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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


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.
 

[Game Update] - 361362

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  • Fixed a performance issue that could occur after sailing for a little while.
  • Fixed save/load for masts built on land
  • Fixed a crash on load
  • Fixed various clothing bugs with WX78’s cuffs.

View full update

[Poll] Your requests for Woodie's Update

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I took some time to collect other players suggestions etc. about Woodie's update and made a poll to ask you for your wishes about Woodies update.

 

I'd also like to share some of my thoughts about Woodie.

My guess for his lore:

Spoiler

Woodie came most likely as a normal character into the constant, he had an axe but it wasn't able to talk yet. He settled down in the single MacTusk area and lived together with some foolish pigs doing this work for him. He placed traps to feed himself with almost anything, and chopped logs daily to keep his Fire Pit alive. But one day he discovered the Moonstone (perhaps it dropped from the sky and he came to inspect it). But once he came closer, the full moon appeared and turned all the pigs nearby into Werepigs. Woodie managed to defend himself with his axe till the event ended. He got hurt by the pigs but suddenly the pigs, flowers & rabbits turned into idols, carrots turned into carrats (& got eaten quickly), trees turned into Treeguards. And his axe got the ability to speak, so Woodie named her Lucy (Shining light), but shortly afterwards Woodie turned into a Werebeaver and started to gnaw down the whole area.

Back in DS, Woodie could use the Logs he gathered to keep his Werebeaver form as long as possible: Fighting mobs or "miming" tools by using logs only. But in DST his Werebeaver form became mostly useless: Deals as much damage as an axe, can tank only 200 damage and can't heal himself as Werebeaver. And Woodie does not have any need for the logs he chops: Beaverness is restored by gnawing anything; Woodie has no additional use for the logs. The only reason I see to chop trees is mostly just to avoid transforming into a Werebeaver (which causes a high sanity drain) or to share the chopped logs with your friends.

Unlike Maxwell, Woodie is only capable to gather alot of Logs quickly. Mining Rocks takes alot of time and turns the Werebeaver in most cases back to his Human form. Maxwell can use his shadows 24/7 (if they don't get killed by rocks or mobs), he's able to collect items while gathering and doesn't need to take breaks while harvesting. Woodie needs to gnaw logs to keep his human form or plant Pinecones / fight Shadows to restore his sanity. Working while being insane isn't effective cause you're forced to run away from the shadows or fight against them, which will keep you away from doing your work.

Right now Woodie is not really dependent on Logs (Unless you want to avoid turning into a Werebeaver) but rather on Pinecones to handle his sanity. But that ability also became way less unique with the introduction of Wormwood, who also gains Sanity per planted Pinecone to compensate his insanity from chopping trees. Wormwood really cares for his forest while Woodie needs the Logs to handle his Werebeaver form.

I don't see any need for Woodie's ability to get a higher loyality time when hiring followers. He already chops faster than most other characters, making it mostly useless to hire Pigs for chopping trees.

Whenever Woodie turns into a Werebeaver, he gains some good options:

  • His Werebeaver form takes only 20% of the daily hunger which allows him to survive for about 6.6 days without eating anything. Becoming hungry is almost impossible since you can restore it via gnawing anything. (1.5 Logs per day in DST; 38.4 Logs per day in DS)
  • Night Vision allows you to see without any troubles during night: You'll be able to avoid any kind of trap & you won't miss anything because nothing will be covered in complete darkness as Werebeaver.
  • Nightmares aren't a real problem as long as you keep running, the +10% Movement Speed allows you to dodge their attacks a bit easier. The only case where Shadows might hurt you is if you're doing any task (fighting mobs, restoring Log-Meter) or if you're surrounded by shadows.

All these abilities turn Woodie into a good explorer who can use his Transformation to scout the whole map for free, as long as it's not too cold or too hot which is the case during Autumn.

But watch out not to die as Werebeaver in locations like the ruins. Dying as Werebeaver in the ruins is in most cases a gg. You'll loose your Night Vision and you won't be able to open your map even as a Werebeaver Ghost. Due to your extremly low vision, you'll have a pretty hard time to find the way back to your teammates or a Touchstone.

Another hidden feature I like but is more likely considered as a bug, is Woodie's ability to distinguish hidden Depths Worms from Lesser Glow Berries. Woodie has a quote for the Depths Worm but there's no quote listed in the script for the Lesser Glow Berry, so he uses Wilson's quote instead, result:

Spoiler

Woodie examining a Depths Worm:
image.png.fb42f44859d0d5816990d6f8a0c7d57d.png

Woodie examining a Lesser Glow Berry:
image.png.8157eaaf159879cd8cdba40d27c96ed7.png

Any other character:
image.thumb.png.dc8e20229e9514177111854723ae83f8.png

This feature is actually not that useful anymore because every hidden Depths Worm is always marked as Wet and exploring caves during Winter or Spring is already pretty dangerous because of rain.

I like the fact that Woodie has some kind of improved scouting abilities, but right now these abilities are only used to scout the caves/ruins once and to swap the character after scouting, because his scouting abilities become useless once he explored the whole map. If Wagstaff (who's most likely the DS version of Winona) won't be implemented into DST, I'd suggest to move Wagstaff's ability to see traps to Woodie's ability, this includes:

  • Tentacles (Useful to farm reeds in earlygame to make maps for your allies)
  • Treeguards (To chop trees in peace or to use the Treeguards against other mobs)
  • Depths Worms (Already included)
  • (Plants which are about to disease (A reason to keep a Woodie in your base))
  • (The mob at the end of a suspicious dirt pile)
  • (Incoming earthquakes & hound waves (Allows him to change his form before the hounds arrive))

Woodie is a Lumberjack not because he's a gatherer but because he needs Logs to survive. Also his scouting skills should be more highlighted, he already has a pretty nice but not yet published vignette showing him as a Canadian scout:

Spoiler

latest?cb=20171005145315

Old ideas:

Spoiler

Due to his look and the fact that he's canadian who are known to catch their food with traps, he could also become some sort of a Trapper & get the access to new kind of traps, for example:
latest?cb=20121215201221latest?cb=20160923175507Tooth Traps which apply different debuffs to the target, similar to Blow Darts. (Fire trap excluded: Deals almost 0 damage & hurts the environment)
latest?cb=20151223114127A leghold trap made out of Hound's Tooth.
latest?cb=20180913222602Or a Wood Gate which can be triggered from a different spot or as soon as the first mob runs through it, making it easier to trap mobs.
latest?cb=20130329021931While hiding in the Bush Hat, Woodie gets the ability to move slowly without being noticed. It can be used to get the 1st hit on a shy mob (Koalefant, Volt Goats, MacTusk; it will replace the need for making Lucy throwable), or to dodge a hound wave without using any traps. You'll be able to take a dangerous path either hidden or with all the dangers revealed as Werebeaver. But there's almost no area where you can't take a longer path & need to sneak across, except in the ruins during nightmare phase. To make this ability more available, bushes near Moonstone area should always be normal berries, not Juicy Berries.

His traps should be triggerable by Rabbits, Moles and Birds. That would give a hint why Woodie dislikes them.

 

Warly's special recipes do not work.

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Hi, I have been playing dont strave together with my friends for some time, playing Warly, I can't cook his special dishes with a portable pot. Generally, I get normal recipes or wet goop, in addition, when I want to improve a dish with a spice, I get lag and crashes with my connection. Please help.

Old Wortox Portrait?

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image.png.581d33c0d4e0595f2a58007b366ec268.png 

So back when the roadmap was first released, and we were confirmed to be getting 4 DLC characters, this shadow of Wortox was there. This obviously was to signify that Wortox was arriving, but his in-game portrait is different from this. Was this created solely as a silhouette? Or is there a full portrait to be had?

(Unofficial) concept idea for an event.

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(Before reading this Yes I am aware Klei stated they couldnt keep events  going at the time due to limitations with console players and the budget on the dedicated servers,for it but, correct me if I'm wrong about the claims,this I have been thinking about this more as a concept for a while and I thought it would be cool to share to help spread my idea also if you want to skip all the words and blah blah I'll type in the concept I actually wrote on paper (sort of) atleast for now go to gameplay concept bold)

Concept idea/ inspiration:

So my concept is based off of my own thoughts and a bit of inspiration off of the horror game sleeping dawn (I'm pretty sure) 

Where players must work together to use the specific tools given to players to meet the maze and its monsters requirements to escape alive. I took a bit of the maze concept and tool into my idea, The only challenge however was making the event concept fit into the dont starve universe meaning no technology or objects after 1921 and still keeping the lore dont starve related and making it seem as the characters would canonically use it or follow their actions.

Plot idea:

during the Forge there is a part where pugna states about them destroying everything they touch and how his people were "severed" from the throne, so maybe the ancient gate sent our characters to a dystopian place separated to die from the throne as well were the beings there use a maze to test those worthy of using their gate! But be aware after the cut from the throne they left the civilization a little gift, as a terrifying shadow creature (or monster) that the beings encased in the maze to join in their sick little game.

gameplay concecpt

So first off it's Pitch black in the maze, so you'll need a light source some characters are indeed designed for light sources but just in case somehow someone screws it up every character has a back up light on there waist to use just in case(for last minute emergencies)as the light is the key to your team's survival!

There are 4 pieces of equipment that each 1 enough for 4 players should use. The game will be simple. I think the characters should have to find pieces to escape the maze using a portal through various sources in the maze to escape. The monster will try to cut your light source or focus on separating or prioritizing on certain characters to take out to make the experience harder and take your team out one by one everyone will be going at a slow but but pretty fast walking pace so they dont run away from a specific player and 50 shades of screw that person.(maybe the characters start running when in danger)

Class/roles:

Each character has a backpack for there role(let's call them kits to not make this boring to anyone) which helps whatever equipment they use for there tools, there is 4 of them so far, the stick of seeing, the traxola radio,the spark plug, and the flash stick. Just like the gorge for example characters had classes you didn't have to equal your job, but its adviced to do it as your wasting upsides their perks hold. ( or in English... anyone can pick up any tool but in order to get matching stats and perks choose the tool matching to your kit!) Here are the classes I thought of so far...

Lighters:20190821_150419.thumb.jpg.8c0a227c83e8557a4231835b4d84ba39.jpg

Lighters are the heart of the group if they go down, everyone else will with them. They supply the light source and keep the light feuled, since everybody will be following them in a way they'll basically be the leader. With their fuel kit if there class is a lighter the staff will take way longer to burn out and takes less fuel to restore (burner can maybe recharge their light with burning fuel found around the map perhaps?)

Trackers:20190821_150411.thumb.jpg.21fe51fbff0bab2aa3792ff07adef642.jpg

Trackers are the ones who guides the group on locations around the maze the design is a little gramaphone in a case as a backpack to detect sensors made by the little voxola radio that looks like a little tablet :) the traxola acts almost exactly like a divining rod signaling things are near, if your class is a tracker holding the traxola the gramaphone will play ragtime when the monsters is near.(also be adviced tracking makes noise)

Chargers:(design not done yet)

Chargers are an important class for the group the charger is like a support class meaning they rely on the other classes they can use their tech to refuel the other groups gadgets (Maybe making working on making it look like a design similar to a battery and something with volt goat horns) and can charge up to two people

shockers:(design not done yet)

The defense of the team when the monster and other creatures attack the group circle the shocker uses an electric stick (note: offense is not a good idea and is best used for defense) they have two attacks a jab and a flash. A jab is a small stab animation where it uses a small amount of its power causing what ever creature to back off for a while. And a flash(emergency cases  causes a charged zap whitening the screen causing the monster and other creatures to dissapear if there close enough causing a huge amount of energy from the stick (shocker kit recharges it faster) this also produces noise.

Sanity concept (maybe):

With your characters walking through a maze to their death that can literally take a tow on their sanity. When the group finds certain objects, builds pieces to the portal to escape gets their equipment recharged and staying around other player they will keep sanity restored. But if characters hang around in the dark, (characters lose sanity just like normal when night or dawn approaches in normal game)gets attacked by the monster, or equipment starts getting low power or runs out and ect drives their sanity down to the pole. When insanity is low enough, the game will be more stressful with more creatures to distract the survivors and the monster smelling your sanity.

The monster:(design not done yet)

The monster is a devious and intelligent creature using lures and other creatures to it's control and terror to consume and eat poor souls lost in the dark depths of the maze.(from noise or spotting group or ambushing survivors alone in the dark) If your in the dark alone the creature will know where you are and hunt you down you can see the monster in moments where its eyes will glow and you can see it move. During and ambush the monster will show up with many different eyes staring at you. But notice when certain eyes turn aggressive the shocker can then do a flash shock and scare the monster away or In some areas shadow hands in the ground will show up and grab players to slow them down luckily the shocker can stab the hands to release them or in enough time they go on there own. The monster will also normally attack by opening its eyes in the dark and rushing towards the light. The shocker can use a flash to scare the monster away. When the monster flees it gets teleported at a random area away from players.if the monster gets to close and attacks the group. You will be jump scared and it will

Either drag a survivor away or kidnap them dragging them into an explorer area in the maze requiring the group to rescue them before the monster devours them.If the monsters drags someone the character will slowly be dragged away as the character screams for help giving the group a notification of which way it went, if the characters light reach into view of the monster the monster will release the player and run off freeing them. But if the monster gets too far away the character will be killed eaten alive and be out as a spectator for the rest of the game, I'm thinking of maybe a way of bringing characters back similar to left 4 dead. (if a survivor died a random closet would have them in there and the players could open it and "find" them to join the group. 

Concept art (model upgrading not finished)20190821_183213.thumb.jpg.5228a4cdd619136c6e70e768d7cc419d.jpg

this art is an example showing how the characters support eachother. Winona being the charger to re supply wilson and willow. Willow is using the light to keep everyone safe from darkness, wilson is using the tracker and is detecting the monsters (place holder design for monster) and wes being the shocker ironically protecting the other players from the monster with a electric shock ( I'll draw a better one soon...)

Character skins:

This one made me think for a while... I thought of doing something mysterious that would fit with the characters equipment something techy but I had to limit myself in 1921. I suggested steampunk but that was in the at least around the 1950s, until I decided what if I made it seem like.. the future or something, maybe  and make the characters still look mysterious and it fit with gears, Which is already a thing in dont starve.(even having a literal robot who works on gears) So here was my concept art for wilson in the skin set: Rusted future (based similarly on some already existing skins):20190821_180700.thumb.jpg.c15a9d0b6709a87e4863c65b9dfb2bb5.jpg

In conclusion:

Let me know what anyone thinks about this idea, it took me 3 days straight to think of this and develop my concept idea of it and it took me near 7 or 8 hours to type, grammer check, and make sure everything made sense on here.(hopefully this topic won't die fast atleast... ;-;) but please tell me what you think let's bring more ideas to the table and let this grow! My wish is for one of the devs like

Joew or something to see and tell what he thinks about it. But for now enjoy your day fellow survivors, but most importantly, Don't starve!

Less Gears in Klei Worlds?

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Half dozen games with only two gears available that usually vanish, teams are having issues getting iceboxes.   Yes, they can raid ruins, just an observation though, there used to be 3-4 clockworks set pieces, lately I only see one.


How to place statues straight?

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Finally xO-VERSUS-1y  showed me the way to place the statues straight without wasting resources.  Just equip the body slot with armor the statue will drop where you are standing.   I know I know it is so easy but I am glad someone finally give me some advice.  

Other ways to place statues straight make a stick or hay wall.   If anyone has any other ways to place the statues please tell me.

 

Thanks xO-VERSUS-1y

Deflect blow darts?

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Hi everyone, 1st of all sorry for my english, isnt my main language.

I have notice something weird when I fight Mactusk, rarely when he blows his dart and im chasing him pressing F, the character makes an atack animation and the dart gets deflected to other direction in 90º and no damage receive. 

 

Did someone notice this or its my imagination? if its possible, how can i do it on purpose?

Who would you like to see refreshed or added as DLC?

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I'm just curious to see what people would think of this. As we know, existing characters are viable to be added into the game via DLC, or reworks. This also applies to unused characters, seemingly. 

With the newest major update, Turn of Tides, Walani and Woodlegs are now completely viable characters.

Who do you think should be ported? An unimpressive character put into a new light, like Walani? An unused character getting another shot, like Wilton (and obviously Wortox)? 

The big return of Warbucks?

Who knows?

I'm waiting for that one guy to vote Warbucks.

We know who you are.

Warly really needs sanity recipes he can make in field

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After a time of playing Warly, I realized it's pretty hard to stay sane living nomadic lifestyle, especially in caves where you lose 40 points of sanity every game day. All sanity giving recipes, except for ice cream (ingredients for which comes solely from overworld mobs - butterflies and goats), require farming, which is both very time- and resource-consuming and completely nullifies ability to cook stuff on the go since you going to spend time on farms. Warly's inability to eat non crock-pot food really exposes lack of sanity recipes in the game - most people just go for green/blue mushrooms or cacti to restore sanity.

In shipwrecked it wasn't a problem because Warly was still able to eat non-crock pot food, and Surf'n'Turf and Caviar gave him solid 44 sanity each and can be made as you roam around the world.

Banana pops are kinda useless, because the trees can't be replanted and ice spoils quickly (and also there's no portable container to prevent ice from melting). Also, banana trees only grow in certain, often isolated areas, so going there isn't much different than going to base to harvest vegetables from farms.

Siestas and tents require you to carry a stack of silk and also take 2-2.5 minutes to restore your sanity and also need 1.5-2 daily hunger points. Oh, and you also lose 1/3 of game day being unable to move.

So I propose to add some foods that can be made from stuff which can be found around the world. For example, a recipe to keep sanity in check overtime, like 2 green mushrooms and 2 blue mushrooms produce a food that adds +6.7 sanity/min buff for 1 day. This way it won't be affected by same food penalty and can at least cover huge sanity drain in caves.

And something like Surf'n'Turf to instantly regain sanity, because ponds exist in both Caves and Overworld. Also, merms are better fish source than ponds in overworld :)

 

Warly is Now Available in DST!

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A ship has dashed upon the shores of the island and our survivors have recovered a new member to add to their team; Warly! Armed with a variety of rare ingredients and fancy cookware, Warly can't wait to spice up the lives of his newfound taste testers... er, friends, with a full-course dinner of brand new meals and invigorating spices.

Here are his details:

  • Warly can craft a Chef Pouch, which is a small backpack that also helps to preserve food items a little bit longer.
  • Warly can craft a Portable Crock Pot, Portable Grinding Mill, and Portable Seasoning Station, usable only by him.
  • The Portable Crock Pot cooks 25% faster and includes new exclusive dishes with unique bonuses and effects.
  • The Portable Grinding Mill can be used to craft a variety of seasoning powders.
  • The Portable Seasoning Station combines a prepared dish with seasoning powder to add bonus effects to the food.
  • Warly has an increased max hunger of 250, but it decreases 20% faster than other characters.
  • Warly can only eat prepared dishes from a Crock Pot.
  • Warly remembers the dishes he ate for up to two days and will enjoy them less every time they are repeated.
  • Added new vegetables, available to all characters: Toma Root, Potato, Asparagus, Pepper, Onion, and Garlic.
  • Added several new Crock Pot recipes, available to all characters.

Warly is available for free for all DST players.
The Warly Deluxe Wardrobe is $7.99 and includes Warly's Roseate, Victorian and Trawler skin sets.

warly-oval-preview.png

What's next?

Next on the list of Character Refreshes is somebody we think many of you are going to be excited about. We are having a bunch of fun with this one and we hope you enjoy Woodie when his refresh comes to DST early September. 

NOTE: The update is currently live on PS4, but slightly delayed by Microsoft due to an issue on their end that they are working on. It shouldn't take too long to resolve. 

UPDATE: Xbox has the update now!

Screenshot showcase

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A thread like this existed before but I'm afraid it fell deep into the archive, so here is a new one. You can post funny, odd and terrible pictures that you made while playing DST.

 

Here are some from my collection:

Love this one because it looks like as if the third bunny from the right (not counting the bunny behind the hut) is throwing the small bunny.

20171216225824_1.thumb.jpg.d0136ffcea92bae40c458a614aca4ef9.jpg

 

My dear Wolfgang managed to trap himself while being sane and of course I mocked him by taking a screenshot and weeks later finding myself trapped in this too while being sane.

20171217131640_1.thumb.jpg.9941f220728858561edad2b0d460c331.jpg

Wigfrid is able to fish in carpet. Who would have guessed.

20180128012412_1.thumb.jpg.35e6c61cb71ec0a536f63eb388ab60b6.jpg

20180303185748_1.thumb.jpg.5c99c7e6ce2c5326914a8d56120320c6.jpg

Generate The Same World Again?

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I mistakenly used c_regenerateworld() thinking it would just reset everything and bring me back to day 1 in the same world. Unfortunately I was wrong, but that was a great world so I want to know if there's any way to generate that same world again. I tried using the seed number, but the topography wasn't the same.


Showing off your outfits [2]

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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

5b91b6b59de25_Screenshot(67).thumb.png.c9a4882cb1a765fc867bf430389e7211.png

Colonel Woodie of The Royal Canadian Regiment

5b91b73de3cfc_Screenshot(68).thumb.png.fd702a25e59e86a52df1b887c231ccf9.png

Shadow smith Winona

5b91b777ae5c1_Screenshot(65).thumb.png.e94afab73d64a386298a3fdf6141bd40.png

XIX century colonial governor Wilhelm P. Higgsenburgh

5b91b7e688876_Screenshot(64).thumb.png.a01fbabe608e7932b0bbbfc540895f7c.png

Severely beaten yet still dapper Wilson

Compact Chest Placement?

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I started organizing my chests earlier this week and was able to place them in compact columns, as shown in the screenshot attached. A few days later, I logged back in and tried expanding my storage, but I found I was unable to place the chests as close together as before. I can still place them compactly via console commands of course, - c_spawn("treasurechest") - but that is not an ideal situation. I placed one chest a bit higher - where I'm actually allowed to put it now - so you can see the change in distance visually.

I do use Geometric Placement, but I have tried disabling it and still get a similar result: the build icon turns green (meaning eligible placement location) when I have the chest where I want it to go, but as soon as I click to place it, the highlight indicator goes away, and the chest is not constructed despite the indicator being green moments ago. If I move it further away from other chests, it'll be placed as expected.

Is this an intended change from a recent update? Or is this a known thing I was somehow circumventing without realizing it before? If the latter, how does one go about getting these pesky chests to go down near each other?

capture.thumb.png.a2f6a07f989633fd3cc5b44fa476cdb6.png

What 'useless' items you want to see buffed?

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Some of the items in DST are rather useless and never made, it'd be nice if they get a little buff to compete with the 'meta' items. What items do you want to see get buffed?

For me it's the Tail o' Three Cats. This item has so much potential as a semi-ranged weapon. But the cost is too expensive (x3 Tentacle Spots) which is quite rare and has many other better uses. It'd be nice if the recipe requires Tentacle Spikes instead. It makes sense because the whip actually has little spikes on it.

Revamping WX's weakness to Water

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So, we all know that WX practically has no downsides at the moment. What, he takes a maximum of 13-ish damage per day if wet?

Here are some of my ideas to greater emphasize that WX is an electrical machine that can severely malfunction if wet.

 

Water, and more prominently the Wetness meter, is now gravely more important to manage as WX, as becoming too wet can severely impair you, or flat-out kill you if it gets too high.

In addition WX takes water damage equal to 15% of the current wetness meter. For example, at 10 wetness, WX takes 1.5 damage per "water damage tick". This caps at 5 damage per tick. Water damage is no longer reduced by having wetness-resistant items, as it is now tied to how high the wetness meter is.

Additional penalties apply to WX as his wetness meter rises:


25 Wetness: The outskirts of WX's HUD is obstructed by a glitchy overlay.
"WARNNING: OPTIC SENSOORS MALFUNCTIIONING"

50 Wetness: The Health, Hunger, and Sanity meters become hidden to WX.
"WARRNING: SYSTEM DIAGNOOSTICS NOT RESPONDING-DING"

75 Wetness: WX is forced into a constant "drowsy walk" state until he stops being above 75 wetness. In addition, the glitchy HUD overlay is extremely more severe.
"CRITICAL WARNING-WARNING: CIRCUITS COOOMPROMISED-ED. SHORT-CIRCUIT IMMINENT."

85 Wetness: WX dies from Short Circuit
"FATAL ERR- "
An electrical explosive sound would be played on WX's death, signaling a short circuit.

Additionally, if WX drowns in any way, he immediately dies of short-circuit instead of waking up on the shore. To add more "oomph" to this, during his drowning animation, a violent amount of sparks can fly around and electrify nearby water.

 

So there you go, a downside that is perilous if left unchecked, and deadly if you let it get out of hand.

The wetness effects are intended to be intrusive on the player, since, again, WX is an electrical machine.

 

Thoughts?

NEW Twitch Drops Now Live! (The Metamorphosed Flame)

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Hey Everybody. 

Today we begin a new Twitch Drop Campaign with a new item and new theme "The Crystaline Collection. 

We do not have an end date scheduled for this campaign. 

The Metamorphosed Flame Icon (30 Minutes)

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The Metamorphosed Flame Portrait (2 Hours)

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The Metamorphosed Flame (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

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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. 

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