What time period canonically is the latest a survivor can arrive from? Although you could technically come up with an excuse to use any time period due to how the lore handles the concept of time in general, let's say I wanted to make a character that could fit in seamlessly with the rest, at least thematically.
Survivor Time Period
Add more Buffaloo saddles?
The saddles that are normally used are the war saddle and glossmar/default. Most the time glosmar is the best since you get the most damage if you kite with it which allows for more hits. It is also safer, easier to use and does not require any saddle switching.
More saddles would be nice with more utilities. I don't get why Wigfrid is the only one with the tank saddle since she sucks at fighting on beefalo vs on foot. They should either give Wigfrid combat buffs on beefalo, or make the saddle available to everyonel
Happy new year
Happy new year. Do you have a resolution or hope?
wanda skilltree concept (more alternatives 'n crap included)
hello, i've decided to make a skill tree concept for wanda, since people don't seem too interested in makin' one for her as much as other characters (probably for a good reason, too)
my goal here was to make wanda have more options than just being a good damage dealer and occasional reviver. as you'll see down below, i opted to give her more variety on the things she can do, while also giving her a bit more leeway in certain things she already does. and also a subsersive lunar path, because she quite literally has a quote implying she'd be fine with making a deal with the moonlets :)
Watch Branch
A1 - Shaving Seconds I
All Watches refresh faster while being carried, the amount depending on Wanda's Age. (-15% Cooldown when Young, -5% while Middle-Aged and -3.33% while Old)
A2 - Shaving Seconds II
Backtrek and Second Chance Watches refresh a lot faster while being carried, when Young. (-33% Cooldown time for Backtrek and -25% cooldown for Second Chance)
A3 - Shaving Seconds III
Backstep Watch gives a small speed boost shortly after hopping back in time.
Speed amount decreases depending on Wanda's Age. (+70% Speed for 0.4 seconds while Young, +30% for 1 second while Middle-Aged and +15% for 1.2 seconds while Old)
L1 - Lock
Locked: Only one of these skills can be learned.
A4 - Duplex Tempus
Use all Watches faster and rejuvenate a little more from Ageless Watches. (New animations like Wormwood's Compost Care skill, rejuvenates 9 Years instead of 8)
B1 - Slow Flow I
Shortly after using an Ageless Watch slow time flow by a little. (After rejuvenating, time will tick 25% slower for 3 seconds afterwards)
B2 - Slow Flow II
Shortly after using an Ageless Watch slow time flow by a lot. (After rejuvenating, time will tick 40% slower for 5 seconds afterwards)
B3 - Slow Flow III
After using two Ageless Watches in close succesision, completely stop the time flow for a short period. Getting hit will cancel the effect instantly. (After rejuvenating two times in a row, the time flow will stop completely for 20 seconds)
L2 - Lock
Locked: Only one of these skills can be learned.
B4 - Vita Tempus
Being damaged while rejuvenating is less impactful.
Second Chance Watches revive you on the spot if carrying them, becoming inactive afterwards until repaired. (If being damaged while rejuvenating, instead of negating the effect completely it will rejuvenate 50% of the remaining Age to be reduced. If a Second Chance Watch is in your inventory when about to die, it puts you at 74 Years and gets put on a longer cooldown state. Cooldown lasts for 16 Minutes, and after it has refreshed you need to repair it with the Clockmaker's Tools)
C1 - Night Time I
Shadow Armors will protect every 3rd hit you've taken. (Any armor that has Shadow Magic will give Wanda a shield that protects her from all damage for 0.4 Seconds every 3rd time Wanda has been hit. Has a cooldown of 15 Seconds)
C2 - Night Time II
Shadow Equipment will degrade slower the Younger you are. (+25% Durability when Young and +10% Durability when Middle-Aged)
L3 - Lock
Locked: Learn 9 Watch skills to unlock.
D - Umbra Horologium
Hitting a target with the Alarming Clock will form a Nightmare Boil on it.
Damaging it enough will pop it, creating a big planar burst. Also affects something else... (Nightmare Boils pop after a Damage Treshold has been met, it being 475.5. Other players can contribute to it by damaging the target with Shadow Weapons. After popping, it will deal 81.6 Damage + 80 Planar Damage in a 1.5 Tile Radius, while also fearing enemies.
The Alarming Clock will enter a "Cooldown" state for 5 seconds, where you can only form a Nightmare Boil after it has refreshed.
The Winding Moondial will have an alternate effect if a certain skill is learned.)
E - Paradoxum Obscurum
Using the Backstep Watch while wearing any Shadow Armor will create a Dark Paradox on your previous location.
Dark Paradoxes try to garner the enemies' attention and will damage them along with the original Wanda. (Only one Shadow Decoy can exist per Wanda. They last 12 seconds, have 75 Health and can completely block damage 2 times.
While active they draw enemy aggro and attack what Wanda is currently attacking, it has a range of 1.5 Tiles and deals 40 Planar Damage. Shadow Decoys have a very strong Aggro and for most mobs, attacking them while they are distracted will not draw aggro to Wanda, but being hit at any moment instantly destroys it.
Creating a Shadow Decoy will add 27 seconds to the Backstep Watch cooldown, if the decoy dies or is destroyed, 11 seconds get removed from the cooldown immediately)
Clocksmithy Branch
L1 - Lock
Locked: Use any Backtrek or Rift Watches 2 times in the span of 30 seconds to unlock.
A - Clock Crafting
Use your Tools to make the Grandfather Clock, a useful storage solution and handy time teller. (Made with 3 Living Logs, 1 Time Piece, 7 Nightmare Fuel and the Clockmaker's Tools (Not consumed). 4 Storage Slots)
Watches stored in it refresh a lot faster, and it will play a warning bell when something is about to happen. (Watches stored in it refresh 66% faster while no combat is happening around it. It will play it's bells half a day before a Hound Wave/Worm Wave or Hail/Acid Rain happens)
L2 - Lock
Locked: Have 5 different Watches in your inventory to unlock.
B1 - Storage Hairdo I
Store a Watch in your messy hair. (Beard Hair Storage but Wanda :) )
B2 - Storage Hairdo II
Store 2 Watches in your messy hair. (Same thing but 2)
L3 - Lock
Locked: Hammer 12 Giant Crops and complete the Moon Stone Event to unlock.
C1 - Wand Crafting
Use your Tools to make the Aging Staff for speeding things up. (Made with 4 Time Pieces, a Walking Cane, 12 Moon Glass and the Clockmaker's Tools (Not consumed) at an Upgraded Celestial Orb or the Lunar Altars. 9 Durability, Cannot Break. Only refuelable at a Moon Stone during either a New Moon or a Full Moon)
Outsmart your captors by using Lunar Magic to make things in a radius age almost instantly, by using your precious sanity and time. (Using it with right click while holding it in hand will drain 12 Years and 33 Sanity to instantly advance things by one stage in a 1.2 Tile Radius around where you clicked. Be it farm crops, trees, crock pots or food. +27.5% Speed Boost while holding it)
C2 - Wand Durability
Aging Staff durability increased twofold.
Aging effect gets stronger with the Moon Cycle. (Aging Staff now has 18 Durability, and it's radius gets increased by 0.1 Tiles each day closer to a Full Moon, and decreases by 0.125 each day further away, until a New Moon, at which point it starts increasing again the day after)
Ancients Branch
L1 - Lock
Locked: Find and explore the Ancient Ruins.
A - Technica Umbrae
...A vision forms in your thoughts. Craft Thulecite more efficiently. (Thulecite recipe changed to 5 Thulecite Fragments from 6)
B1 - Technologia Antiqua
...A voice echoes in your thoughts. Use your Tools to dissasemble Thulecite. (Using the Clockmaker's Tools on Thulecite will result in 4 Thulecite Fragments)
B2 - Obedientia Obscurum
...Shadows consume your thoughts. Killing Nightmare Creatures will yield more Fuel. (Crawling Horrors gain a 15% chance to drop an extra Nightmare Fuel. Terrorbeaks gain a 25% chance to drop an extra Nightmare Fuel)
L2 - Lock
Locked: Learn 1 Clocksmithy skill to unlock.
C - Antiquorum Umbrae
...Your thoughts are intercepted by something. Learn another way to craft Thulecite, at a heavy cost. (Craft 1 Thulecite with 6 Nightmare Fuel, 33 Temporary Max Sanity and 6 Years. Temporary Max Sanity will go away at double the rate of your current Sanity Aura value. E.G.: You're hugging a Dwarf Star, that has +25 Sanity/Min. That means you'll recover +50 Max Sanity/Min)
Affinity Branch
L - Affinity Skill Lock
Learn at least 10 skills to unlock.
Shadow Mediator I
The Queen will reward your loyalty by strenghtening your elderly years.
Add +2.5 Planar Defense to Shadow Armor when Elderly. (Each piece of Shadow Armors gain an innate +2.5 Planar Defense Bonus)
Shadow Mediator II
The Queen will reward your loyalty by strenghtening your elderly years.
Add +10 Planar Damage to Shadow Weapons when Elderly. (Shadow Weapons gain an innate +10 Planar Damage Bonus)
Shadow Mediator III
The Queen will reward your loyalty by strenghtening your elderly years.
The Age Treshold to being Elderly is decreased, and it's penalties are lessened.
(Weapon Damage Reduction is 25% instead of 50%, Work Efficiency increased to 0.90 from 0.75 and Crafting Speed reduced to 1.05 seconds from 1.2.
Old Age Treshold decreased to 60, from 65)
Lunar Two-Timer
The Cryptic Founder will reward your curiosity by empowering your youth. Just at the expense of your elderly years, of course...
The Age Treshold to being Youthful is increased, and being Young will empower any Lunar Equipment, at the cost of your well-being. Upgrade some previously Shadow Equipment to be Lunar through a Moon Stone. Being Middle-Aged or Elderly has decreased benefits.
(Being Young now makes you take a flat +1.2 Age from any direct damage taken, and you also gain an innate +5 Planar Defense from Lunar Armors.
Young Age Treshold increased to 40, from 35
Being Middle-Aged or Old makes you take a flat +3 Age from any direct damage taken.
Middle-Aged Shadow Damage Multiplier reduced to 11.1% from 20%, Old Shadow Damage Multipler reduced to 55.5% from 75%. Being Old also gives a 10% Speed Penalty.
Lunar Weapons such as Glass Cutters and Brightshade Weapons get a +60% Base Damage Bonus. Planar Lunar Weapons such as the Brightshade Sword and the Winding Moondial gain a flat +25 Planar Damage.
Lunar Armors and W.A.R.B.I.S passively increase your Sanity by 3.66/min a piece.
Brightshade Staff Bounces increased by 1.
Alarming Clocks, when placed on a Moon Stone will now start the Moon Stone Event. When completed, the Alarming Clock will be upgraded into the Winding Moondial. Base Damage is 71.5, has 108 Durability and is considered a Planar Lunar Weapon, just without Planar Damage. Affected by the Brightshade Helm bonus.
If the Umbra Horologium skill has been learned, instead of a Nightmare Boil forming after hitting a target with the Winding Moondial, after every 4th consecutive hit an Enlightened Crystal will form on top of the target, slowing them down and giving a 15% Damage Vulnerability on it. Any source will deal 15% more Damage while it is active. Lasts for 10 seconds.
Thulecite Clubs will start a weaker version of the Moon Stone Event. When completed, the Thulecite Club will turn into a Moonstone Mace. Base Damage is 42.5, has 220 Durability and is considired a Lunar Planar Weapon. If above 66% Sanity this weapon has a 40% chance each hit to summon a Enlightened Crown Gestalt.
Dark Swords, Night Armors will be immediately converted into Glass Cutters and Night Armors will be deconstructed and converted into Lunar Materials.
Void Equipment when placed on a Moon Stone will be immediately deconstructed, and spawn 2 Greater Gestalts that are very angry at you)
so, what do you guys think? i'm open to any ideas or changes to it
the moon quay rival- Banana hating fig loving waterlogged monkeys
In one of the waterlogged biomes inhabits a different kind of powder monkey. They rebelled against the moon-quay, due to disliking their beliefs and ways.
They paint themselves with the juice of figs to differ themselves, and live high in the trees. They are neutral to the player, only attacking them if they have anything banana related in their inventory. Giving any monkey any fig dish will remove 10 trinkets from the players inventory. All of them have been taught this more powerful magic, rather than gate keeping it to a queen. They will attack moon-quay monkeys on sight with their driftwood swords.
They have no king, queen or ruler. They are rebels who band together. The player can help the monkeys to form a kind of respect for each other, like offering resources to help repair any huts. Once you have allied with the fig monkeys, they will help you, such as dropping you some figs for passing by daily, or fully repairing your boat with tree jam.
Farming Nightmare Feul as Woodie
I wanna make a ton of treeguard idols, any tips?
What would you guys like to see in a wendy skill tree
Let’s just set all “oh wendy is already op” shenanigans aside, none of that matters anyways. What would you guys like to see in a wendy skill tree?
I think it’d be fun if the skill tree focused on keeping wendy largely weak while buffing abigail. Maybe make it so that crafting abigail potions has a chance to not use up morning glories, similar to terraria’s alchemy table. Or just some other skill(s) which reduce the pipspook grind.
[Again] About the Biomes Rework
Hello everybody! Remember a few days ago I made a list about a Biome Rework? (In this case the DST basic Biomes), so, I recived so much feedback from so many people, that the list not only increased but also the content is now much more balanced, complete and much more polished than before.
Here is the archive to read how it's going so far, besides, I would love to know your opinion on my ideas, wheter you all liked it or not.
Biome Rework Ideas for Don't Starve Together - English Version - Version 5.0.pdf
Magic the gathering Don't starve Crossover
Water's Existence Needs to be better.
1: I'd like to see some new cave biomes that have large pond if not be entirely a pond themselves.
perhaps a glacier cave (seeing as currently ice is impossible to fine down under). A Cave Fish school biome full of fish from down under along with the Predators towards the fish, like a new spider (something like an Eye-like 'See' (pun intended) spider, which could be another source for milky whites) and a fisher basilisk (double batwing drops? Four-winged beast?). A Wet sunken Swamp that's ~50% land and 50% water.
2: more content on the seas above the water, and more of the constant's wildlife.
currently the seas are very empty when it comes to things that aren't just the occasional stalk of kelp or deepwater fish school, and loads of sea stacks. more plants across the sea, and creatures would always be appreciated,
3: Woodlegs DS SW?!?!
I'd like to see Woodlegs in DST, Especially if they add in water to the caves. a character that can help the team with ship duties and navigating the sea/the water down under. also let me put something that the corporates at Klei can understand, another character means more opportunities for cosmetics which means more money from the people that don't want to wait until they ither get them from the gifts drops or get the spools to weave them.
also because the Pirate Speaks funny.
Server crashes if dungeons are added
If we add dungeons when creating the server, at about the end of the first day, the game starts to crash for the players (including the creator of the server). Is there any way to fix this?
Klei should add more Atmosphere, and World building in dst
There has been one thing that dst needs more of; atomosphere. Most things in this game exist for the reason of existing, this matters because it makes the game feel much less alive, and much less immersive, mainly with the creatures and often environment. However, klei has done this perfectly before in Hamlet, so i believe they can do it again. I will mainly be comparing to Hamlet.
How Does Hamlet do This so Well?
The iron biome(Aka painted biome) will be used as an example. In the iron biome there are three main creatures, and each of those three either interact with the environment, or have a role related to the iron biome.There are also nice unique tuber trees to decorate the biome. If any of fhese three mobs were placed anywhere else, it would feel so odd and some may not function (for comparison, if another creature like volt goats were placed anywhere else, there would be little difference. This trio belongs in the iron biome.)
Pangoldens
Pangoldens live in the iron biome for a reason. They drink from the ponds filled with gold, and produce some in the process. This makes the iron biome feel more like an ecosystem, and the mob exists in this biome for the gold ponds, where as quite alot of dst mobs do not interact with anything in their biome and can be dropped on a deserted island and function the exact same. Pangoldens have a small but large atmospherical niche, and a very minor use case.
Thunderbirds
Thunderbirds live in the iron biome, and try to protect their nests of iron from anything that comes near with lightning strikes. Their whole existance is linked to the iron biome, and they protect the iron that comes with it. They feel essential to the iron biome as they feel adapted, and also have a role in survival too since they are a territorial creature this is their nesting site you or other creatures are invading.
Gnats
Gnats are essentially the main predators of the biome. They are attracted to light, and this often is a pain for the thunder birds who just so happen to make light (The player may use this to their advantage to deal with gnats). They often try to attack Pangoldens, but they are adapted with their ability to curve up in a ball to help withstand them, until they get distracted by a thunder bird. Gnats are also the only way this biome renews iron and minerals so are an essential part of the biome so the other two dwellers just have to deal with them.
Summary of Iron Biome
You often see the mobs interacting with the environment or each other, it makes it feel like an actual biome with an eco system. It does a little world building as you see how the mobs interact with each other. There are so many examples of this in Hamlet, such as Porcipines adapting to the lily biome, the constant war with the mobs in the jungle, the whole season tied life cycle of lady bugs, so much more. I will stick to the iron biome, if you played hamlet you may know more examples of this. The bfb, the ruins, everything contributes to world building.
What Could Dst Do?
There is quite alot they could do, and it is mainly updating existing mobs. Here are some examples of mobs that could really use it, and an idea to make them better.
Spiders
For the most part, spiders just live wherever. They mostly spawn in forests though, and sometimes spider quarrys. They don't interact with much things, at most occasionally attacking something, though they can do better. Spiders could cover trees, boulders, grass tuffs, and saplings with web similar to how depth dwellers do to blue mushtrees (more on them in a bit). This would make it feel like the spiders are really having an impact on their surroundings, and adds a cool way to get silk. Small critters like rabbits and birds may sometimes get trapped in their web, and a spider will come out in a few seconds to swallow it hole. Depth Dwellers could also do this, but instead they drop down from above to swallow them. Depth dwellers however are the only creature that lives in blue mushtree biomes, so they lack critters to eat that is not from earthquakes.
Volt Goats and Things alike
They often just exist and don't bother with anything unless it bothers them. Small suggestion is to make them eat the Cactus of the deserts which justifies their choice of living there. Mobs similar to them like beefalo may also do something like this and eat grass tuffs.
Birds
Birds add alot of atmosphere to dst, but do you ever wonder where they come from? Trees could have nests made by different birds that may also be used to the Player's advantage. @Creatorofswamps Made a great puffin idea which inspired this post which will be linked at the bottom of this one, the idea of puffin nesting sights, it is so great!
Plants
The game could use more plants and unique trees to boost the atmosphere, similar to the tuber trees in the Iron biome example. They can be fully decorational, or extremely niche, either way it would be nice!
These are just a few ideas and examples, not going to go through everything. There are still a good amount of mobs in this game that add great atmosphere, such as depth striders, bunnymen, slurtles and Splumonkeys but this game could use with more. If you know any mobs that could use some more atmosphere boosting properties, you may give some ideas below!
An interesting idea for puffin
My late game Wigfrid configuration is a little heartbreaking.
I never use Battle Rond, yet I currently have it active. Early game, commander helm is quite nice, but ultimately, something so pretty, in my opinion is obsolete later on.
Does someone know if theres a command to change the value of your days survived?
i had to regenerate my cave world and now im back to 1 day survived, is there a file where i can change that or a command?
Decorations, Shrines and Base Designs
Decorations, Shrines and Base Designs
(revival edition)
Hey everyone!
I was on hiatus for a while and I noticed that my previous thread got archived... so I decided to give it a telltale heart!
If you want to view the previous thread you can go ahead and view it here.
This thread is made for everyone to be able to show off their builds! Creativity is encouraged here so please do not criticize or talk down to anyone. Make sure everyone feels welcomed; if you are caught picking on or making fun of anyone you will be asked to leave the thread or be reported depending on your history.
There are no qualifications.
Mods
Console commands
Both survival and creative builds
DST, DS, SW & Hamlet
Toxic, condescending or possible rule-breaking behavior
Please checkout Klei's community guidelines.
Reposting some shots of my base for references!
(I will be posting all the new + revamped things soon)
I have had this world for over 2 years now.
Glommer's Litterbox
Bee Zone
Kitchen
Mushroom Farm
Stonefruit Farm
Bundles
Celestial Orb spawn mechanics are unfun.
According to the Wiki, the celestial orb is only guaranteed after day 60, but having the celestial orb is a prerequisite to advancing the game to post-lunar rift content. The post-cave rift content however is totally accessible early on, even in the first season, because it doesn't need the celestial orb, or any crucial item that only appears on a total whim of RNG.
Last time I played we were on a server, basically ready to fight Celestial Champion around day 30, but we all had to wait around the mosaic biome for 4-5 days until the celestial orb spawned from meteor showers. Everyone voted to rollback the server each meteor shower until the orb spawned. It took like 5 rollbacks to get the orb to actually show up from the meteor shower. It is pretty lame that all our progress got held up by this little rock having no way of appearing except for having someone sit around a meteor biome all day, and abusing rollback feature. Everyone wanted the Lunar Affinity so we were willing to rollback, but next time we fight CC we don't want this rock causing issues.
As for solutions, I think a guaranteed spawn as early as day 20 would be fine. Something like the meteor book from Shipwrecked could be brought to DST to potentially force spawn the celestial orb. The orb could be found on lunar island instead of through meteors. Just some thoughts.
Opinions on Skill trees
I just wanted to make a spot on the forums where people can peacefully share their opinions on skill trees.
Do you prefer character updates to have main focus, or world updates?
To be fair. We have had 4 years of new characters + reworks, and are starting probably another 2 years of that.
Even if most of them are good, one cant ignore that many parts of the world: ocean, caves, moon quay, ruins, and the current riff arc to an extent need the most focus for the game to improve and a few random chip in updates like the frostjaw and werepig are not enough and don't fix the main problems with these things.
Obviously we have started skill trees which need to be finished, but ignoring that what would you prefer?
Please revert the boat buff speed nerf from waterlogged's beta to live branch transition.
Seriously though, why did we need to make boats slower compared to their initial buff? It was so fun to actually be able to move super fast even with an oar.
The Little Things
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.
More of a mechanic, but still, I love that Ice Amulets can freeze whatever touches them.
One of my favorites I don't think anyone's noticed is that cold breath actually changes height! Look at Weremoose for example!
A super fun one is that loaded canons will actually fire if... lit on fire!
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!
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!