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Item Collection Download Failed - Help Please

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As the title states my item collection will not download. My husband (separate accounts and computers) is not having this issue at all.

So far I have tried reinstalling the game, running as admin, and banging my head on the keyboard.

Where should I go from here?


Roseate skin theme

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Now I always wondered this, but what's the inspiration for the roseate skins? Like me and my artist friends are trying to figure out how to design a roseate skin but we're not exactly sure what the main basis is for it aside from shadows and roses.

More Server Issues than Normal

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Today "Catch that Splumonkey" kept disconnecting, everyone had to quit.   Was on the same server (I think) not too long ago, same issues.   

Deleted Account

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Guys i deleted my account for getting a new one. I registered with new e-mail and synchronised with steam. But when i try to log in it says ''Your account has been marked for deletion and cannot be used anymore.'' and i cant play offline too. How can i fix this ? I open one ticket but they didnt reply to me. Sorry for my bad english. Thank you :)

TEX Files for Wortox/Wormy/Warly, and Wardrobe Screen

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I'm trying to do an artsy DST Project, and for that, I need the character 'Build Sheets' for each of the Characters, and the Asset sheet for the 'Select Wardrobe' Screen. I've found all of the other Characters in Steam\steamapps\common\Don't Starve Together\data\anim\wilson.zip, but the three new characters are AWOL. I've found the assets for a lot of other menu screens in Either \Don't Starve Together\data\images or \Don't Starve Together\data\databundles\images.zip\images, but I can't seem to find this one. Can anyone help?

I had a nightmare about Wes

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After his rework if he doesn't equip anything,

He can dig without a shovel

Chop without an axe

Mine without a pickaxe

Deal 34 damage

Has 240 insulation to both overheat and freezing

And has 80% armor.

Everyone in every server was playing as Wes.

It was my worst nightmare I've ever had..

Spooky

July 25th new Twitch Drops! (The Crystaline Icebox)

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twitchitem_icebox_crystal.png

Hey Everybody. 

With the introduction of Warly to Don't Starve Together on July 25th, we are also adding to the "The Crystaline Collection" with the Crystaline Icebox. 

The Crystaline Icebox Icon (30 Minutes)

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The Crystaline Icebox Portrait (2 Hours)

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The Crystaline Icebox (6 Hours)

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If you haven't set up your account for twitch drops yet, check out the spoiler below:

Spoiler

 

Simply head on over to https://accounts.klei.com

image.png.dae81347554324d8ba0f36d6c85976

After that just watch a streamer who has also linked their account and get those drops!

In this campaign we are offering 3 items. You can only receive one of each and once you have them all, you cannot get more until the next round of items. 

Is there any way to reset the same map you played so many days to the first day?

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I created a map to play by myself and I really liked the world. I want to play with a friend on this same map, but from the beginning, is there any way to reset it to day 1?


Who do you main?

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I mained woflgang for ages, i like that hes strong and and powerful but im a little bored with him now so im looking for a new main. So im asking you guys who do you main and why?

Is The New Celestial Island Renewable ?

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I've just started playing the new content in my "old world" and I've been thinking about the new island and the itens that are exclusive to it,like moon shards,moon craater turf,rocky beach turf,anenemies,carrats,saladmanders,stone fruit bushes,and the list goes on and on...

But I've noticed that my Celestial Island's so small and don't have that many resouces,and then a thought flew throught my mind... is there a way to "reset" the island (just like the atrium) or find another that contain more resouces even if smaller ? Because if not, I'll have to work my way with less than 50 shards and very few new itens.

Maybe there's a way to make it renewable and I'm just dumb and never figured it out : / But I think it's better ask than live with the doubt

 

New . . . Door?

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Wormwood's examine quote for the Florid Postern is "Hmm . . . new door". Is this just a joke about the Jurry-rigged portal? Is it lore? Wormwood doesn't have any other quotes about doors (except in literal cases like with the fence gate) as far as I am aware.

 

Spoiler

HmmNewDoor.png.007062f039fabba77129cf6b45b90dae.png

Spoiler

AdventureDoor.png.9162c8a72a519c5c4b9602d6ecb2f2fb.png

 

Difficulty in DST

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Recently, I've been seeing more and more people complain about DST being too easy the way it is currently. Whether be it in suggestion threads or balance discussions, one thing I keep seeing a handful of people say is that the game doesn't need to become any easier. So in this post, I'd like to explain my view on how difficulty is in this game.

First off, I'd like to talk about how DST is to a beginner. I'm sure anyone that's played the game here struggled with the first winter at some point (if you didn't, then congratulations.) Over time, players that don't give up keep trying to survive, learning new things with every life they attempt. Whether it is through info online or trial and error, a player eventually reaches a point where they can survive past the first winter, and eventually they can survive indefinitely. I think the game relies on the lack of knowledge for its difficulty. A player might struggle with food because they might not know the best food sources in the game. Anyone that's played the game for a while will probably tell you: farms / improved farms are probably one of the worst food sources in the game. It seems intuitive that agriculture would be a good food source, but as it is in this game, farms are far too expensive to set up a sustainable food source with. Even the best crops require you to sacrifice two thirds of your harvest for more seeds. An experienced player would probably tell you that bunnyman farms are one of the best food sources in the game. You can hammer the hutches from the caves and rebuild them in the surface. The fact that each bunnyman drops two carrots and one meat (most of the time) means that paired with a birdcage, you can make a handful of recipes using bunnymen alone (meatballs, bacon & eggs, meaty stew, pierogies, the list goes on.)  It isn't really logical to assume that dangerous mobs from the caves would be a good food source. Does this mean that bunnymen should be nerfed? After all, it's unlikely that the developers intended for them to be a good food source.

I think they're good the way they are. and this brings me to my next topic: How DST is for experienced players. Once you can consistently survive indefinitely, you've basically beaten the game. No threat can stop you. Does that mean you stop playing and go find another game to play? Not necessarily. I think something a lot of people aren't aware of is that DST goes from a survival game to a sandbox game once the "survival" part is a piece of cake. You start doing whatever you want. It's up to you to set whatever goals you want.

  I don't personally believe the game can be made difficult again for experienced players. The way the game is, you can basically only do that with tedium. Making every recipe more expensive would make the game more difficult, but because it's making players spend more time doing menial tasks and thus giving them less time to do other stuff. I personally believe that that's bad game design. Does that mean that every recipe should cost as little as possible? No, for most recipes the price serves as sort of a time cost, making it necessary to consider whether making it is a good investment or not. For other recipes, the recipe uses materials only obtainable through specific means, forcing the player to explore a bunch or restricting them from a certain item until the point where it'd be balanced to have. An example for this is the Walking Cane. The main ingredient in it is the Walrus Tusk, which can only be obtained when winter starts, and only if you've found the walrus camp and prepared yourself to defeat Mactusk's hunting party. Another example is the celestial portal. It's unlikely that you're going to find 20 moon rocks in the two meteor biomes and the moon stone. You have to wait for meteors to land and mine them until you eventually get 20. You can try to find the lunar island early or use the moon stone event's enemies to get more moon rocks, but those are significant time investments you're making.

  I personally believe Klei uses methods like these to ensure that some of the good items aren't obtainable by an inexperienced player. Why? So that the game is made easier for experienced players. If they don't have to spend as much time doing survival stuff, they can spend more time doing sandbox stuff. Moon glass axes make obtaining wood faster, which is needed for a big chunk of the game's recipes. Toadstool's Funcaps slow down the hunger rate for players, allowing them to focus more on stuff other than obtaining food. Bee queen's bundle wraps allow players to preserve food indefinitely, making it so that a player can amass a large amount of food and keep it fresh for whenever they need to eat it. Dragonfly's Scaled Furnace allows players to cook food and  keep Thermal Stones heated without constant maintenance. 

The point I'm getting at is: The game has a LOT of content making the game even easier for experienced players than it is for inexperienced ones. It's because, like I said, making the game difficult yet fun for experienced players isn't really possible. Late game DST shines as a sandbox game, allowing players to build whatever crazy contraptions they can with the content the game has. Klei makes sure that these contraptions are still balanced, at least somehow. A memorable example for me is evil flower sanity stations. A player had figured out that Abigail's Flowers that have been left on the ground for long degrade into regular flowers. The degrading ignored minimum spacing, allowing flowers to be placed on top of each other. This, combined with the Bee Queen crown and the ability to turn flowers evil by haunting them, let players create piles of ridiculous amounts of evil flowers, letting them instantly restore their sanity to full with a Bee Queen crown, or go insane instantly without one. When Klei learned about this, rather than making Abigail's Flowers use the same spacing as butterflies when planting flowers, they simply nerfed it a bit to make it still place flowers closer than normal, but not on top of each other. Evil flower sanity stations still work to this day, just not the same as they used to.

I write this post because I believe that taking away from the sandbox part of DST to make it more difficult would make the game worse for the majority of long-term players, me included. I also hope to reduce the amount of people that keep shutting down suggestions for late-game content on the basis that "it'll make the game too easy." One example of this is a thread a while ago suggesting that Glowcaps and Mushlights should stop the spoilage of what's inside them. Many people said that they disagree because it would make darkness not an issue at all and that the game is easy enough as it is.

We need to discuss bundling wraps. Again… 

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Hello DST Community! Let me start this by saying that, despite having barely any posts under this account, I have nearly 10k hours in this game (I do have a life, I swear). So please don't dismiss this post before reading at least a few lines.

Ok, now that that's out of the way...

First of all, I wanna start on a positive note by thanking Klei for buffing the insulated pack. That was very needed.

I think the insulated pack got a nice boost and now it feels like a viable option.

It's a natural upgrade to the backpack now, although I feel like it needs to be either no longer flammable or cheaper (2 gears perhaps, or 1). 

I really like that, even with the buff, it didn't affect the piggyback, which is good. Both have its pros and cons.

In comparison to the piggyback, it has less slots and is considerably more expensive, but preserves food and doesn't slow you down.

It is also not a substitute to the ice box (despite being basically a portable ice box) or ice chester, since it can't preserve ice nor cool down a thermal stone.

To sum up, it was a great revisit to an old item and a simple and effective tweak by Klei. Props.

 

Bundling Wraps

Ok, now getting onto the main subject of this post: Bundling wraps. Why not revisit and tweak them too?

I’m aware that this is a very controversial item (easily the most controversial mechanic currently, maybe even more than disease). Some people love them, some people hate them. The challenge here is to find a middle ground where everyone is happy.

I would appreciate if you could take the time to read all of it, and then help one another brainstorm a solution to this. Throughout your reading, just please bear in mind that these are just my ideas (actually they are not even 100% mine), and the main purpose of this is to discuss the subject and not enforce my opinion on anybody. Let's begin.

 

Balancing the Bundling Wrap

I would say that most people think that a possible rebalance should be based on giving durability to the wax paper or make the bundle recipe more expensive (2 honeycombs or whatever). But I believe there are better options. Here are some ideas for a patch:

  • 1. Klaus

This is essential. Klaus' wax papers must come undone when unwrapped. The abundance of wax papers is one of the reasons this item is overpowered. Alternatively, Klaus could drop his loot in the form of gift wraps from Winter’s Feast (more suitable for the xmas theme even) that also come undone when unwrapped.

  •  2. Tweaking the current Bundling Wrap

The current bundling wrap would no longer halt food spoilage completely but food inside of it would spoil more slowly, although a bit worse than an icebox or insulate pack (25% as opposed to 50%). Maybe also change the recipe to 2 or 3 ropes instead of 1.

This type of bundle is good to be used on the go.

  •  3. The Icy Bundling Wrap

Now the main part. We could add a new type of bundle in the game. Let's call it Icy Bundling Wrap (I'm not very creative, don't judge me). This new kind of bundling wrap has a different recipe. My suggestion would be 5 ice and 3 ropes. I heard this idea from a French streamer named Frodeur.

Notice the key part: it costs ice.

This type of bundle is the one that will stop food spoilage completely. It's a good item for, say, preserve lightbulbs, some mushrooms for your mushroom planters, or your good old pierogies for boss fights. It can’t wrap ice though, for obvious reasons.

This way, it won't be the most viable option for nomad style or long trips, since we probably won't be able to wrap it back due to lack of ice (probably more viable in winter). So this item is more suitable for stocking food in your base and not on the go.

Additionally, we can predict beforehand that unwrapping the wrong bundle and lose 5 ice is probably going to be an inconvenience since we can't inspect bundles to see what's inside (also an inconvenience). I would like to know if anyone has a suggestion here.

  • 4. Bee Queen

Bee Queen would be similar to Toadstool. It can either drop a blueprint for the regular wrap or the icy wrap.

 

There you have it. That's basically it.

In my humble opinion, this item just can't be the way it is currently. It breaks the game. It is too cheap (costs literally one rope) considering the huge benefit it provides in the form of infinite food. However, the idea itself is not necessarily bad and could be tweaked for the better. The situation with bundles is quite similar to the Celestial Portal: good idea, but poorly balanced. But the portal is subject for a whole different post.
I would like to know if you guys like my suggestions and also post yours. 

 

----------------- From this point on, I’m mentioning stuff that is off topic (but not really). U can stop reading here if you want. -----------------

 

To finish this post, I just want to discuss the Wolfgang problem, cause I feel like both issues are related. People say that Wolfgang needs a nerf, but he was never this huge problem before. He became a problem after bundles, because he can be constantly well fed and his main drawback (wimpy form) is never an issue anymore.

The Wolfgang situation got worse when people realized you could just use the moon idol, swap to Warly, season your whole bundle of kabobs, swap back to Wolf and profit.

So I just want to point out that the problem is not Wolfgang, but rather unbalanced mechanics that came afterwards. I beg you Klei, don't nerf him drastically, it would be a mistake.

The issue is not him. He is one of the characters that need the least amount of rework, if any. Maybe increase the sanity drain so he also has to worry about shadows during fights, and call it a day. His design is solid and his purpose in the game is clear. Wolf is not the only one affected by the current bundle system. For instance, tell me one downside of Wigfrid at the moment? Her main issue was low hunger meter and having a harder time in the caves. That no longer applies. She had to carry a good amount of meatballs or whatever with her for longer trips, which could eventually go stale. Well, not anymore.

It's the same as saying automatic food farming is an issue. I used to say that too, until I realized that it was never THIS big of an issue before the wrap came about. Of course bunny farm is op, but it would be way less op (and it was) if all of that food turned into rot eventually. Yes you can feed stale eggs to bird and basically get a fresh one back and have infinite eggs (which should also be fixed btw, in my eyes), but it doesn't even compare to bundles.

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So there you have it. I think the community really needs to once again discuss this controversial mechanic that shakes the core identity of the game which still is (or should be, in my view) to not starve.

Set Bonus

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So I was thinking about how set bonuses could be fit into the game to add more uniqueness and require you to put some thought in what equipment you're using. The best thing we have right now to equipment customization is marble armor = tanking, log suits = kiting, nightmare armor = i'm already insane so what the heck etc.

What if using different combinations of equipment gave you bonuses. So for example, using the Thulecite Crown, Thulecite Suit and a Thulecite Club all at the same time gave you a little radiation of light (or a darkness-light kind of like the night-light). The bonuses could obviously be more or less extreme, I'm just thinking off the top of my head and I'm trying to encourage discussion.

It also doesn't have to be for combat purposes only... what if equipping a grass suit and a straw hat simultaneously camouflaged you from grass geckos so you can ambush them (or something else like clip their tail). This example in particular would give players incentive to use the grass suit and straw hat more often. I don't think I've ever seen anybody use a grass suit unless they're rushing clockworks on day 2 and don't want to wait for a science machine (or wicker) to craft a log suit, same for straw hat.

Now this is going to be hard to balance and definitely needs to be well-thought out, but it can add a lot of strategy to play styles and team play. It's also nice to add more customisation. Wolf might actually have to think about which weapon to use rather than just stock-piling 50+ dark swords

P.S forgot to mention that there are obviously some problems with this, the biggest one being that there isn't an equipment counterpart for every item (no nightmare helmet to go with the nightmare armor etc... idk how else to word this sorry lol)

I posted this thread on suggestions too, but it's also fitting to put this on the discussion forum... so we can discuss

My idea for WX's refresh

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Now, while most people don't think that WX needs a rework.. I think otherwise.

The main issue with WX is that he doesn't have any way to truly support the team, he more plays as a solo character that is able to explore the world freely and quickly.
But, the MAIN issue.. and I think we've all encountered this.. Are WX gear hogs.. The WX's who join in the world and instantly ask for all of the gears, or just start eating them without asking.
While I mained WX for a few months, I can say I've never done this.. but that doesn't mean that I haven't seen others do this.

My main suggestion is to remove the ability to eat gears, as.. well.. it only helps himself, and not the team.
Now obviously we can't just remove this ability and call it good.. that would ruin WX as a character, But, I also don't have what I feel to be a "fitting" alternative.
But even then, I will try to list my suggestions that could replace this gear hog ability.

Suggestion 1: Gem socketing.
While this doesnt fit with the character or lore, it could be a decent idea.
The wx could socket a gem into either their armor slot, or a special new slot. And the gem that was imputed could has a temporary effect. And this effect would either work until the gem wore out, essentially giving it a time limit. Or, only while the gem was in the armor slot, giving a risk/reward without using up the gems.

My ideas for what the gems could do are as followed:
Red Gem: Creates a small heat aura around the WX, which can heat players nearby as well as himself
While this could be a little too strong, basically making him a portable and cheap scaled furnace. it could be nerfed by making the temperature output not as high and/or not letting it produce light

Blue Gem: Creates a small cooling aura around the WX, cooling players but not providing light. The other option could be to make him as a weaker fridge, where all of his slots. Where it could be a fraction of the strength of a fridge, but it slows the spoiling of food in all of his slots

Purple Gem: While I have not created a satifying idea for the purple gem, my current idea is that it would work as a nightmare amulet, where it would make the WX instantly insane. Obviously this has its flaws, feel free to share your own idea for this one.

Orange Gem: Creates a speed aura around the WX, speeding both him and any player nearby by a small amount. Could also increase item pickup speed. The speed boost wouldn't be strong, but could be a 10-20% boost

Green Gem: Either lets the WX craft things for slightly cheaper, or let them craft items faster. Another idea is that it could let the WX craft things that they have not prototyped yet. This would not let them prototype them, but rather just let them craft while the gem is socketed.

Yellow Gem: The WX would emit light as if he was super charged, but without the speed boost.

Now... Obviously half of these ideas are lacking.. but thats why im throwing them out there, for maybe some of you guys could suggest better ones.

Suggestion 2: Clockwork Alliance

The Wx would be able to make an alliance with clock works around the map using either gears or some other method, as well as maybe craft more in some manner. The wx could then use these clockworks to help them.
Ideas are that
Knights could be used as just normal combat helpers like pigs or maxwell's spear shadow minions.
The Bishops Could be used the same as knights, but they would have their range attacks to strike down more difficult monsters.
And the Rooks would be able to charge at monsters, or even charge through large clusters of trees and rocks to help with gathering.

They could either be allied by giving them a gear, or a frazzled wires trinket. And the alliance could last around half a day or a full day, and could be extended with more wires.

=-=-=-=-=-=

Thank you for taking the time to read this. While im not fully serious about these ideas. (as in i dont demand these are included) its more of a way to stir up ideas in the community that could help WX become a more team focused character and not just a lone wolf that steals gears to survive. Please feel free to give your own ideas or suggest changes to these ideas in the comments.
While yes. WX doesnt NEED a rework.. and doesn't need a buff per say. But his playstyle does not perfectly fit with a team setting. Maybe his ability could play off of his "scout" style with his fast speed and not having to worry about spoiled food. But the gear eating ability just does not help the team effectively

 


Should dst take inspiration from other games?

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This is less a "I want this in the game, now" and more of a "Let's create a discussion and see what the community thinks" -kind of thread so yeah.

A while ago I heard "Terraria is 2d Minecraft and Don't Starve/Together is Tim Burton's Minecraft" and that got me thinking: What all these "minecraft-like" games have in common. Survival and sandbox (though dst has more survival than sandbox as you can't respawn and reshape the lands). And then that got me thinking even more: what if dst took inspiration from these games.

And so here we are and here are some of my ideas

In Terraria after you defeat the Wall of Flesh boss your world enters hardmode- enemies are tougher but loot is better and there's more content to explore. Defeating the Fuelweaver should act the same in dst. In fact imo the Lunar islands should be created after you defeat the Fuelwaver as I've heard a theory that Lunar Islands were created as a "Moon"'s reaction to recent events.

Now what that "dst hardmode" could have in terms of content:

-Lunar Islands as I said previously

-Zombie and Slime enemies (since both Minecraft and Terraria have those)

-Tougher sanity since Them are approaching and all that stuff

-Some other future biomes existing with new resources and mobs ofc

-New weather effects like Tsunami, Blood Moon, Snowstorms etc

-Pigs developing, using tools and weapons

-Most mobs now have smarter AI

-Simple Bosses like Deerclops, Goose and Bearger would get upgraded (new attacks, better stats etc)

Discuss 

Ice Flingomatic, Farm Crops and Summer

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So in summer, crops on farm plots can still wither even if they are in the range of an active ice flingomatic.

This makes farm plots even more useless over just doing the meta of pig and bunnyman farms and just living exclusively off meatballs, bacon and eggs and pierogi.

Ice Flingomatics are capable of keeping other plants from withering in their range(as long as they're active and fueled) why can't they do the same with farm plot crops?

I fail to see why this is a thing.

Upcoming Content Beta and Roadmap Update

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Hey folks!

With the Willow refresh newly launched, it’s time for the next phase: new game content! I’d like to update you all on our current plan. 

Return of Them
Over the next several months, we’ll be releasing a series of game updates available to all players, under the single thematic focus entitled “Return of Them”.

Charlie’s machinations have come to a head as she turns her attention towards the skies - and the mysterious entity that awaits there. Our Survivors will be forced to contend with terrifying monstrosities beyond their comprehension, and yet, there may be a silver lining: their minds and horizons will be expanded under the sublime light of an ancient moon.

lunacy_banner_lighter.PNG

 

Here is an overview of what is available in our first update, Turn of Tides:

  • Added a new multiplayer-centric boat mechanic, where players can build and deck out a boat for multiple survivors to travel together on
  • Added a new Seafaring crafting menu
  • Added the Lunar Island
  • Added Enlightenment
  • Added 3 new Lunar Island biomes, along with new creatures, objects, and craftables

For this first update, we’ve focused primarily on building the fundamental tech and infrastructure for Return of Them. Please know that we expect this update to be a bit content light, and over the following months we will be adding more content to both the islands and the sea.

Turn of Tides is available to play in a beta branch today, and will officially launch on June 20th. Head here for more info. 

To access the beta see the instructions here. 

Wormwood

In addition to new content, we are preparing for the arrival of the next new character. We’re happy to announce that Wormwood will soon enter the fray, fresh from his adventures in Don't Starve: Hamlet!

dst_wormwood.png

Wormwood is coming to Don’t Starve Together on June 6th, and will be priced similarly to Wortox. In addition, anyone who owns Don’t Starve: Hamlet will have access to Wormwood for free.

Warly 
For the next character refresh, Warly will be sailing into the Constant from Shipwrecked on July 18th, and will be free to all players of Don’t Starve Together.

dst_warly.png

As with all character updates, Warly will be getting a design refresh and come with new abilities specific to Don’t Starve Together.

And that’s it! Onward and seaward!

F.A.Q.

What about console?
Since console does not have beta branch functionality, consoles will be getting Turn of Tides at the official launch in June.

When is my favorite character getting a refresh?
We will announce more characters refreshes as we get to them. If you have suggestions and feedback make sure to post them. We are watching and we do use that information to help us decide what we want to do next. 

Will my existing worlds be affected if I switch to the beta branch?
No. Save data for the beta branch is kept separate from the live branch at: \\Documents\Klei\DoNotStarveTogetherReturnOfThemBeta

Will my existing worlds work in the beta branch if I copy them over?
Not at this time. For future updates, we will look into the possibility of retrofitting the new content into existing DST worlds, as we did for the A New Reign updates.
 

Werebeaver and Dams.

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Omg I had this idea like three months ago and now I can’t stop thinking about it. 

Woodie is a very interesting but mediocre character at the moment, which is why he’s getting a rework and I have an idea for it (flawless transition right?) I hope that his Werebeaver form will be able to build Dams (and access the inventory and pick stuff up of course).

Since Woodies rework is coming out after the official release of ToT and people are still having trouble with hound waves at sea, so I suggest the Werebeaver should be able to build a sort of sea defense wall. And since beavers also happen to build dams in water... Why not make the wall a dam eh?

So he would be able to build two types of dam and a special gate for them. The dams act like elongated walls so it’s all one piece. This is all changeable btw.

Basic Dam: This dam is the length of a boat with the rest of its dimensions being the same as a wall. It would have the same health as 2 fully upgraded stone walls.

Cost: 

18 Logs

5 Rope

15 Twigs

Advanced Dam: This dam would have the length of two boats (Might be too op and strange to use tho) with the rest of the dimensions being the same as a wall. It would have the same health as 5 fully upgraded stone walls.

Cost:

5 Wooden Boards

20 Logs

10 Rope

25 Twigs

Dam Gate: I’m not sure how big it would be to fit with the rest of the dam.

Cost:

3 Wooden Boards

4 Rope

 

Overall this is just one of my ideas for Woodies rework, this is all up to speculation and tweaking. Feel free to share your thoughts and ideas.

 

skin question: The trawler

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Does this mean sailing/Shipwrecked themed skins would be called "The trawler"?

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