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
What 'New' game modes you like?
Lunar Lights:
Land World Settings: less sanity monsters, more lunar monsters, long winter, short autumn, full moons every night, Wild Rifts Enable (always), Fire hounds (None), Hound Attacks (More), Bunny-men (Less), Rabbits (Less), Bees (Less), Mole-worms (More), Cat-coons (More), Killer Bees (Less), Shatter Spiders (More), Mac-Task (Less), Tree-Guards (More), Poison Birch-nut (More), Bearger (Less), Deer-Clops (More), Reeds (Slow), Cactus (Slow), Lunar Trees (Fast), Palm Trees (Fast), Pine Trees (Slow), Birch Trees (Slow), Twiggy Trees (Slow), Portal Activity (More)
Land World Gen: Loops (Always), Anenemies (More), Catcus (Less), Carrots (Less), Grass (Less), Hot Springs (More), Lune Trees (More), Lunar Sapling (More), Twigs (Less), Meteor Fields (More), Reeds (Less), Tumble-Weeds (Less), Bees (Less), Mole Burrows (More), Beefalo (Less), Car-rats (More), Hollow Stumps (More), Rabbit holes (Less), Volt goats (Less), Hound Mounds (More), Spider Dens (Less), Killer Nest (Less), Shatter Spider Holes (More)
Cave World Settings: Cave Worm Attacks (More), Earthquakes (More), Mole-Worms (More), Rock Lobster (Less), Bunny-men (Less), Mush-gnomes (More), Tree-Guards (More), Ruin Nightmares (Little), Naked Mole-Bats (More)
Cave World Gen: Grass (Less), Twigs (Less), Reeds (Less), Rabbit Hutches (Less), Rock Lobster (Less), Nightmare Fissures (Less), Clockworks (More), Spider Dens (Less)
black screen, crashes, can't access the server
Hi all, it is no longer in my power to tolerate this problem. The problem is that at some random moment (extracts, grass, jumping into a wormhole, create a warm gilet and so on) I or my friends have a black screen and exit, after which it is not possible for me or them to go to the server, because again happens exit, in this case helped rollback days, but did not eradicate this problem, because after that it happened again and sometimes even after 5 minutes. I and my friends from the client mods use simple and basic mods like health display, icons, map mod for geometry for building, item info, minimap, Russian translation and not much else, but I highly doubt that the mods are related to this error because it is just a black screen and not a warning about mods that I caught quite a lot. I ask everyone to help report who had this error and how you solved it.
From the methods that we did:
reinstall the game
split file check
Trying to connect multiple times in a row when it happens.
For those who may think that we have weak computers.
My pc:
rtx 4090
i5 13600kf
ddr 5 32gb 6000
ssd 1 tb samsung 990 pro
my friends:
two identical laptops xiaomi redmi bookpro 14 2022
Ryzen 6600H processor (for those who don't know, this is NOT a weak processor)
ddr 5 64000 16gb
ssd 512 not sure which one
Please respond to anyone who knows how to help. Thanks.
Maybe this is not a bug and I posted in the wrong section, I apologize.
Is there a reason why Split Screen is disabled on PC?
For those that don't know, the console versions allow you to play with other players on the same device with split screen, yet for some reason the option is completely missing on PC, and I find this choice to be extremely weird considering how upon world creation, one of the options for opening your world is "local" (who are you supposed play locally with?). I don't even think the option is missing from the code of the PC version (most console enabled features are still in the PC version's code, just disabled) but rather that it's simply not enabled for some weird arbitrary reason. I legitimately can't think of an explanation for this choice, is it because splitscreen is coded to detect multiple controllers and the devs don't want to make it detect multiple types of inputs? Or is it to encourage people to buy a console version while already owning the PC one just to play with their family members? I would really like to hear a response from the dev team about why such an obvious feature is completely absent on what is otherwise the most complete version to experience the game
And because I know some people are inevitably going to make some remark about it: Yes, people do in fact play games on split screen on PC, a splitscreen game literally won game of the year, there is no reason for this option to be disabled on a PC game that is literally called "Don't Starve Together"
Pengul Refresh
With the addition of the ice turf that you fight the frostjaw on, and its slipping, I've thought that penguls could use a refresh, with 3 simple changes
Change 1: penguls should be able to swim.
Change 2: the ice of Land pengul nests is now able to be slipped on.
Change 3: Penguls can now nest at sea on a generated large iceberg (using the same ground as frostjaw arena). Same rules that determine land nests, with added large iceberg. The large icebergs melt away if it's not winter.
Something I never noticed about the "Possessions" Trailer
if you listen closely 22 seconds in (when wes appears onscreen) a tune plays that i now recognize as a sort of leitmotif for wes that was properly established in his own rework trailer, "c'est la vie", a full two years later!
not sure if the melody has another origin, but either way, i still think it's really cool how klei kept its association with wes in their back pocket for that long!!
A poll on alignments
A simple question to satisfy my curiosity: Which is superior: Shadow, or Lunar alignment? Which side do you choose when allocating points on the tree?
please add a language option to the server browser
opening the server browser looks like this
This makes it pretty darn hard to actually browse servers for anyone that's not chinese, and therefore most people just search up servers they already know
The closest solution you can do is sort by relevance or best connection however the problem there is most servers where I live (I'm european but I suspect other regions also have this issue) have 0-3 players
I would like to suggest a language filter since most servers define their language anyways in the tags
so alternatively let us black/whitelist tags
while on this topic i'd also love to see a feature that's favoriting servers and filtering for favorites only, sort of like this thing (that i dont think anyone has ever used)
Dung Maid Beetles, trash can and base cleaner
These insects will be useful for cleaning bases or other utilities.
Obtaining
A new mob, dung maid beetles are mobs found in the caves. (I can't think of a good pun name but it is a good juxtaposition).
It is uncommon in certain cave biomes like the biome you first spawn in when entering the caves. They can be found in mini setpieces where they spawn from their dens. You can catch them with traps to move them.
Function
The player can create pretty dens for them to live in, which will have storage slots. When dropping them on the ground, they link to the nearest den. They will pick up any junk items from the floor such as resources, food and poop, and desposit it in their dens.
They can jump over objects to avoid collision using their elytras, and also function as a living bin. You can feed them anything at all (anything a lure plant is able to eat). Feeding them craftable items will have them poop out some of the resources required to make the item.
They act like puppys, and can be pet and play with the player or toys.
Don't Starve Together Roadmap 2023
Anybody interested in a roadmap?
NOTE: Please remember that the roadmap is provided to give the community a sense of what we are working on and what is driving our decisions and what we are focused on in the coming year. None of this is a promise or a guarantee. We always prioritize quality over deadlines and all dates and timelines are estimated to the best of our current ability. Many long-time fans will know that we often add new things to these plans which often shifts things around a bit, so it is recommended that you avoid scheduling your vacation plans around our dates.
This roadmap is subject to change at any time, but as we have done in the past, we will let you know if any of these plans change significantly.
2022 Recap
Our goal for 2022 was to “Set the Stage” for what was to come next for DST.
In the 2022 roadmap we saw the Year of the Catcoon and Bunnyman. We released refreshes for Maxwell, Wickerbottom, WX-78 and Wilson is right around the corner. We released QOL updates all over the place including a revamped Crafting UI, a redesigned Ancient Guardian, Map QOL changes, World Presets and New World Settings.
We released DST on Nintendo Switch and introduced Shared Unlocks and Offline Skins. We added more games to the Midsummer Cawnival and we released the Curse of the Moon Quay and A Little Drama updates.
We released 10 sets of Twitch Drops and 50+ hotfixes with bug fixes, tweaks, and balance changes.
2022 was a busy year for Don’t Starve Together. While it may not have been as content heavy as some players were hoping for, the changes were necessary to prepare for 2023 and we’re ready to talk about that a bit.
This is going to be a pretty substantial post, so I am going to give a bit of a brief TL;DR summary first, then get into the meaty bits. Additionally, I should mention that we’re still doing a lot of experimentation and tweaks to how these plans are being implemented at the moment, so I have to be light with the details (surprise, surprise). But we want you to know what you have to look forward to.
What’s coming up in 2023? (TL;DR)
Our goal for the next roadmap is to smooth out the experience for less experienced players and provide longer lasting endgame challenges for veteran players.
- 3 Content Updates
- 2 Core Game Enhancement Updates
- All the usual events
- A secret bite-sized crossover
- Don’t Starve 10 Year Celebration
Additionally, this roadmap does not cover a full year, because the last Roadmap ran into 2023.
What we’re doing and why.
Don’t Starve Together is arguably one of the most challenging survival games out there right now. However some of the design principles that were used to create the original single player game can feel unnecessarily unfriendly in a multiplayer game. The original Don’t Starve was designed around the idea of players being self directed. However multiplayer isn’t always compatible with this design and was largely why we resisted multiplayer for the original Don’t Starve.
With DST, we have smoothed some of the rougher edges over time, but most of the focus has been on providing group based challenges up until more recently. We think there are still a few areas that we would like to see improved upon, and many, MANY of you have suggested the same. The areas that we are going to focus on in this roadmap are in early game discovery, and the late to end game loop.
Now - before you start getting worried, know that we understand that we’re stepping into some weird territory here. Our goal isn't to make the game easier, or even to make the game harder (overall). The goal is to make the game more interesting in the ways that those who love Don’t Starve and Don’t Starve Together will enjoy while also providing people who don’t know the game more opportunities to understand what the game expects of them..
But not all Don’t Starve Together players are the same. To some, DST is too easy, to some it’s too hard, and to others it “is what it is” and they don’t want it changed. Our goals here are to offer all players something interesting, fun and engaging and to improve the game in areas we think will have a lasting impact. This roadmap should result in a game that is easier to understand and harder to master..
We have a few areas that we want to focus on to accomplish this. In terms of content, we plan to delve deeper into the stories surrounding Charlie and Wagstaff, and explore the impact of their actions on The Constant. The introduction of late-game world challenges will change The Constant in ways that players will need to adapt to, either by working with or against them. This will also provide Survivors with the opportunity to discover new resources and items that will be vital for their survival as they progress throughout all areas of the game.
Some of this has been introduced as part of the Wilson Refresh, and we will continue to build upon them throughout the year.
And what about the newer players?
Something that we have seen time and time again is that some newer players have a hard time understanding what they should be doing, or where they should be going and may become frustrated or miss a lot of content if they don’t know what else is out there for them. With this in mind, we are going to work toward making it a bit easier to understand what should be happening in the game without necessarily making the game easier.
To that end we will be working on additions to the compendium and other elements of the game that will provide more information about what is happening, as well as progress indicators that help players see themselves grow through what they have learned in the game.
Some of you may have noticed that some elements of the Wilson Refresh are a part of this effort as well. Wilson now acts as a sort of guide through the progression of the game, without directly telling the player what to do, his new skill tree can guide a player toward long term goals as they explore the world. He’s still rather vanilla, he just has some sprinkles now. Nothing too intimidating to a new player.
It should also be said that the “Core Game Enhancement” updates are foundational and are likely to grow and change over time. This means that we’ll implement systems or features that we can tweak or add to over time and while it’s probably not accurate to call these QOL updates, they will be Quality of Life oriented in the sense that they are meant to make the overall game better for most players, but not always by improving existing systems.
What’s next?
The Wilson Refresh will be released Thursday and the update following that is currently planned for April will be a content update as part of the new Story Arc. This will be the first content update as part of this roadmap and should be quite interesting.
Suggestions and feed back in general discussion
Many people post these in general discussion because much more people look at this section instead of the official suggestions and feedback section which is at the very bottom of the section page near the old events, which allows for the posts to get more feedback, and show attraction.
Not singling out anyone, i have done it (too many times) and many others have. Though, this has caused a big butterfly effect. Sometimes posts are moved into the right section though it feels random, since it is only some posta while some others that are in the wrong section are often left alone.
(I Recently discovered that you can report forms for being off topic aswell, which might be why the posts being moved feels random)
Also, it would be nice to have a better distinction between "Cool idea i thought of that i want to share" and "Suggestion" since they are normally catagorized as the same and sometimes moved into suggestions and feedback.
Maybe moving suggestions and feedback up higher. (Yes there is some hypocrisy of this post)
Edit:
How do i move my post to another section?
My game suggestions and things I would make different.
Hi forums ♡
I've been playing this game for a long time now, and in an attempt to learn it and trying to experience everything out there, I have noticed certain things in the game are either a little off or too complicated. So here is my story, learning curves, found content and strategy implementations
I knew there was this thing called a moon island, but I am someone who rarely goes to the wiki or watch tutorials so I had no Idea of what to expect. Only thing I knew was that this boss called Celestial Champion lurked around that place, so I learned how to make a boat and manuver it. I was being very cautious because I have tried to sail before and crashed the boat on a rock, I also didn't know what the plank was for until now. With this in mind I was very slow and it took too many days to find it. I also didn't succeed the first time, it took many attempts just to learn boat management, and it is one of the most stressful things in the game since you have little vision ahead. I think there should be a way to see more in the game while sailing (I don't think this exists, correct me if I'm wrong because I never used the pirate hats, so I don't know what they do). I found this giant blue bird in the ocean and killed him, and I think his fight was super fun, he kept pushing my boat, so I had to row and punch at the same time, thankfully I had a lot of armors and healing, but he destroyed the mast on the boat >:@
Anyways, after finding the island, I was shocked completely, so many loot and so many different things around to find. My favorite are the trees and the walking carrots, they are super cute. I had no idea the sea kelp on the ground was plantable at first, so I used a lot of them as weapon. I was playing the librarian so she hints a lot of things, but my english is not the best, so most words I didn't know what they meant, as there isn't an official language in the game settings. I also think that the trip was very boring, but the results were amazing so overall everything was good. But still haven't seen any celestial champions.
After dying in many worlds, I discovered the hermit island. Which was a place I knew existed, but thought of it being a boss spawn, so I was very scary at first and brought a lot of armour haha. Then she starts complaining and saying she needs things, that's when I tried to fish for her, and clear her place around. I didn't noticed the lureplant was a quest, I was reciving these presents from her but I had no way of knowing why. She also randomly fished, and I thought I was supposed to throw fish food in the ocean so she would catch fish. Then I got bored and left. Upon leaving I went to the wiki because I was a little confused of the purpose of the island and found out a bunch of things to do. I had tried to build her house before, but I had no idea what was that item she needed to build (the little salt monsters shell) and it took me a lot of reading to understand everything. So I started reading and reading all the wiki and searching for the wrong things, and eventually I realised that I had to kill another boss called the crab king, also I needed to gain this pearls pearl, and 3 altars in the moon and there was this biome underground with puzzles and centipedes. I was so overwhelmed that I decided to stop playing for a bit. The game didn't tell that hermit quests existed and that to fight the crab I would need another 8 gems. Also the boat crashed in the first 5 seconds of the fight because his claws punched my boat and he created multiple holes in it too. They said the purple gem was the best gem to fight him, but then I thought how am I gonna repair the boat like that? Me and my friend started to make boat repair kits and went again, but the amount of holes was too much. I understand the addition of the scrapbook, but it was not useful in most of these situations, and having to open a book while simultaneously playing the game is not vey fun. So I decided to ask a streamer how to do it, and they said the easiest way to kill him was with wickerbottom bees and 3 flingomatics, but I needed a sun staff, which I didn't have. My feedback on this was: there are too many things that takes too long to know, and even if I knew a flingomatic existed, just the idea of using it in the fight made me realise how many things have passed unseen by me. Now I had to know everything, because I can't advance if I don't know certain things exists.
After asking another friend for help, he finally helped me and guided me through everything. So we killed the celestial champion and he gaved me the crown. But if it wasn't for him I would probably take months to learn all of this. This is too complicated, and I know that people like it, and I don't wanna anger no one, but my experience was very sad and frustated overall.
Another thing I was very sad about was the ruins. I had to first find salt, then mine nitre and rocks, then use the knowledge we gain to build these treats, then cook the treats, then go down there and feed the moths, only for them to die by a centipede or those purple worms that come kill you, then waiting for them to respawn, realise they take tok long to respawn. All of this to get 4 thucelite fragments. I don't wanna sound rude or too noisy, but I was so frustrated that I had to ask my brother what to do. And he said I had to kill the ancient fuelweaver to respawn the statues. I think there could be an easier way of progressing in the game instead of having to call my friends for help all the time or have to read giant texts in the wiki (I am writing a giant text here so my bad, it wasn't supposed to be that big).
So in the end, my idea of this whole post was the thucelite recreation being very boring and too slow, because there was nothinf to do down there expect wait. Also I was sad that the first time I did all of this was great but didn't compared to the first time I had to learn how to survive winter and summer( yes, I died and rolledback maybe 200 times because I kept dying to hounds, spiders and even sharks while trying to learn the game.)
If you can share your experience I would absolutely love it. And sorry for maybe complaining too much in this post. I have many other stories of failed adventures to share. So if maybe someone want to ask about other things and how they were to learn that would be great. Also special thanks to every streamer and friends that helped me, without them it would be impossible for me to keep playing haha.
What are your thoughts?
I also fight the sharkjaw recently with a friend, and both the malbaross and him are super fun fights. My first encounter with the malbatross was probably the most fun I had in thhe ocean beside the sharkjaw. The boot teleportation is very amazing so I dont have to pass the monkeys now in my world .
has the dst community become entitled with content?
thanks to jakepeng reacting to my message i went back to the "what are you expecting this year for dst" forum where i saw a discussion between bosses that follow the same dodge 3 times hit formula and bosses that "think out of the box". and once a guy made a comment saying that bee queen is supposed to be unbeatable solo, i thought yeah, that is by design.... is that a problem?
now that i think about it, what is the problem with dst having these crazy insurmountable bosses? it is an uncompromising survival game, intransigente! its supposed to be rigid and not make concessions, what if they want to make the final boss a cheating fight? what if bee queen is unkitable and spawn a fuckload of minions, WHAT IF toadstool has 60 thousand health and absolute meme drops? isn't that supposed to be the magic? what if the sea is disgustingly clunky? are THESE porpusefully made design decisions that COMPLEMENT dst's uncompromising survival game magic and we just can't accept them?
maybe just dont starve is an uncompromising experience, maybe that is not what dst is. is dst supposed to be uncompromising like ds? are we entitled or are we doing the right thing?
Questions that don't deserve their own thread.
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 found salt formations after sailing 40 seconds
5 minutes ago, MrsBoris said:
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i got struck by lightning and my boat is on fire
Showing off your outfits [2]
Hi all. The old topic was archived in early 2017, but I thought it'd be a good idea to bring it back. There have been a ton of content since and quite a bit of skins. Personally I really enjoyed the Victorian collection but others were good as well. Well, if you got any cool outfit sets you wish to share - post it here!
I'll start
Colonel Woodie of The Royal Canadian Regiment
Shadow smith Winona
XIX century colonial governor Wilhelm P. Higgsenburgh
Severely beaten yet still dapper Wilson
Who chained NM Werepig?
Couldn't be Charlie, she doesn't have acces to dreadstone. If she did she would've repaired the gateway. Maybe "they" did it prior to maxwells arrival. Even Maxwells quote hint to him meddling with forces beyond his comprehension.
More minimap icons need to be improved
There are many entities and icons in the game that do not correspond, and many nests only display a single mob on the minimap. Fortunately, the updated icons in recent years have been accurate, such as Sea Strider Nest, Dustmouth Den and Monkey Hut (wobster_den was not modified due to Klei's direct transportation from SW). However, old mob has not been modified, only the Spider den has been fixed during the remake of Weber.I hope other mobs will also be corrected, unless their dens are really invisible (buzzards and white spiders).
>
Correctly display the icon for dens:
Icon for not displaying dens:
Nestless mob icon:
Then there are some issues with plant icons. The two types of cacti in the desert are exactly the same except for their appearance, both with different icons, while caves have many plants with different functions. Why are their icons the same? The icons of three types of light flowers are the same, which makes minimap look a bit monotonous, especially biome of light flower plain, which affects some judgments. Many times, you may only want to pick the triple light flowers.
The icons of Mushtrees and Banana trees are legacy issues from the DS era. The icons of Red Mushtrees and Blue Mushtrees are both incorrect, especially when comparing them to Lunar Mushtrees. Although it mutates from the Blue Mushtree, the icons are completely different.As for banana trees, it only uses fruits as icon, but now there are banana bushes, and single fruit should not only represent banana trees.
The most surprising thing is that the stumps of these five cave trees are the same after being cut down! But the entity is completely different.And every type of tree stump in the surface world is different.
Surface trees:
Cave trees: >
?????
Actual tree stump
There are still many other icons that need to be improved. These things all have variants, using only one of them is still too general, let alone some that are not actually the same thing. I want each of them to have its own icon.
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At present, only archives pillars and the ruins pillars that fell during battles with ancient guardian have icons.
Ocuvigil/crystaleyezer sight mechanic need a rework or to be optimized more.
My laptop struggles having few of them active at the time, I have a fairly big base and I put a couple of crystaleyezers to keep it cool but it creatures awful frame and memory issues
.
This is how much ground I'm talking about to keeping safe while I do my tasks.
Better if ocuvigils would act more like cameras around the map that you could access to check from any location you're at on what's happening around. Ice crystaleyezers could in general just NOT have the vision ability for they got a whole different function. Unless you wanna keep it as "an upgrade" from it as two in one kinda deal then sure, but then please optimize this proper. I think I can't have more than one or two extra friend around too to play in my non dedicated world cause of the lag. I wanna make cool designs but don't want my laptop to burn.
Nightlight and Moon caller staff should be Willow's lategame damage choices
Considering how fast you could use up embers I'm thinking what if you could have an alternative damage source like one of those structures? Stoke the fire within them to bring the shadow or frost fire from them! Maybe less effective but high durability option kinda? Pressing on a nightlight would send a seeking shadow fire for a charge and moon caller staff wherever you point would send the lunar fires at the direction of choice.
I just think that embers feel kinda inconvenient to farm and have and could remain for other fiery options, while you can pick one of later game items and start damaging enemies with the staff and nightlight to supplement her with better alternatives.