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Do something else instead of ocean having walls at the end

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Was considering why not just make ocean keep on going but instead of anything much being out there it would be just end of the map and your boat would start taking in holes like in Sea of Thieves, slowly or breaking down fast depending on how far out of bounds you go? Or shadows or special monsters that are part of the constant of sorts would not allow you to pass to escape. In that way there would be possible to make new secret islands of sorts in the outer bounds without needing to suffer the minimal amount of space that there's left in the current DST ocean!

I don't know if it's a big limitation that you can't build or do anything outside the bounds, or to have any kind of tile or turf where it all ends. At least in future update you could make the sea bigger, formidable and more adventurous. Right now it's all just a big fat lake with monkey pests around and moon tissue floating about.


I think we need some lore about the Darkness Monster

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So I'm pretty sure the most widely believed explanation for the Darkness Monster not killing us when we're wearing Moggles or have a light source is that Charlie doesn't want to be seen. Well, the newest patch kind of shattered that as we now have Charlie straight up appear and even wave bye-bye to the survivors.

And I'll address the Forgotten Knowledge trailer right now: yes, Charlie is seen by Maxwell and Winona but it seems to be in a "she accidentally let her veil slip"-manner rather than what she does with the gateway.

So now, that Charlie is comfortable showing herself to the survivors, the question is: why doesn't she just murder them? I know that this is the kind of issue that you have to think about for a while to see but still - one of ds/t core mechanics shouldn't have a sloppy lore.

It would be nice if we could get some lore regarding the Night Monster. Klei could put a hard confirm on the "Metheus (ancient torchwielder) is corrupted by the shadows and fused with Charlie" thing and drop some extra facts about it, explaining why moggles protect us.

Don't Starve Together Refusing To Close

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I tried to generate a world so I could see the new item pickup noises, but it was just stuck on "Generating World". After about 5 minutes I decided that it wasn't going to work, so I tried to cancel it, which caused the game to freeze and hang. Windows wanted to close it, so I did, but it didn't actually close and remained in Task Manager. 

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None of the three Don't Starve processes could be ended, just doing nothing. Switching views to details and trying to close them still didn't work, claiming that they need administrative permission. I gave Task Manager administrative permission, which changed the reason why it wouldn't close them to "Access is denied". I tried using taskkill/im dontstarve_steam_x64.exe (and the other two processes), to which it asked me to use /f to force it, but using /f to force it then claims that the program doesn't exist, even though they were clearly visible in Task Manager, in Command Prompt's tasklist, and in Steam which was refusing to close because it knew I had Don't Starve Together open (and Steam's force stop also was unable to stop Don't Starve Together). I tried restarting my computer, but it just hung at the "Restarting" screen, so after 5 minutes I held the power button and upon turning the computer back on was greeted to a blank default Windows desktop telling me "We can't sign in to your account", which was thankfully fixed after another shutdown (which took awhile but happened without needing to hold the power button).

Not really inclined to open the game again unless somebody can tell me what's up with this.

cave exits that don't correspond to cave entrances

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This one annoys me a bit.  I find a cool cave exit near things I want in the caves and want to know where on the surface I can access this.  Jump up the exit - oh, its the spawn portal...

Is there a way to prevent this from happening, or a way to reconnect that exit to a different entrance?

Unlock all contents in scrapbook

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how to unlock all contents in scrapbook by console codes?

New content is not progression

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Literally, every single update you are just throwing us content that is not fun or challanging. Brightshades plants are freaking annoying and are prioritizing damn berry bushes every single time - well i guess we cannot have them for decoration or spend every 20 days 3 days just killing those plants.

Acid rain is just boring mechanics that most likely you had no idea what else to bring to the table. Its not challange, its damn annoyance, especially if only way how to protect is use new robe or umbrella which takes off your hand spot - how am I supposed to fight then? 

New boulders - wow, whos idea was this? My caves are literally trash of boulders right now. Not to mention how many gems got destroyed on the ground while I was dealing with 5 rooks in the ruins... 

New dark rifts are great idea, even fights are amazing, but damn those rewards for the amount of time spend killing 1200health creatures are underwhelming. 

This game is sandbox as well as survival game. Start creating content that fits both needs please. If you are bringing update that relies on next update, just adjust it for us and then change it in next update. I am tired of hearing wait and wait for next update. 

The Little Things

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I admit, I've got a soft spot for the threads that focus on peoples favorites of this game, be it characters, playstyles, or similar threads like the Unknown Mechanic thread.
So, here I propose my own...

What are some of your favorite little details that you've noticed in your time playing DS/T?
As someone who's entirely built off of little details, I've got a few to share:

Skitter squids light actually goes away when their eyes are shut blinking.
nlink.thumb.gif.045a51e8c47c9668d67c6127c90bfaf6.gif

More of a mechanic, but still, I love that Ice Amulets can freeze whatever touches them.
freee.thumb.gif.929cc46d11752ac107050463db7e4d1f.gif

One of my favorites I don't think anyone's noticed is that cold breath actually changes height! Look at Weremoose for example!
Wood.thumb.gif.1918796d9ccaf41dc0fe1587d2486c2a.gif

A super fun one is that loaded canons will actually fire if... lit on fire!
canon.thumb.gif.77789db15d371f964d496035bd79a49c.gif

Another for the shelled family here, Shell Bell Worms will play a different FX depending on if they escape into solid ground or a boat!
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Aannnddd I could keep going on, but we'd be here forever. And that defeats the point of the thread!
I want to see what little details other people have noticed that they enjoy!

Does the speed at which you fell trees affect the chance of spawning treeguards?

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When I play as Woodie, or use the glass axe, I feel like I really need to do a different task between each tree I chop if I want to prevent treeguards from spawning constantly.  For normal characters, digging the stump and picking up the logs before chopping the next one seems to take enough time to make spawns rare.  Similarly, if I hire one pig to chop while I dig, I'm usually OK for a whole day, but by the time I get to 4 or 5 pigs, I'm almost guaranteed treeguards within a few segments.

Am I confused?  Is it just more trees == more chances to spawn?  I really feel like the interval between chopping nearby trees matters.

P.S. The Wiki talks about a technique for summoning treeguards by chopping burned trees.  This absolutely does not work for me.  Not sure if that's obsolete, or if it only works that way in the DS base game.


What is that new icon?

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Hi, everyone, sorry new here. I recently noticed this icon on the top left. What is it and how do I access/get rid of it.

Its the one with stationery/envelope. Thanks!PXL_20230618_143354379.thumb.jpg.a08fe4a5c784d2c1cc5bede216d01d0c.jpg

NEW Streaming Drops Available Now! (The Nouveau Headpiece)

Concerns and sugestions about the inkblights encounter

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Not much to be said, i dont understand why this encounter needs a three day timer, i think it should be as simple as the dreadstone obelisk spawning on the first fissure visited by the player on a nightmare phase, and getting one fight for each nightmare cycle.

Related to this i think the dreadsrone obelisk should have a marker on the map same way rifts show on the map regardless if they are in an uncovered area. Casually passing by a fissure in the corner of your screen not noticing it and not knowing why the creatures dont spawn is very frustrating.

Finally regarding the dreadstone obelisk, it is quite silly that it can only be mined out with pick/axe or brightshade smasher, i understand dreadstone its a super sturdy material but i think brightshade bombs, the inkblights themselve or weatherpains should be able to breake them. it will be in line with "stonger tools" been required and on pair with the daywalker having to break his pillars to get the resource.

And i dont know how many porpuses dreadstone will have on the future but being mostly for decorations right now i think if the obelisk droping more dreadstone is fair, even if on the future this has to be tuned up, i am thinking like 8-10 dreadstone will be nice.

Questions that don't deserve their own thread.

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Ever feel that you had a question about DST but felt it didn't deserve it's own thread? Well then ask it here.

I think we need to solve this problem as soon as possible

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虽然可以在设置里开启,但还是希望有个完整的流程,而不是在这里看这个bug

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Rock lobster herd behavior

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Can anyone explain how rock lobster herds work in DST? Internet searches turn up a bunch of outdated references to surface overpopulation in original DS, but only limited and contradictory info about the current state of DST. Did they get any of the herd location behavior updates beefalo got a bit back? Is it possible to split / grow herds or are the 2 herds that worldgen provided the only ones that will ever exist?

I've been able to relocate entire 6 lobster herds from place to place using rocks and walking, but separating them I only seem to get the dreaded "pathing into a wall".

Is there a "year of the lobster" in the chinese calendar? They're cool looking and tough as rocks but as followers they seem a little rough.

How many items are there in total in the game?

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I was researching and saw that there are around 1000 items in Minecraft, 5400 in Terraria and 900 in Stardew Valley. I was curious to know how many items are in the DST. :wilson_curious:


Did every character get what they asked for?

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Did every playable character get what they asked for?

Wilson became a recognised scientist, Wendy can see her sister again etc.

Can you think of anything to prove otherwise?

Current Updates Thoughts

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I tend to be an avid lurker when it comes to most social media stuff and what not but with the current two updates on the From Beyond Arc I thought that I should give my two cents/feelings.

Now personally, I think that the content added is nice, however, the fact that the developers have had to say that they will rework current stuff added in the future is kind of disappointing because you would think that the stuff released in an update wouldn't need an update to be good, right? Take the Umbralla for example, it is pretty much just a hand eyebrella that doesn't lose durability during acid rain, but instead repairs it. That's it. We get some new armor, which I don't really have any problems with, and we get a new weapon/tool, the shadow reaper. I know that in the stream Thursday that they said that they didn't want the reaper to be op by when you use it on crops/plants it puts the items in your inventory...but this is supposed to be an end game item, is it not? We have to kill fuelweaver for the rifts to activate (ignoring the "turn off/on whenever you want" settings), but all it does tool-wise is just make it slightly easier to pick stuff. I feel that it almost falls under the same category as the shoevel, but the shoevel is just a disappointing tool. The lunar side of items I feel is fine. The armor, sword, bomb, and maybe the staff I think are all relatively decent/good, except for the smasher which is pretty good. But the shoevel is lacking. I'm not fully sure, but I think it has the 33% increased efficiency that other tools of its type has, but digging and hoeing only take one swing. 

Besides all that, I agree with others that updates should have more "time in the oven" before either a beta or release. I wouldn't mind waiting an extra month or two for a beta to come out as long as we get a heads up/update or something and maybe the same for beta to release. I just wish that stuff wasn't added, changed/nerfed to useless, and then just being released and fixed in a future update instead of just waiting/taking more time and fixing the problem with said mechanic or item.

Making the new gear fun (without power creep)

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It's clear that Klei doesn't want the new gear to be straight upgrades to existing gear, which is honestly fine with me, but I think there's a lot of room for creativity in utility added to the gear, without it being overbearing to the meta. For example.

Brightshade helm: Visibility in storms/miasma. This buff already exists. It does replace desert goggles, but those were never mass produced in the first place. Unlike the helm, the goggles can be repaired, and doesn't lose durability due to combat. Desert goggles also provide heat resistance, and a small sanity boost, unlike the helm.

Other ideas...

Brightshade armor: Small light radius. Competes with magiluminesence, but loses the movement speed bonus.

Void cowl: Reduced aggro range. Would work similarly to WX's interaction with clockworks. Would have no effect on mobs that are already aggroed, like hound waves.

Void cloak: Dash ability. Similar to Wortox's hop, but at a much shorter range. Would benefit both in mobility and dodging, but it also means you're moving around without a backpack.

In addition to being fun adjustments, they also play into the fantasy of the aesthetic, with the brightshade gear resembling a light-wielding paladin and the void gear resembling a rogue.

cave exits that don't correspond to cave entrances

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This one annoys me a bit.  I find a cool cave exit near things I want in the caves and want to know where on the surface I can access this.  Jump up the exit - oh, its the spawn portal...

Is there a way to prevent this from happening, or a way to reconnect that exit to a different entrance?

Maxwell Memes: The Sequel

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Hey everyone! I noticed that there's a buttload of new memes and no place to put them. Post them here for people to see (and so we can stop clogging up the puzzle thread). Enjoy!

Edit: Also, the memes don't have to be Maxwell themed. All characters are welcome. This is merely a sequel of a previous meme thread.

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