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(Suggestion) Webbed Trees

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No, not the webbed mushrooms in the caves, different concept here.

 

The Idea

To allow spiders that have been in an area for a while to start webbing trees. Webbed trees gain the ability to have web stretched between them, which if run into, will lower the player's sanity and slow them down temporarily (the stretched web would be destroyed after being run through). This (should) stack and refresh the duration with each web run through.

 

Actual webbing would be a new function for spiders from larger (i.e. non tier-1) spider dens OR even be a new thing that "orphaned" spiders do when they aren't sleeping.

 

Running through webbing will NOT give silk, only chopping down one of the trees it is connecting to will break it into a piece of usable silk.

 

The Purpose

To encourage maintenance of your world while also making it substantially more dangerous if left unchecked.

 

Concept Variations (not all meant to be used at once, just additional things for the idea)

Instead of slowing, running through webbing could make the player pause for a second or two to remove it from themselves (Webber would be immune naturally)

Webbed Trees could drop spiders when chopped down.

Webbed Trees could summon a spider when being chopped. (Spider spawn would be put on a cooldown to prevent fighting more than one per tree)

Webbed Trees could randomly spawn webs in between each other instead of requiring a spider

Web between trees can be of various thickness (stack count) for areas ignored too long. (tiered webbed trees)

"Orphaned" spiders would be more likely to start webbing trees (and maybe move into them afterward?)

Webbed trees could be a bit more flame resistant than normal and totally normal trees.

Spiked trees cannot be webbed.

 

Additional Thoughts

This might be used in PvP servers as a new form of trap. This could also be a new item for world gen.


Hardcore mode

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There are many easy way to survive in DST or the other.

console keys, modes, roleback,

these make game loose but its not easy to play without it, because there is no reward or achievement playing DS without these easy way

It would be great if there is [Hardcore mode] like Diablo series with some reward.

like this

1. no console, mode

2. every members death cause instant roleback of world

3. your hardcore server character is wearing earing(or something different)

Few suggestions

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First of all sorry if i wrote something wrong, i'm from Argentina and well... we don't actually speak english (?)

Were receiving updates for don't starve together because of the DLC, i will give a few ideas that i came up with time ago.

New biomes:

The biomes that i came up with can actually be part of DST or DSS, they actually could work on any of them.

Bamboo forest biome, here you can find more pasive mobs that could be pandas like monsters or maybe they could be humanoid mobs just like pigs.

A similar creature to the Beefalos could be something like yaks and for an agresive monster small tigers. A new type of tree could be a bamboo like tree...? or just a bonsai tree, for the flowers a lotus flower.

Bee hive biome, a small bee hive biome for the caves were you can find well... honey and bees in the cave or maybe a new type of monster that can also drop stingers or something similar.

Frost cavern, another challenging place for the caves, here you can find also beefalos and maybe monsters that freeze you when they attack or chill you so you walk slowly during the time of the debuff.

Bosses:

I feel like we need more challenging bosses in the game, not that we don't have them already (?) but a few more that require team work to actually beat them would be fantastic.

Rock titan - Frost titan, a stone golem like boss for caves, this mob should cause constant earthquakes as he moves around in the cave and attack stomping the ground making everyone around fall into the floor for a couple of seconds that prevent you from dodging the stuff that fall around.

Bee queen, yep you saw this one coming, a giant bee queen as boss for the bee hive biome. This monster constantly summons killers bees around her and have a powerfull ranged sting attack, this move leaves the player with a debuff that makes killers bees attack you. This boss should drop some kind of item that allow you to control bees in a similar way to the spiderhat, or maybe a recipe for an item that use killer bees as component it's almost the only item that don't have a recipe for crafting.

Clockwork king - Clockwork queen, this boss should summon clockwork pawns to help him/her to fight i didn't thought about this too much, but i think it's a cool concept.

Shadow boogeyman monster, a boss monster that can only be fought when you dropped almost all of your sanity.

Characters:

Wokky the caveman, a character to be played in caves most of the time. He's abilities should be:

-He feels comfortable in caves, he don't drop sanity over time in them.

-Have a special set of items that only he can use like primitive crafting with skulls and stones.

-He have bonus dmg fighting cave monsters.

A character that can be found frozen in the frost cavern.

You may be thinking that caves should be a challenge and i think you're right, but with some work this shouldn't be unbalanced and like every character it's optional to chose.

Winston the hunter, a character obseced with hunting stuff (?). He's abilities should be:

(i thought a couple of abilities for him, you may leave your opinion about them)

-He could have less requeriments to craft traps.

-He can easily track monsters.

-He could have a new tab called hunting were you can add a few new traps to craft for him, like bear traps or something similar to immobilize your enemies.

-He deals extra dmg to enemies that are beast like, but less dmg to humanoid like monsters.

-Less requeriments to craft darts.

-A personal bow and arrows that only can be crafted by him in the hunting tab, this weapon could have the extra dmg on beast monsters. If you think it's too unbalanced, the arrows could be as hard to craft as darts for other players.

-Camouflage, when he stand for 2 or 3 seconds close to a tree or rock he loses the aggro. Kinda similar to the bush hat.

Mobs:

Trader, this ratman trader mob should appear sometimes on pig villages or maybe on the caves entrace during full moon. Like pigs, he talks to you when you approach him asking you to bring him items, when you give him what he asked for he drop something for you in exchange an leave the place. A trade could be (as an example) giving him a red gem or blue gem in exchange for a purple one, he could give you maybe new kind of food for unique crock pot recipes and so. Also this could give new uses for the trinkets in the game.

And one last thing, pigs should get agresive toward the player when he tries or actually destroy his house, i feel like it's too easy to get boards or cut stones by just smashing pigs houses and they don't even try to stop you, not all the pigmen should turn on you but at least the owner of the house.

 

 

 

What does Klei do against game spoilers?

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In the last time Don't Starve Together massively experiences people with multiple accounts (4 confirmed, probably more) roaming from one server to the other just vote-kicking people. 

Confirmed through many experiences are: 

http://steamcommunity.com/profiles/76561198322266023/

http://steamcommunity.com/profiles/76561198278360845/

http://steamcommunity.com/profiles/76561198112823377/

http://steamcommunity.com/id/mizeri120/

 

"Clouds" was also able to rejoin again after successfully being kicked (in between their continuing vote-kicks), so maybe there's a possibility to still rejoin after being kicked or there is yet another account with the same name.

 

This spoils the game for everybody on Klei Official Servers as well as other dedicated servers.

Torches Light Fire Pits

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When you're running back to your base in the middle of the night and you're using a torch to guide your way, it would be the greatest thing in the world if you could just toss your torch into your fire pit in order to light it.

I think that this would be an incredibly easy thing to implement into the game and it would genuinely just make sense and make the game better.

For added fun, the % of the torch you put into the fire could determine how big the fire is. The higher the %, the brighter the fire. The lower the %, the smaller the fire.

Super simple, right?

Please, Klei. I can't even tell you how happy this feature would make me. It just makes way too much sense to not be in the game.

Commanding Chester to pick up items.

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This is just a little idea I thought of last night. What if you could command Chester to pick up items on the ground? I was thinking you could do this by making the Eye Bone equippable in the hand slot. When it's equipped, all you do is click on an item on the ground and Chester will walk over to it and put it in his inventory.

Like I said, just a little idea I came up with and thought I'd share it. :wilson_dorky:

How teleportato could work + Disease-preventative idea

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Teleportato

Since having teleportato in place could bring up a bunch of problems in DST, it has not been added to the game. The main issue I realize that there is, is that if someone could simply teleport to worlds over and over again, it would cluster the host's hard drive memory. The problem of CPU/RAM being clustered can be dealt with by the servers shutting down upon players not being in those world anymore (except perhaps in terms of the day count, which could keep going), so a host could have a world/server cluster of something like this:

World 1                                                        World 2                                                        World 3

Overworld (online, 3 players online)            Overworld (shut down, 0 players online)     Overworld (open, 2 players online)

Caves (online, 2 players online)                  Caves (shut down, 0 players online)            Caves (open, 0 players online)

 

The way players would move between servers, (but not returning back, I'm guessing) has many options for mechanization out there, like being able to choose which world to move forward to, or automatically moving to a different server after world-hopping, like from World 1 to World 3, because World 2 has no players in it, but World 3 does... I've no real definitive thought on what I could suggest into this, so I'm up for whatever.

But the problem is, as mentioned earlier; hard drive. So, how could it be made sure that forgotten worlds aren't just there, taking up space? Well, a few suggestions I have is that players could vote for deleting worlds that have no players in them/have not had any players playing on them for a long time (e.g. 100 days or so) and/or perhaps the host could delete specific servers, so then the players would be moved to the next or previous world that has been actively... active, with all of their inventory and progress being saved (and possibly even their current character), just that they're in a different world now. Of course, the teleportato would need to be made an optional feature existent in the game and probably disabled by default so as to not make servers lag extremely just because the person hosting this doesn't have a powerful enough machine.

This would provide a great way for players to stop regenerating worlds from boredom and losing progress and instead, moving to new worlds, exploring, whilst their progress and their inventory stays with them, kind of like in original Don't Starve. This then could be one way of keeping things interesting for players who want that feeling of exploration and starting fresh, whilst their initial progress stays. And, this could also keep players' progress whilst moving worlds for the sake of getting new features from an update into overworld and caves, which would otherwise need to be spawned in or have the entire world regenerated!

 

Disease

Lets be honest; this thing is annoying as all hell in the beta. Nobody is going to bother digging up all the crops and replant them over and over again, just so they could have supplies like grass and berries supplied continuously... or if you do do this, well, you're probably wasting your time, especially if this is on a public server. At lest from my experience, I've seen players camp at desert in order to get grass and twigs from tumbleweeds and have some twiggy trees around, which don't disease in order to get even more twigs. Oh, and grass geckos in desert also supply a bunch of grass for us there! But even then, grass constantly seems to be a bit of a problem though quite often, whilst twigs seem to be fine regardless...

Anyway, another thing I'd like to bring up is that phlegm, even though it's been in the game since the 2nd DST open beta update due to Eqecus being introduced, it hasn't gotten any uses at all. The only thing you can do with it is eat it or let something else eat it, which is kind of a disapointment for a resource you kind of have to get out of your way to get. Since phlegm is something that has a lot to do with disease or illness in real life, why couldn't it be used in order to prevent disease for a tad bit longer in the game? Like, lets say, you could make a bunch of snot bombs (perhaps 4, like with water balloons) out of 2 mosquito sacks and 1 phlegm, which when thrown at plants or animals (grass geckos) that disease, would keep them from getting diseased for like extra 150 days or so, which is about x5 as much as simply digging them up and replanting them, I believe. This would give a great use for the phlegm AND it would make players cooperate in order to achieve something; instead of individually going out of your way to collect grass and twigs, players would need to cooperate or befriend some animals in order to hunt down a Ewecus to then use its phlegm in keeping their in-base plants from becoming diseased and disappearing as well as perhaps turning already diseased plants into non-diseased.

Suggestions for finally making Beefalo taming/domesticating worthwhile

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Over many updates, Beefalo taming and dimesticating for riding and attacking things has been improved. Yet still, some key elements of the current game mechanics have been keeping many players from utilising them late game efficiently. Here's a list of things that I think should need to be added in order to have beefalo domestication/taming worth the while and be actually advantageous:

* Jump through wormholes while mounted on a beefalo

* Go into amd out of caves while mounted on a beefalo

* Increase Salt Lick uses by x10, so that beefalo left on a server that's run for a long time without a player coming to visit it every day could still keep domesticated. This can keep a bunch of domesticated beefalo in one place for longer and/or make sure that players don't need to take up an entire biome and fill it with salt licks they can't afford to efficiently make. 150 days keeping a beefalo from losing domestication for one salt lick would be just perfect imho

* Make salt licks repairable via nitre, giving it 25% durability back. I don't think I need to explain why here...

* Let beefalos be named by players who have domesticated them to a certain point, so as to be able to distinguish between beefalos owned by other players even when both look exactly the same

* Have healing items provide x4 health than to players when healing a beefalo, if that's not in already

* Have healing increase obedience or something. You're doing the most important thing to keep it alive via healing items, but it doesn't display its gratitude in any way. Only if you feed it or brush it or whatever.

* Let us feed our beefalo WHILST mounted. It simply complicates things and could get you in worse scenarios due to having to dismount your beefalo mid-battle. It could mean the death of both of you. Whilst beefalo generally being more vulnerable and you needing to expense a bit more healing items than crafting armour could be a great way to go about things (although some form of beefalo armour couldn't hurt (no pun intended) >.>), the whole throwing off during battle due to you not being able to feed it whilst mounted is the epitemy of fail, followed by rage and regret. Perhaps healing could stay as something that needs dismounting, but please, for the love of all that is beegalo, let us feed them whilst mounted.

* Make beefalo obedience local to each player. A noob or a griefer smacking my domesticated beefalo shouldn't be a kick in the balls for me and have 6 domestication days gone down just because of that. And by local I don't mean that once one player domesticates a beefalo no other player should be able to, I mean that each beefalo would hold data for how obedient they are to each player who has recently taken care of them (salt lock keeping the beefalo's progress of all players ofc), which could be increased or decreased based on how well you take care of it. Although it might be a bit hard sharing a beefalo with others considering that whilst one player keeps up the obedince for them, others' would decrease... Perhaps it could stay in tact for other players while only one player takes care of them? So then you could increase the beefalos obedience to you whilst its obedience of other players would be capped at what it's currently at or something.

* Upon exiting the game whilst mounted on a beefalo, have the beefalo exit with you, if their ibedience to you specifically is very high. Salt licks, no matter how well they could keep it from undomesticating, won't keep them from harm. You must remember that DST is multiplayer and the only way to really pause something is to exit with it. Other players doing crap around your beefalo or lack there of its maintenance will result in it being undomesticated purely because other players were there, minding their own business or being noobish and bothering your beefalo, making things worse without you being there.

* Buff Pudgy type beefalo in some way... All three other types, with the above considered would be pretty awesome. Pudgy though? Only if you want a "house pet".

/\ All of that and you have the (more or less) perfect mechanics implemented for beefalo domestication being worth the while even on public servers. In fact, late game, it would be unwise not to domesticate/tame one late game. It certainly wouldn't, however make it so that you would be able to simply use the beefalo 24/7, making the game a beefalo riding symulator. Whilst half the time you might be riding your beefalo, there are things that you cannot do whilst mounted, like fighting certain mobs or bosses that require a lot of health tanking or especially if you're doing stuff at base.

I hope these suggestions won't be disregarded and beefalo do get the final touches they need in order to be great companions and not a waste of our time.


Fire Dart skin idea. Change it forever!

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Simply put, I am disappointed with the Fire Dart. It sets targets ablaze? Big whoop. I like the mechanics behind it, but it needs something more. Something to make it a memorable item...

I have a great idea that no one can dispute.

No one.

We ask Klei to permanently change the Fire Dart skin forever. No going back to the old design. Of course, into something way better than what we currently have now. Darts are boring. Darts are so last year. Changing the skin would destroy all past, present, and future debates about the usefulness of the Fire Dart.

You ready for this? I'm not sure any of you can handle this, but here we go.

Spoiler

Change the Fire Dart into a Microphone.

Sick Microphone Pic.jpg

Do it, developers at Klei.

There, I fixed the Fire Dart for everyone. You're all welcome.

Spoiler
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Don't take this too seriously, Klei. But if you did, that would be awesome.

For those who didn't get it, click on the next spoiler.

Spoiler

 

 

 

 

 

 

 

PC Split Screen

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I was wondering if anyone knows of plans to bring split screen to the PC version of Don't Starve Together? I have a PS4 and already own DS+RoG, but I've kind of hit my limit on DS related purchases. Here are the versions I've purchased (in chronological order):

1) DS+RoG for PS4.

2) DS+RoG for PC (for myself)

3) DS Pocket Edition for iOS (for my wife)

3) SW DLC for PC (for myself).

4) Don't Starve Together for PC (2 license bundle, one for me and one for my daughter).

5) DS+RoG+SW for PC (for my daughter).

6) DS+RoG for Android (for myself)

 

With split screen coming to the PS4 version, it only seems right to include it in the PC version too. I suppose not many people play split-screen on PC, but I use a Steam Link and it would be great to all be able to play together on the couch.

 

 

 

Debug mode.

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When ever I start up DST and make a world if I press any button (F1 F2 F3 F4 F5 F6 F7 F7 F8 F9 And T ) It either teleports me or spawns stuff and I can't get it to stop!

More "SetExternalMultiplier"

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While modding, it is nearly impossible to mod things like absorption, damagemultiplier, hungerrate and stuff like this, cause the game itself, or other mods will undo or totally screw it up.

This is because you only added "SetRate" or "SetAbsorption" or even not a fucntion just damagemultiplier = x...
Instead we really need more like "SetExternalSpeedMultiplier".  This is what we also need for all the other stuff, to safely add boosts and remove them again, without screwing up other mods/game mechanics.

Skins for character specific items

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So the other day I was thinking about how odd a Wigfrid looked when using a guest of honor or triumphant set with her spear and helmet. Then I thought it'd be neat she could have a helmet and spear skin that would match the sets. With even more thinking about this idea I eventually thought "Hey, why not have every character with special items also have skins to match these sets?"

So here's what I propose: Character's with unique starting items could have skins, but instead of the skins showing up in your inventory and being tradeable like normal, these skins would come attached to a character's head slot skins. And this wouldn't effect just items like Willow's lighter or Wendy's/Abigail's flower, but it would also effect Wilson's beard, Woodie's werebever form and Maxwell's puppets.

And now I'll just throw out a few suggestions for some of skins.

 

Wigfrid's seems pretty self-explanatory. Her spears and helmets could be a polished golden color for her GoH. Her triumphant could be black and "shadowy". And her survivor could have her equipment be more broken and worn looking.

When it comes to Wilson his beard could match his sets easily. His GoH could have a more well groomed beard. His survivor could be a bit more rough and maybe be missing a tuft or two. And his triumphant could have his beard look more "shadowy" like his hair.

Wendy's would be pretty simple. Just have Abigail's flower match the flower in Wendy's hair for her GoH, triumphant or survivor skins.

Woodie should probably just have his skins change his werebever form. Both his survivor and shadow sets show Lucy as normal. With survivor he'd be a little cut up and dirty. Triumphant could make him look more angry and his GoH could give the werebever a magnificent bow-tie.

With Maxwell not only would his codex umbra have a skin but his puppets should too. With he survivor skin his codex could be a bit more tattered and worn while his puppets would also look tattered and torn. His GoH could have his codex have a more ornate cover with his puppets wearing tophats. And as for his untriumphant... well... I'm not really sure to be honest.

And I saved the bes for last: Wes. With his GoH his pile o' balloons would be neatly arranged and the balloons he makes would be all dressed up. His survivor could have his balloons look a bit dirty being covered in dirt and mud. And with his triumphant he could make balloon animals of "Them".

The old bell and bigfoot needs an optional toggle

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Bigfoot is one of my favourite things in don't starve, and I'm sad to see it absent for dst.

for those of us who play with friends, we should have a toggle to activate it like any other world feature. It can be set to off as a default, but it's a great part of the DS game.

Rock lobsters and bunnymen should be allowed on the surface again

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I love those guys. And since they don't populate in the same way, why are they restricted to the caves?

Add an option for surface rock lobsters in the world options!

Better yet, let us unlock population control, because it's so much fun with rock lobsters.

these are toggles that would make dst on PS4 more fun. Rock lobsters are an essential part of dst.

 


Show the username who started the vote

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It's funny when you got vote kicked because doing nothing wrong while everyone else assume I was the one who's trolling.

Just joined a official dedicated server because my friends aren't online yet on our private server and got kicked for false accusations under 10 minutes. It's even more hurts when you tried to survive on winter in the first day lol.

[00:02:49]: [Say] (KU_rZsfRyB5) MANGOCAT11: wOI
[00:02:56]: [Say] (KU_rZsfRyB5) MANGOCAT11: gIVE HIM HIS MEAT!!!
[00:03:01]: [Say] (KU_xklo2JUP) TBurn8325: steling my meat
[00:03:07]: [Say] (KU_rZsfRyB5) MANGOCAT11: PEPEE
[00:03:21]: [Say] (KU_6Qoll1U8) Udon: why
[00:03:24]: [Say] (KU_rZsfRyB5) MANGOCAT11: lol
[00:03:28]: [Say] (KU_yCXEdUSf) Lucky7: lol
[00:03:33]: [Say] (KU_xklo2JUP) TBurn8325: he greif me
[00:03:40]: [Say] (KU_xklo2JUP) TBurn8325: stole my meat
[00:03:42]: [Say] (KU_rZsfRyB5) MANGOCAT11: BYE
[00:03:44]: [Vote Announcement] kick survivor{pupee} passed
[00:03:44]: [Kick Announcement] survivor{pupee}
[00:04:07]: [Say] (KU_m0X4cgp-) Yuna Fin: aw
[00:04:23]: [Say] (KU_m0X4cgp-) Yuna Fin: whats happening
[00:04:37]: [Say] (KU_xklo2JUP) TBurn8325: who
[00:04:40]: [Say] (KU_yCXEdUSf) Lucky7: he is come back and brun the base
[00:04:58]: [Say] (KU_xklo2JUP) TBurn8325: who did it
[00:05:25]: [Say] (KU_m0X4cgp-) Yuna Fin: we can't survive here
[00:05:28]: [Say] (KU_rZsfRyB5) MANGOCAT11: y
[00:05:31]: [Say] (KU_xklo2JUP) TBurn8325: agreed
[00:05:44]: [Say] (KU_yCXEdUSf) Lucky7: come to pigking eiei
[00:06:01]: [Vote Announcement] rollback passed
[00:06:04]: [Say] (KU_rZsfRyB5) MANGOCAT11: WEE
[00:06:32]: [Say] (KU_xklo2JUP) TBurn8325: yay
[00:07:45]: [Say] (KU_6Qoll1U8) Udon: eiei
[00:08:25]: [Vote Announcement] regenerate failed
[00:09:07]: [Vote Announcement] regenerate failed
[00:09:25]: [Say] (KU_6Qoll1U8) Udon: kick tum mai
[00:09:27]: [Vote Announcement] kick Udon failed
[00:09:44]: [Say] (KU_yCXEdUSf) Lucky7: you join 1 day you vote kick ?
[00:09:54]: [Say] (KU_YZ4s5VQ4) Seflyx: who vote kick?
[00:09:54]: [Vote Announcement] kick Seflyx passed

7S8QJkn.jpg

DST flood

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I really enjoyed SW flood features and I want to suggest parts/if not all of it to be added to DST . By far that has been my favorite natural force that can happen to you in DS . I just love how it gives you the feel that it's really a disaster not just something normal ! Natural disasters must be added to DST not only SW .

Maybe replace the already existing puddles with small versions of it (that do not grow) for start/or and the second year the puddles start grow (like in SW) . Only for spring (maybe autumn too) I just really liked the features and I to survive it with my friends . While in SW everything gets flooded here make it only parts that are deep inland without the parts that are near the water . 

Also the wind add a bit of a wind (there is wind everywhere) ..... Now I know that those feature are SW exclusive but ........ It feels like they are begin wasted if they are only limited to SW .

So how about a limping animation as an indicator for low health?

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So we already have indications of when another player is low on hunger or sanity, however if someone is badly injured we have no way of knowing this aside from them telling us. So what I'm proposing is when someone is low on health, they start to slouch over a bit and limp. Of course this would only be a cosmetic change and wouldn't change your walking speed or anything. Or maybe just have them slouch over and breathing heavily? Anything really that could indicate a player being severely injured would be nice.

Bee hives & the issue of non-renewability as well as bad renewability

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Due to the recent update, the world me and some of my dear pals played in had to be regenerated. And the world that we regenerated to turned out to be quite the bummer. Not only were we quite screwed for several reasons, but the bee hive amount in the world was the smallest I've ever seen: we only had 6 bee hives. I thought about it a little bit, just recently, and I remembered I looked at this image before:

latest?cb=20130331154029

This image is of Don't Starve vanilla version. Plenty of bee hives in one area with not a single killer bee hive. And I noticed that I have not seen this for a very long time, if ever when playing either of the games myself (although I did play whilst vanilla was the only thing around). This you won't see with RoG enabled. I tested it, I regenerated a world with normal RoG settings in DST and I made 10 tests. The results? Bee hive amount, without killer bee hives being present in the world NEVER exceeded 40. In fact it didn't even reach 40 (although it might be possible). The results were as following:

World 1

22 Killer Bee hives

73 Bee hives

 

World 2

131 Killer Bee hives

158 Bee hives

 

World 3

0 Killer Bee hives

33 Bee hives

 

World 4

0 Killer Bee hives

10 Bee hives

 

World 5

27 Killer Bee hives

68 Bee hives

 

World 6

0 Killer Bee hives

12 Bee hives

 

World 7

38 Killer Bee hives

49 Bee hives

 

World 8

0 Killer Bee hives

38 Bee hives

 

World 9

24 Killer Bee hives

49 Bee hives

 

World 10

0 Killer Bee hives

19 Bee hives

 

Now, if you look at the odds here too... it's pretty bad odds; you have approximately a 50% (or probably 50% chance based on code too) of your world sucking merely because of the bee hive amount. Remember, all of this was just me regenerating a world with default world generation settings. And this is just with bee hives; you might as well just have 1 walrus in the world, just 30 reeds in the world 

You might argue that taking care of your world to make sure that your honey supply doesn't dissipate and having a low amount of something randomly, providing scarsity of one resource whilst possibly abundance of another could prove a great challenge, right? Well, this seems fine and dandy for single player. But not for multiplayer; griefers could easily eradicate a world of its bee hives, pig skin and reed supply. All it would take is exploring the entirity of the world and destroying it all as you see it. Because none of these resources are renewable; they are not part of world regrowth nor is there any way for them to return. Furthermore, I constantly see people leaving because the world is old; not because the base is fancy, but purely because the world is old. Old worlds are a mess and it has to do with the way that the resources in the world renew themselves. Not to mention that you're stuck with a ****ty world without losing your progress because there is no way to world hop or any way to regenerate the world without losing your local day count progress, recipes that you've unlocked and the stuff that you're holding in your inventory.

Warning: the following is a wall of text!

Spoiler

 

I've talked about the world hopping in another suggestion thread, so I'll just keep it to the renewability of resources in this one. There are way too many important (Mandrakes and pan flutes, Bee hives and honey (although you can still get bees from tumbleweeds and get honey from those bees, the chances of getting bees and the honey alone makes it just... a dumb and unreliable way of getting honey for all your honey nuggets, hams, honey poultices and taffy), Pig houses and pig skin, Rabbit hutches and bunny puff, Ancient guardian and his horn, Catcoon dens (can easily be whacked by a hammer, destroyed by a giant or rummaged through by a rook!),  Clockworks (normal, marble covered and ruins ones are non-renewable, making for any WX incoming players as some whom gears need to be kept away from), Graves (They're a resource variant for a few things, but they're also the prime and the only SOURCE of most trinkets. The other day I tried to save some trinkets from being used for gold when I placed them in a place where they were being used as decoration nearby a "workshop" one of the players built for crafting statues. But low and behold, a lureplant spawned right there and the eyeplants digested these trinkets, which were never to be seen again. Plus, graves being limited digging source means long-term they're pretty much just waste of space (aside from ghosts as a challenge, but... they're not really that big of a challenge to begin with, even on full moons, but would be if you went grave digging on full moon or something) and have no real late or mid-game use. Plus, many of the trinkets you can get from graves you might not get at all because of the amount of graves you have in the world and because of the sheer random unluckiness of graves. Like... think about the potato cup! I say every world should have potato cups so long as you keep digging graves! This one went on for way too long... back to the point at hand >.>), Slurpers and their pelts, Thulecite and Thulecite fragments (remember that you can only renew it if you have thulecite on you (at least 4; 2 for the amulet, 2 (halved) for the thulecite crown)), Ancient altars (griefers can just destroy them and any rooks nearby are even worse), Slurtle mounds and 4 different resources, Light bulb plants and their light bulbs (might be part of world regrowth, I'm not entirely sure), Lesser glowberry plants and their glowberries (might be part of world regrowth, I'm not entirely sure), FernsVolt Goats and their horns and electric milkReeds even! and nearly every Non-man made turf) or nice resource variants (Spiky trees, Spiky bushes, Gold boulders, Any boulder in places where meteor showers don't happen, flint and rocks in places where meteor showers don't happen, Bones, Merm houses and fish and frog legs that you get from them (plus the challenge that they bring in), Warrior pig torches, Killer bee hives (with honey, honey combs and challenge that they bring in), Tentacles (and the challenge they bring in swamp), Splu monkey pods (for as annoying they are, their pods being destroyed and never coming back can result in loss of some good resource variants), Relics in the ruins (they're a good source of sanity, yet they can still be destroyed to never return), Thulecite walls in the ruins and Thulecite statues (the initial source as well as a resource variant for thulecite), Mushtrees and respective mushroom caps, Grass Gekkos and 2 types of resources they provide (grass and leafy meat), Totally Normal Trees and living logs from them as well as the evil flowers around them, Marble trees, pillars and statues and marble from them, Cave spider dens, Stalagmites and Hound Mounds) which are absolutely non-renewable, making for initial environmental looks being destroyed. And this is inevitable if you're hosting a public server, because of griefers, newbies or players who are annoyed of particular entities in certain places! And there are a few things which do renew, but in such a way that creates lag (Beefalo, Rock lobsters, Spiders and their nests). Heck, there's one type of resource which DOESN'T renew and still creates lag because of a supposedly unfinished feature (I'm talking about Spores of course). This is just the stuff I coulld recall; there might be other things which can easily be destroyed forever, cutting out a large portion of the content and giving a huge reason as to why some people might hate to play on late worlds; they can't experience things that have been destroyed and cannot respawn in a way that makes them completely destroyed. The funny thing is, there's easy ways of fixing these things. I don't know why devs have not went back to all of this and done it at the time when resources were first starting to be made renewable on their own, but here's what I've come up with that should prove for effective ways of making things renewable through world regeneration so that old world, apart from places where there's bases, still look like worlds from something like day 5 or 10:

 

* Mandrakes to respawn in the same place after being picked either within a few days or perhaps during the full moon or something

* Bee hives to respawn naturally if the amount of bee hives in the world is lower than 40 or 50 or so and perhaps whilst the amount of bee hives in the world is lower than something like120 or 150, 4 - 6 homeless bees nearby one another would get together after pollinating a certain amount of flowers to create a bee hive. Of course, the bee hives would need to spawn in the correct biomes as well as in places where there's free space. Bees perhaps could also repair their hives or have their hives repaired when they come back 

Pig houses to respawn in the places they have been hammered and if they have been generated by the world (if a structure gets built on top of a a place where a pig house had been hammered, those structures would get destroyed upon the pig house spawning or the pig house finding a free spot nearby to respawn) after a few days (perhaps 10) or during the full moon. Pigs being able to rebuild their houses if they're alive and their house gets hammered, or burnt and to attack the player or the thing that burns or hammers/hits with a hammer their house. For pigs to also stop their houses from smoldering.

* Rabbit hutches to respawn and the bunnymen acting in a similar manner as with pigs and pig houses, just involving bunny men instead of pigs where applicable.

Ancient guardian to respawn on full moon if nightmare fuel is placed in each slot of the Large Ornate Chest and for the particular chest to be indestructable.

* Clockworks of all types to respawn on full moon (in the state they were originally in, so if you free a clockwork from being covered in marble but don't kill it, a new one, in a marbled state won't respawn until you kill that one that is now free) if killed in the same place where they initially spawned.

* Graves to get back to undug state if dug up after every full moon

* Slurpers to respawn in multiple places after a while if there are none in the caves (ruins) and for them to multiply until there's 50 in the applicable world (server shard).

* Thulecite fragments to fall from earthquakes in ruins biomes (since there's ruins turf that cannot be dug up, these turfs could be perfect for thulecite fragments to fall at. Of course, make their drop rate pretty common as it requires 6 fragments to craft 1 thulecite and multiple of those to craft thulecite items, which in and of itself you can only do at ancient altars).

Ancient Altars to be impossible to destroy by rooks or ancient guardian stomping through them and/or for them to respawn in a broken state after being destroyed, perhaps on the full moon or after a few days (and perhaps with a lightning strike, kind of like with Gmoose eggs :P). For them to also be repairable via thulecite and thulecite fragments if hit by a hammer or earthquake drops.

Slurtle Mounds to respawn in a similar matter as with Bee hives or Killer bee hives, just involving Slurtles and Snurtles where applicable.

Light bulb plants to be part of world regrowth if they aren't already

* Glowberry plants to be part of world regrowth if they aren't already

* Ferns to respawn in similar ways in which flowers do right now on the overworld

* Volt Goats to have similar herd creating mechanics as Beefalo already do and for them to respawn even if there's none left in the world, as well as for them by default to be more of initially. Their breeding limit being around 100 (by Default settings).

* Reeds to respawn in places where they have been burnt if they don't already and if the world has less than 80 or 100 reeds (by default that is), they would keep spawning if there's a reed nearby. This would ensure that the world could not be depleted of reeds in swamp for whatever reasons in the long run and it wouldn't be a drag of getting reeds from tumbleweeds, like with bees if all bee hives and bee boxes get destroyed.

* Non-man made turf could be made to simply be possible to craft. But I've a more fun way suggestion, which you've already done for marsh turf: killing certain bosses or certain creatures could have a chance or be guaranteed to yield a piece of turf. Perhaps the Toadstool could loot some fungus turf? Lureplants or grass gekkos could loot Grass turf? Beefalos could loot Savanna turf? Tree guards could loot Forest turf? Catcoons could loot Deciduous turf? Batilisks could loot guano turf? The reason why this is important is because everything but trees will respawn only if you have a particular turf down and whilst there's a lot of it and it might take griefers a long time to do it, they could easily just dig up and burn all of the turf or take a whole bunch of it with them and leave and over time, this could result in less resources of a particular kind in general in a world as well as it being impossible to restore the potential of these resources respawning, since the turf is non-renewable.

* Spiky trees to be part of world regrowth

* Spiky bushes to be part of world regrowth

* Gold boulders to be part of world regrowth

* Any other type of boulder to be part of world regrowth

* Flint and rocks in applicable places to be part of world regrowth (flint in Forest, Grass and Mosaic (where meteor showers don't reach), Rocks in Grass biome which is near pig village and in Mosaic (where meteor showers don't reach))

Bones to be looted by hounds and/or be part of world regrowth

Merm Houses to respawn and Merms to act in a similar manner as with pigs and pig houses and bunny men and rabbit hutches, just involving merms instead of pigs or bunny menwhere applicable.

* Warrior Pig Torches to respawn and Warrior Pigs to act in a similar manner as with pigs and pig houses, just involving warrior pigs instead of pigs where applicable. Also for Warrior Pigs (their torches rather) to be part of world options menu and for them to be guaranteed in the world so long as they're not set to none and for their numbers to increase/decrease depending on the options set in the world options before world generation.

* Killer bee hives to be guaranteed to be in the world so long as they're not set to none. Their hive respawn mechanics would be pretty much the same as with bee hives, but involving killer bees and not normal bees where applicable.

* Tentacles to respawn in a similar manner as reeds do. Probably in different numbers, however.

* Splu monkey pods to respawn andhaving the same protection mechanics as with Pig and Pig houses.

Slurtle mounds to respawn andhaving the same protection mechanics as with Pig and Pig houses.

* Relics in the ruins to respawn in a broken state after a few days (e.g. 10)/on the full moon if destroyed.

* Thulecite walls in the ruins and Thulecite statues to respawn in the state/type as they were initially in on the full moon perhaps, if destroyed.

* Mushtrees to respawn via spores and to be part of world regrowth on respective turfs in caves (the cave server shard) if their numbers are below something like 50.

* Grass Gekkos to respawn if killed/there's less than a certain number of them in the world (e.g. 100).

* Totally Normal Trees to be what Tree guards turn into after not being bothered for a long period of time by anything and for the totally normal trees to regrow evil flowers around them over time (if there's less than a certain amount, such as 14 or however many).

* Marble trees to respawn on full moons/after a certain amount of days in the most broken form and to grow up to the most unbroken form over time.

Marble statues to respawn on full moons/after a certain amount of days.

Marble pillars to respawn on full moons/after a certain amount of days.

* Cave spider dens to spawn from the similarly shaped stalagmite if the amount of these types of dens are below 40 or so (with Default settings, that is).

* Stalagmites of all kinds to fall on applicable biomes (turf) during earthquakes, being kind of like a variant of meteors from the overworld.

Hound Mounds to respawn near or in the same places as they were at initially.

* Walrus camps to be guaranteed to be at least 2 in the world if on Default and 1 if set to Less.

* Beefalo to stop reproducing after there's about 100 or 200 of them in the world and for their herds to have a limit before a new herd is created (e.g. 10) and for a beefalo who goes on to make a herd of its own to go farther away from other Beefalo, all by Default settings. This could ensure that lag doesn't happen so much for players as there would be less instances of beefalo on-screen; herds would be smaller and more spaced out as well as Beefalo wouldn't overpopulate the world and being something to take care of.

* Rock lobsters to have similar breeding and herd mechanics as mentioned with Beefalo for the same reasons as with Beefalo.

* Spider dens to work as follows: Upon a tier 3 den turns into a spider queen, the queen doesn't leave an egg behind no matter the reason. Instead, when killed, the queen would loot 2 spider eggs in place of the current 1. A spider queen would not turn into a tier 1 nest if it is still aggroed onto something (it turning into a spider nest working similarly to how tree guards turning into totally normal trees would work). When a queen does turn into a tier 1 nest, the spiders she spawned would all retreat into the den and based on the amount she spawned would determine whether the nest upgrades itself to tier 2 or even tier 3. This would ensure that spiders don't overpopulate the world on their own and make Webber more useful with nests as if all tier 1 nests got destroyed in the world, Webber could craft some spider eggs by going into the caves and to the swamp and getting the resources needed to craft them. Or spider nests could also just spawn somewhere in the world in biomes they typically are found in (e.g. Forest, Marsh/Swamp) if there's less than 30 or so of them in the world.

* Things like rot, seeds, stingers, rotten eggs, feathers, charcoal, burnt trees, stumps, bone shards, manure, guano and possibly some other things to despawn if on the ground and if they haven't been within a field of view of a player within a certain amount of days (e.g. 5) or to despawn after 5 days if they haven't been picked up.

But going back to the initial point of initial world-gen bee hive amount: Instead of having RoG biomes take over certain biomes that would have bed in vanilla, just make more biomes spawn in the world in general! Making your world large or huge, I've noticed, doesn't impact much or at all on the amount of particular biomes are spawned into the world; it just impacts on the sizes of biomes which would have spawned in regardless, so why not just let us have more biomes in the world or have a setting which toggles it? All of what I've suggested seems like a huge change to current existing mechanics of the game, even though they might go unnoticed until you play in late game worlds, so, all of this/large portion of this/something like this could be implemented either in chunks or even have an pdate in and of its own (call it "Repairs", Klei :p). Regardless, if you're going to update the game to a point where late game actually works well and on public servers, all of this can't go unnoticed and taken care of.

 

P.S you might notice I've coloured, balded in and underlined some stuff. It's so that the long wall of text is more interesting to read and so that people can look at some key elements without getting bored or miss the point or go down or up to a wrong line of reading what has been written, so I hope you like this better than just me rambling a chalky wall of text that none wants to read at all. Oh and if you still don't want to read the whole thing:

Tl;dr: Way too many things need to be made renewable in some ways so that late game worlds look more like early-game worlds and so that resources can't be destroyed/depleted by newbies, griefers or players who just can't bear with something being somewhere.

Rabbit Earmuffs protect mobs from sound-related effects

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Rabbit Earmuffs protect mobs from sound-related effects.

 

In other words, a Pig, Bunnyman, or player wearing Rabbit Earmuffs will not be affected by sound-related effects from mobs - for example, a player using the Pan Flute against another player or the Bearger's ability to yawn and cause other mobs to fall asleep. However, as an added con, the player can barely hear anything at all with them on.

 

Sleep Darts will act as normal with Rabbit Earmuffs on.

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