoned kitties:

 

Catcoon - Works the same usually, when a pet gives items slightly more frequently, and now kills birds, as well as rabbits and other small things. Nothing is sacred to these beasts.

Kittycoon - Eats food on the ground. It's a kitten. - Now dies c: - Drops 1x Kitty Tail (2 Kitty tail make 1 Cat Tail) and 1x Morsel

 

Kittycoon becomes Catcoon after meh, 20 days, where it will begin hunting Rabbits, Birds and Insects (it won't eat the things it killed, just things already on the ground. It's cool like that.)

 

Kittycoon is now craftable from the Catcoon den, not the Rock Den.

 

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Family layout (the largest the family goes/the most optimal family)

 

Sheep family:

2 Ewecus

4 Ewe-?-

2 Ewelet

 

Hound pack:

1 Varg

2 Hound

3 Vargling (1 pack of little guys.)

 

Dragonfly boss battle:

1 Dragonfly (duh)

2 Broodling

Up to 5 or 6 lavae. (depends on amount of pools)

 

Glommer's statue buddies:

1 Glommer

1 Glomglom

 

Kitty orphanage:

1 Catcoon

2-6 Kittycoons

 

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The Rock Den would be removed from the game, as it's now useless.

New items: Glommy Goop (just renamed), Baby Tooth (2 = Hound Tooth), Wool Tuft (5 = Wool), Wool, Monster Morsel

New things: Vargle (just renamed), Ewe-?- (undecided name)

 

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Glommer now uses the new Critter AI so it doesn't die like the stupid thing it is.

I may be adding custom pets/pet ideas below soon. (Beefalo family, Chester family, perhaps more Catcoons or Glommers)

Lavae is trained into your companion by feeding it and emoting near it. It's the DS way of showing your love.

Ewelet is the only one to become a friendly 'boss', because frankly it sucks and evolving into a herdable sheep is just... sucky.

 

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Did I miss anything?

Also, bonus screenshot of Ewecus, Ewelet and a "Ewelo" - Winnie mod for proof of concept:

http://steamcommunity.com/sharedfiles/filedetails/?id=800333541

 

 

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Pros and Cons of fully linked Caves and Overworld.

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Pros:

Tentapillars connect to Tentacles in Overworld, if the Tentacles are a pain to kill (grouped) kill the Tentapillars one at a time. - Perhaps Tentacles could regrow unless the Pillar was killed.

Holes in the ground allow for co-operation between shards with players.

Potential for bosses to actually be in the ground, half caves, half overworld.

Plan massive attacks by leading the boss to a hole and then throwing down a bunch of bombs :p

Easier to determine which cave entrance goes where.

Cons:

Extra stress on the Server Host

Holes can block the way, or even create a dead end.

Grouped up tentapillars can cause issues and prevent moving through the caves.

Probably some more.

 

What would you add to this list, and would you like or dislike it?

Trinket Shopkeepers!

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http://dontstarve.wikia.com/wiki/Shopkeeper

Shopkeepers would appear when you're low on sanity (enough that shadows appear, but don't attack.) - When given a piece of gold, they'll give a random trinket from their theme:

Tropical (SW):

Piggy Shopkeeper under the leaves umbrella

Halloween (Event):

Raincoat Shopkeeper with a Demon tail

?:

?:

 

What do you think, guys? That way the old trinkets can still be gained in-game. Perhaps they could also give the items they gave back in the event, but maybe just one gold, as they're mostly for decoration.

More Food Options

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Here are two ideas I've had for new foods which I think should be added to the game:

Firstly: Potatoes

For a while I've wanted a vegetable in the game which isn't grown on bushes like berries or juicy berries but also isn't like a farm (which takes a long time and doesn't give much). You make potato seeds out of 1 carrot or birchnut (I'm not sure yet, maybe both?) + 1 cave lichen.

It takes longer than berries to grow but shorter than farms and gives you two potato seeds back these can be cooked (over an endothermic fire) or refined (I haven't decided which) and it is then edible.

They would work in the same way as birchnut seeds because they would spoil if not planted quick enough. They would either be planted in something like the mushroom planter but doesn't cost as much or on a specific turf.

Also a new recipe would be added to the crockpot: Sausage and Mash it would require 1.5 meat and 2 potatoes and give you back the same amount of sanity as it does hunger.

Secondly: A food which is either pickable  or droppable by trees.

It would be like the birchnut but drop like twigs from twiggy trees or be pickable like a bush. This idea isn't as in depth as the potatoes but I thought it was quite a nice concept

 

Please leave any suggestions because these ideas are no way as good as they could be also I'm horrible at spelling so please just ignore any mistakes I may have made.

Disease as Autumn-specific feature + Disease improvements

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Along with my other idea, the compost box, it would be an equivalent to Summer.

Now all seasons would have a specific weather that hinders your progress, but has a counter. - Heat and Fling-O-Matic, Snow and uhh.. Fire., (Winter needs more, really, Rain and Shelter, Disease and Compost.

As for improving Disease, you would need to port Poison from SW.

Rather than Disease killing your things, it gives Diseased <item> - Making tools and stuff with diseased supplies means they get 2/3 the durability. Eating diseased food gives 2/3 it's stats and poisons you (3 days, or cure.)

Digging up the crop will NOT fix Disease, simply giving a diseased Tuft/Sapling/Bush

As Autumn progresses and the temperature gradually drops in the last few days, if you don't keep warm (below normal temperature for extended periods of time) you'll catch a cold (1 day, or cure.)

Cures:

Cough Medicine (cures Cold + takes 1 day off Disease) - 1x Spider Gland, 1x Carrot, 4x Rocks - Carrot-flavoured cough medicine in a stone bottle - Lose 20 sanity when drinking it, due to the awful taste.

Cure-It-All - 1x Healing Salve, 1x Phlegm, 4x Rocks - Cure-It-All in a stone bottle. Can be put into a fling-o-matic to spray your supplies with it, curing disease (if in Warning period, or after.) or can be drunk to cure any poison, and restore 20 health, at the cost of 40 sanity. You're literally drinking Spiders mixed with Snot. Delicious.

Sprinkler - 1 Gear, 2 Electrical Doodads, 4 Marble - A Marble Sprinkler to keep your crops healthy - Waters crops, making them grow 1,5x as fast, and making Disease happen at half the rate.

Medicine Bomb - 1 Phlegm, 4 Mosquito Sacks - 4 Sacks of Snot to throw at your diseased plants.

Medicine Bombs cure diseased plants.

Water Bombs would now make your plants grow one stage when thrown at them, in the radius.

You can put Cure-It-All into the Sprinkler to make it shoot Medicine for 3 days. This will fix any WARNING PHASE plants, and will stop crops growing faster. Players won't get any benefit.

Disease would become much more common, completely ravaging your supplies if you don't keep the Sprinkler fuelled, and Medicine on hand. However, your plants won't die, you'll just get poisoned. A lot, until you fix it with Medicine Bombs.

The Warning Phase would now have a proper visual indication, where the plant begins to wilt and starts to have an aura of flies.

Disease would not happen during the first Autumn.

Wolfgang Starting Weapon

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So.

i have been playing wolfgang for a few years.Something about him i just find so charming and fun to play, even tho i cant leave camp for 5 minutes without a stack of meatballs.I get it tho, he does great damage but you have to suffer and work for it.

Here's the problem - Wigfrid doesnt suffer for anything and gets the great perks and bonuses of being a fighter.

i always chose not to play as her because, in my opinion, she's the noobs choice.(im ready for the hate) as evidenced by the usual 2-3 wigs out of a team of 6.

well, i've been playing her a lot the last few days and its actually hilarious how easy mode the game becomes.Not to sound too snarky, but it just shows the difference from wolfgang when you start.No gathering for mats to make a science machine, just to make a spear.No helmet until an alchemy, and all this while constantly starving.it's doable, of course.

 

But i propose a starter for the strongman.He should spawn with his iconic Dumbell.Strong as a hambat and craftable with, just throwing it out there, a board and 12 twelve rocks.Used as a club and with durabilty.

for there to be such a one sided gap between the two fighter characters just seems so silly

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