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problem with mods on dedicated server

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I created a dedicated server and added some mods everything loads in, the mods load up but when anyone logs on to the server the game is black and white like you are a ghost and you can only haunt things like a ghost but you still look like your character, i removed the mods and the game plays like normal I dont understand whats going on.

also this happens when i host a game with mods and more than two people join but i am normal and the other two people act as ghosts but dont look like ghosts. 

if anybody has any answers or suggestions it would be greatly appreciated thanks in advance


Introducing, Klei Rewards

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We are introducing a system that will allow players to collect "points" on their accounts by doing various things like subscribing to our Youtube or following us on Twitter and then use those points to get items. Currently we will be using this to distribute our out of cycle Twitch items rather than selling them as we had previously suggested. This allows players to get what they missed before or just get them without going through Twitch.

The first version of this can be found on our accounts page here: https://accounts.klei.com/account/rewards

In the future we will update the rewards program with new ways to earn more points and pick up cool rewards they may have missed, or even possibly entirely new stuff. Let us know what you think!

 

Bee my Valentine [new skin available]

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Someone want to bee my valentine im alone and I have chocolates

Spoiler

image.thumb.png.3af406093ccff28da6b61c0e23d0a586.png

 

Tellatale heart skin but no swoon emote

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I'm upset cause I just got the new skin for the tellatale heart and I was expecting to get the swoon emote after unlocking the heart skin. To my dissapointment I saw I was only gifted the heart skin with no emote. Is it tomorrow we all get the swoon emote? I really want this emote and I'm very upset! :(

Modding

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Hey everyone! How to create a modification with my created map? Sorry for my English...

 

Idea of a Don't Starve Live Radio

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Ok, so Sometime on Feb,11,2020 (basically yesterday...) Klei made a live radio for Oxygen Not Included on YouTube,  and after listening for a bit I kind of thought, "What if there was a version for Don't Starve?" I can already imagine it in my head! It could be Wilson just casually fishing out on the shore of the constant waiting for his hook to catch something. I thought of other ideas/ scenarios that could work. like at nighttime(could even be a day and night schedule based on real life) the sky would get dark and Wilson could pull out a lantern to light up the area then at day time he turns off the lantern,  Every now and then Warly could show up with some dishes for Wilson to eat that way he doesn't get too hungry while he's out there and Wilson gradually takes a bite out of them and when he's done Warly would come back and pick up the plates, You could even have Season changes and have Wilson wear like a hat corrosponding to the season just like in the Reign of giants Promo! The Possibilities are Endless!!!

Woodie - Killer confirmed?

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So Ive been testing some things, and evidence suggests that Woodie - is a killer in the past? An intresting quote Wurt says when eximaning Woodie - aka player  killer in PvP mode. Of course, you may say that`s no cannon, but Wurt already said that Deerclops - is a she, and it was right. So what about Woodie then? Was he a killer in past? Your thoughts?

 image.png.aac0c9ee8c416a14844a34be8dd1cadb.png

metheus Decrypt can't run

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Is there something wrong with the server? Today, I decrypted with my friend and we got the shadow torch skins, but the second step, metheus decryption can't run. I used IE browser and Google browser, but they can't open. The webpage prompts me: internal server error


Wes' B-Day

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Hey folks. On February 12th is the celebration of the special, cute mime is added to Don't Starve. Wes has touched your hearts, and we should show him our love to him in return. Post your tribute(comment, art, video, and/ or picture of his cosplay) to the mime.

A gift from Metheus: Weapon and Armor Runes

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Wouldn't it be nice if instead of crafting hambats for every combat situtation there was a system that allowed for more weapon and armor diversity that encouraged experimentation and modification? The end game gear in the game is currently just sitting there going mostly unused in favor of mid-game gear. Here are my ideas to breathe a new life into them. 

 

Weapon/Armor Sockets

The Thulecite suit and club can now be augmented with Metheus runes to enhance their properties. They can only hold one rune and the socket is permanent. Examples of runes are below: 

Thulecite Suit Rune types:                                                           Rarity Level: 

Hardy: +25%  durability                                                       *

Unyielding: +10% damage reduction                                   **

Torch-scarred: +10% fire heat damage reduction                **

Frostbitten: +10% freeze damage reduction                        **

Shadowguard: +25% shadow monster damage reduction   ***

Blighted: +20% damage, -40% damage reduction               ***

Thulecite Club Rune types:   

Hardy: +25% durability                                                         *

Jagged: +10% damage                                                         **

Static-charged: +10% electric damage                                 **

Flame-forged: +10% fire damage                                          **

Vampiric: leeches 5 health on hit                                           ***

Blighted: +15% damage,                                                        *** 

 can freeze enemies(1/3 effectiveness of ice staff),             

 -25% movement speed                                                                                           

*Notes: Note the Thulecite suit and club have sanity regen and movement speed perks respectively.  In regards to the Blighted runes, the Blighted Thulecite suit is comparable to a grass suit in terms of damage reduction but provides additional damage, while the Blighted Thulecite club gives further increased damage and a freeze perk but removes the 10% movement speed perk while also reducing base movement speed by an additional 15%. The idea is risk vs reward. I also would like to mention that the Thulecite crown would not be socketable as its already a good item and body armor needs more love/a reason to use over headgear. 

 

Weapon/Armor Repair 

And of course, if so much time is going to be invested in acquiring these new runes there needs to be a way to repair weapons and armor., so a new structure called the forge can be crafted that allows for the repair of player-crafted armor and weapons with the exception of the Hambat. This structure would require a rare boss drop or resource called a forge ember as fuel with more durability repaired requiring more fuel and time.      

 

Your favorite DST boss fight and why

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So whats your favorite boss fight and why? I was hesitant to do a poll, i'd really like to see everyone expand on why they made the choices they made. But i've yet to make a poll here, and I figured it would at least get people in the door.

I'd prefer we give the thread a bit of time to stay on topic before it devolves into why people don't like any of the boss fights, but I suppose any input is helpful.

I'm currently a fan of the MiseryToad fight. He/She mopped the floor with us again last night, but we got here below 40% (according to the Wiki the ground slam attack activates below 40%), which is progress. We are gonna make another run on her tonight, fingers crossed.

I personally like the mechanics of the fight, it is a bit of a change of pace from the other boss fights, and it has given us a reason to use the Weather Pane (with 2 of us I have no idea how we would complete this fight without the WPs lol). I also want that Mushlight blueprint.

Aside from that, I think DragonFly is my favorite fight. I love her look, and I love her loot, the loot being the most important thing to me for any boss in DST.

And of course Deerclops will always hold a special place in my heart as the Eyebrella was one of our first higher level crafts, and we encountered him long before we started delving heavily into the Wikis, so he had an aura of mystery surrounding him for a long time.

For the record we have yet to attempt Malbatross, Shadow Piece, Ancient Guardian, or Fuelweaver fight. Malb is next on our list.

I'd also like to say I have zero issues repeating these fights. Maybe its due to my need for loot, but i've always felt its the way DST is, and ive had no issues with repeating fights. I honestly always look forward to them.

Anyway, i'd like to hear what everyone else thinks, and we can may be provide Klei with a bit of input to work with if they ever decide to provide us with a new boss.

Taming more creatures

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I dont know about you guys but beefalo taming is super cool and fun to me. Taming other things would be cool, imagine taming a hound and riding it around (domt really know how humane that is but they seem pretty damn big). Taming a tallbird should also get tweaked its pretty counter intuitive since when it grows up it hates us but I guess its a lot easier to tame then a beef but what do you guys think if klei added more taming would you try to do it since I know not many people actually tame beef 

Wendy Rework?

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So I've heard about the next rework most likely being soon for DST and people wanting a Wendy Rework. I very much want this because I play Wendy and I have some input on this possibly.

Wendy) So currently as it Stands, Wendy only deals 75% damage and loses 25% less sanity from night/dusk and other sanity auras. This is it. None of it should change, but there needs to be more that still makes sense to her character. Personally, I think one of the additions should have to do with Graves. Sanity loss should be lowered to at least 10 and the chance for ghosts should be lowered. A thought some people had was that she should also be able to more easily revive people. She might take less damage for effigies and telltale hearts (30 or 20 not 40). She should also lose less or NO (preferably) sanity from ghost players (HER SISTER IS ONE).

Abigail) as it stands for Abigail, She has her flower, takes 50 sanity to summon, has 600 health with 1hp per second of healing and does an AoE attack of 10, 20, 40, during Day, Dusk, Night, respectively. I think this is good, This currently stands very well for Wendy's role as a group mob person via Abigail. The problem is bosses and control. I think that for boss fights Wendy could make certain objects that tinker Abigail's role in the fight. They would turn Abigail into more of a support (giving Wendy MORE than 100%, higher Armor, or speed boost for a bit). These objects would take up sanity like it does to summon Abigail, though not as much. They should be a little expensive and last a decent amount of time but not too long (30 sec?) For crafting it might take nightmare fuel or petals, and items that correspond with there purpose. For better control of Abigail, maybe you could pacify, or force Abigail to follow close behind you if she is fighting something you don't want. I also think if you are in a rare situation where you have to attack Abigail and un-summon her, it should take WAY less time for her flower if you are the one to kill her.

Other Stuff) I don't want a Woodie problem again. If Wendy is reworked and a video is released, IT NEEDS TO ACTUALLY HAVE LORE. Have it be the twins playing when they are younger (this fits for what we got for Warly), something alluding to how Abigail died (or how Wendy can summon her), or how she might be related to Maxwell. NOT some random stuff of her new powers.

Walani, and why she's perfect for Return of Them

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Spoiler

Before I get into this, I want to get some things out of the way. I have a reputation for elitist and ignorant idea threads as of 2019, and the threads that encapsulate these I look back with really poor feelings, save for maybe the Willow-related ones. In my previous Walani thread I even popped a joke that was in poor taste. But none of this is going to happen this time, I assure you. I'm also posting a thread about Walani again because JoeW specifically said in the 2020 roadmap that they're listening to conversations about new content, and I want it to be known that there's an audience for her to be added to DST.

Im not writing this at midnight like the last thread, so there's actually good thought put into it this time.

 

Let's talk about Walani. More specifically, let's talk about her possible relation with Return Of Them.

RoT is based on ocean exploration, focusing on the lunar island and other materials / spoils you can gather from the ocean. However, traversing the waters is slow and clunky. That's where Walani comes in. She could be the character that allows players to easily explore (and focus on) RoT content, since she as a character is also inherently based on the ocean, with her being a surfer and all. She would of course require a refresh similar to Warly as her Singleplayer perks/stats are just... awfully bland. However, I am not going to give ideas for said perks and stats, because ultimately she'd be based around the ocean, and only Klei can possibly know the end-result of the ocean, meaning only Klei can possibly know how to make Walani the most fun and balanced.

Before you cry "OP" about Walani being able to b-line towards Lunar Island, Woodie can reliably and consistently find Lunar Island on the first day or two with his goose form. In regards to Woodie not being able to interact with anything while in Goose form, Woodie doesn't *specialize* in the ocean. He is a generalist that has the ability to get to Lunar Island. Walani, on the other hand, WOULD specialize in the ocean, allowing her to reap all of the ocean goodies without the hassle of sailing. Maybe Klei could even make Walani favor a boat base in some way, who knows?

I *do* have some small ideas regarding a Walani refresh. Some are salvaged from the previous thread, some are newly thought up (ily @Axelocke)

Spoiler

 

*She could make surfboards, big shocker, but could make different versions, such as a Driftwood Surfboard which gives a use to Driftwood other than it's very limited crafting recipes. This version of the surfboard could be faster than a regular surfboard, but could have less max durability. Another upgrade beyond that could be the "Sea Queen's' Surfboard". I salvaged this idea from the last thread mainly because the name sounds cool, BUT it could be used in mid-late game, giving players a reason to keep playing as her. It's crafting recipe could call for, say, living logs and gold?

* Sanity Auras and modifiers would have less of an impact on Walani, possibly both positive and negative. Instant sanity changes could also possibly be affected) The only item that isnt affected by these modifiers would be sleeping, which goes well into the next idea.

* She could create a hammok, which works like a tent except stats increase/drain at a faster rate. This means that you would go hungry faster, but gain health/sanity faster as well. This sorta alleviates the downside of sleeping (and why you don't see pros doing it), which is the fact that they are a time sink.

*For the next Hallowed Nights, she can be a Slurper.

*Not directly related to Walani, but the ocean could have naturally occurring waves like SW, allowing Walani to surf on them for extra speed, but move around boats without an anchor. Waves are already in DST (Malbatross and the gnarwail's horn) so it shouldn't be *too* hard. It may even be a secret planned feature, which I wouldn't be surprised if that was the case.

 

 

If you have ideas or opinions on DST Walani, share them here. Let's hope this doesn't turn into a dumpster fire like the last time.

 

Let's discuss progression one more time (plus randomness)

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Since JoeW encouraged more discussions about game's future I figured I might as well bring up the topic of progression once more. This time I'll try to give less ideas on what can be added and focus more on why progression should be added into dst.

Let's start with aknowledging on how dst functions right now:

To new players dst is quite hard provided that they're going in blind. If they decide to watch tutorials/read wiki etc then all they need to be a qualified 'experienced player' is some practise. Learning kiting paterns, crockpot recipes, farms designs and all that. Once you learn these, dst can become quite predictible and even dull at times even if you haven't experienced all of its content yet. This is because majority of new content is optional or decorational. Bosses that you need to disturb yourself, long journeys that reward you a statue sketch. You've already seen everything the game can throw at you, the rest you have to find yourself.

Many experienced players here suggested that Klei should add more forced content. The most common response is 'No it'd make the game too hard for begginers'. This is where progression comes into play. It'd allow Klei to add more forced content without making early game too hard for newcomers. 

Progression can occur in 2 ways: actions done or days survived. I believe that both of these ways should be added into the game. 

Now I hear you saying 'What's the point of progression, you'll learn what happens after what and will be bored again'. And that's why I'm putting out an idea of randomness. Thanks to it every playthrough could be different. To give some examples we can already see in game: Antlion (forced content), map's shape, skeletons, locations of salt statues, setpieces. Randomness combined with progression would definitelly spice things up as you wouldn't be sure what your action could've just caused.

Keep in mind that when I'm talking about forced content I do not mean 'Hounds and Deerclops attacks-like content'. Forced content might as well be a small inconvience to the player simmilar to sanity drain of a dead player or Skittersquid running across your screen. Progression could also very well be related to atmosphere and ambiance. 

Remember that when talking about a big change to the game you always have to see beyond what's only written

Now for some examples:

-Seasons receiving new content after you've survived them. If you think adding all of this would make seasons feel overpacked with stuff then the game could pick only one effect for this year which wouln't happen in the next one (unless the game rolls it again)

Spoiler

 

Winter:

  • Blizards which cause piles of snow to appear, sometimes blocking cave entrances. Require shovel, could give new resuorce (snow) or spawn a new creatue
  • Icebergs float in the sea sometimes with an item, skeleton or a creature inside. At the end of the winter these creatures would be freed and would begin swimming around, existing in the ecosystem.
  • Deerclops gets tougher

Spring:

  • A small river which would make you wet as you're passing it even with an eyembrella. Doesn't affect structues or path finding
  • Flowers or other plants growing to bigger sizes
  • Moose/Goose receives an AoE attack

Summer:

  • Sunflowers appear. An idea I described here.
  • The sea gets drier exposing some new stuff like masts of sunken ships or more rocks
  • Magma Biome in the caves 

Autumn:

  • Piles of leafs which act simmilar to tumbleweeds
  • Rabbits foraging for food
  • A wind ambiance and effect. Just a decoration to give even more autumn vibe

 

-Natural Pig villages being more randomized. Wild crops growing here and there. Sometimes a bonefire could be present

-Pigs getting smarter after some time. As in they're able to plant their own wild crops, collect items, create tools and armor. AI also gets smarter of course. Player would either be forced to use other helmets or a new source of pig skin could be added. 

-After visiting Lunar Islands/Assembling the crafting station there'd be like a shockwave that'd indicate a big thing has just happened. An arrival of new critter to the main island. This mob would act differently depanding on the moon phase, not just the full moon. Speaking of it full moons would be more lively now.

-After some time eagle-like birds appear on the main island. Neutral but can be deadly.

-After crafting something at pseudo science station insanity could have more effects. Or a new Shadow Creature that instead of killing you makes your life a nightmare

-After some time the sea gets filled with groups of aggresive pirhana-like fish. If you don't want to deal with them you'll need to do some special stuff

-Defeating the Fuelweaver sets a chain reaction of sorts.

-A small ant-like bugs which are only for decoration and atmosphere

As you can see forced content doesn't have to be a destructive hound wave or a boss visiting you. Progression doesn't have to immediately change your entire gameplay.

Discuss, give your own ideas and if you're against it then do tell why

Tldr: Progression allows forced content without discouraging new players. Forced content doesn't always have to mean a boss arriving at your base. More randomness would spice things up so the game doesn't end up predictible.


Metheus Puzzle Not Working

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Is there something wrong with the server? Today, I decrypted with my friend and we got the shadow torch skins, but the second step, metheus decryption can't run. I used IE browser and Google browser, but they can't open. The webpage prompts me: internal server error

It's been almost 4 years since DST released and the game largely plays the same

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We don't have a road-map yet for 2020 but I hope that whatever content they are working on alters the game so it is different than how we currently play. Don't get me wrong I love how the game currently plays but simply put we have been playing this way for 4 years now and the game is still largely ROG+ instead of evolving into its own unique thing.

That's not to say I don't appreciate the updates we have had. I think additions like the antlion is a step in the right direction in terms of non optional content that forces you to make a decision on your gameplay strategy, and they did admit that most of the ROT stuff was a foundation, but its hard to ignore the fact that most of the new content is fluff, can be ignored, optional, or hasn't had any affect on the meta, save stone fruit.  Now i know this isn't an MMO or a MOBA but those and other similar community based online games are constantly updating and shifting the meta with balancing and new game-play additions. And Don't Starve needs these to keep the game interesting.   

In my opinion both singleplayer, its exapnsions, and the multiplayer suffer from the same issue: the core gameplay loop is addicting, so much so that you run out of content the more you play, but because the game is open ended and can go on forever it gets boring without anything new.  Right now it seems DST's solution to this is ROT content, which has been underwhelming, events which are fluff, and skins. Outside of adding new content, I would really like to see more RNG added into the game to help solve some of the issues with repeated playthroughs. I'm also not sure why Klei is reluctant to touch any of the old items that go mostly unused and ignored but making those better would be a great way to spice the game up and they wouldnt need to be completely reworked like characters, simple number tuning would do in most cases.   

Here is a small example of what I mean combining everything I have discussed:

There are 4 days left in autumn, you build a thermal measurer to track the coming winter. It reads this winter is going to be colder than usual.  You then build a rainometer, unlucky for you it also reads that this winter will have more precipitation than last years so you can expect heavy snowfall with the occasional blizzard. The blizzards will make travelling rather difficult without goggles and will also make you forgo the warmth from headgear so you'll need to pay attention to the rainometer as to when exactly a blizzard will strike. While the snow is calm, you surely will be busy prepping for the Yetski, a yeti-like creature who is quick on its feet as it glides through the winter snow, since he lurks in blizzards.  The Yetski is a formidable winter opponent with a freeze aura that negates any source of warmth requiring a different strategy than your typical Deerclops encounter. Luckily there is still time to kill some batilisks for their wings to allow you to craft a Bat Bat. Its lifesteal is a must if you want to counter the yetski's freezerburn. 

There is new meaningful content that you have to deal with in the form of a new gameplay content, RNG which determines how you encounter this content, and a shift towards using other items that currently go ignored and would hopefully be buffed a bit.  This is the type of stuff I would like to see get added to DST to shake it up and give it its own identity while also improving replayability.

updates characters need

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so i would just like to say that if all characters wilson needs to be updated i even have a few ideas

the longer the beard the slower you move because if you beard is so long it reaches your feet you will have a hard time walking

another thing that maybe things could get stuck in his beard like stick and grass with the occasional rabbit or bird. 

Wortox's tail suggestion

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Basically, my suggestion is to somehow give him a tail slot or link it to the head.

Wortox, has some interesting tails based on "pants" he has equipped.

But, to keep the tail right now you either have to wear "Undergarment" or an top piece that covers bottom (which also caused a lot of graphical bugs when RoT started). I'd love it to be "head" based instead of linked to pants. Without leg piece tail will look like a normal Wortox tail, but different color (Basically Minotaur's pants piece).

image.png.10249e2e6ddef8964f141148b749618d.pngimage.png.439f93a0e3e36bb7fd536e5e86e2e810.pngimage.thumb.png.861263e63a65db6dd44cf1a4f873d48d.png

Unrelated to the topic, but it also has a bug with the way bottom piece looks with some outfits:

 

image.png.cf2215d3fb3f7b3683452891b244cf16.png

If you could make any other forum-user your valentine, who would it be?

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