Gnya i can't launch a server after i crashed at all.
I can't start a server at all after crash
Immortal fish
Hello there. I have a problem that I just can't solve: whenever I go fishing, the fish I catch stay alive until rotten. They keep bouncing around for more than two days and they just never die if I don't pick them up and do it myself. What's up with that? I've seen a lot of guides on youtube and noone has this issue; I've also checked on every possible forum I can and nothing.
Furthermore, I've reinstalled the whole thing and even checked there were no mods active. It simply does not work and I don't think it's a bug, since like I said, I reinstalled the whole thing. Anyone know what's going on?
I attached two screenshots to show the time passing and the fish just... well... alive
拆解了错误的皮肤可以恢复吗
I unravel a wrong skin (wolfgang guest of honor),how can I restore it?
What Klei is going to do in 2020 new year event?
According to the Chinese Zodiac Years. The next new year event(2020) will be the Year Of The Rat.
The problem here is that what mob will this year be themed out of in DST? This year it was the pig king and pigs in general. In 2021 it's going to be the year of beefalos. But for 2020, What are they going to do? I mean I don't think there are no rat-like mobs in DST. Maybe mole worms?
Not sure. Perhaps they'll just skip it. Or not make it being themed around a mob. Or they'll add a special mob just for this event.
What do you guys think?
Poll on Boating/Boating Mechanics
Figured i'd gauge the communities feelings on Boating. Please feel free to expand on your choices, there are no wrong answers. Also please suggest any new choices I can add to the poll.
I personally hated Boats at first, but ended up falling in love with them after a while. We are obviously a bit thin on content right now, but I feel like there is a good framework in place to work off of. I generally enjoy the construction and piloting of Boats and the potential for construction of non Boating structures on Boats. I'd like to see this area greatly expanded, along with more content to justify the existence of Boating (I feel that has always been coming anyway).
What does everyone think?
How would you "fix" the lunar island?
So to get to the point, the Lunar Island to some has been.....underwhelming. The few grievances that I have seen against going there for anything besides 'cause is the a) The items available there don't impact the game well enough to justify the trip/there is alternative that is much easier to get compared to stuff on the main land b) There is no danger/reward to incentive you going there, like going to the Oasis Desert to kill Antlion and c) There is no reason to make repeat trips. With these grievances in mind, I would like the community to discuss how the devs can alter the lunar island to be more desirable to go to. Here is mine for example:
Remove the Lunar Orb and make the items be in the Celestial Tab from the Celestial Alter
The one simple way of making the lunar island desirable would be give the lunar orb recipes to the celestial alter because it would solve the big problem for the character swapping progress and fix some of the problems with the lunar island.
Reason #1: Adding a massive reward to the Lunar Island
So it's no secret that swapping characters is pretty powerful, game breaking even. It provides you with the power to have these wide arrange of advantages to pick to and swap from with no negative consequences (besides the materials) and can be used to make things that were never intended for a single player like Were beaver and Catapults or Bernie and Abigail, it just provides so many perks to pick and choose from that it's inevitable that it would be broken. If that power were to be moved to the Lunar Island, it would gain a huge incentive to travel over there because Character swapping is that good. It would not fix the other problems of the tools being underwhelming or Stone Fruit being op as hell, but it would make it so that it would advantageous to all players regardless of skill level and progress in the game.
Reason #2: Giving a reason to return to the island
Today's current lunar trip consists of a goose landing there, the human taking as many bushes as they can carry, and then the goose running home, rarely to return. This type of trip makes the island a more one and done scenario instead of a place to go to. Adding the items to the Lunar Island would force the player to back to the island because of one reason, idols. Idols don't stack and have to be carried to use the portal, due to the nature of these idols being consumed at a rate that would eventually deplete them, making you go back. This would force players to back every once in a while to restock on idols to keep using the portal. This maybe a slight d**k move, but it would make it so that the lunar island is never a one and done trip and more of a reoccurring event that happens every once in a while, sort of like the aporkalpyse calendar.
Reason #3: Make Character Swapping more difficult then just stumbling upon the right item, but not so difficult that it requires a ton of resources for one swap
The character swapping process sort of has to been in the game forever now, as they provide a way for new players to spice up their world without making a new one, and provide single player people to actually have a diverse range of characters in their world without having to use those social skills. This being said, the character swapping as it stands is much too easy for the power it brings. Moving the recipes for character swapping to the lunar island would be the perfect mix of being difficult, but not to difficult. Getting to the Lunar Island maybe tough, but if the player really wants to go there, they will get there soon enough. The lunar island doesn't require you to fight some big boss or have to brave dangerous mobs just to reach so it gives new players chance, however navigating the sea and making the alter is a big enough challenge that it would give some players a tough time. It just provides that perfect balance of being easy enough for easy player to access if they try hard enough but not easy enough that they can't reach the mechanic without some work, in my opinion.
Again this thread is about some way to fix the lunar island so give your ideas and methods of making the island better, and use my idea above as more of a general idea of how these ideas should be made. Thanks to all that read and hope you have a good night/day/afternoon/evening/space magic time period your are in.
Thoughts about upcoming Wendy rework
Since we're getting closer to March, and i've been lacking in forums activity thought i'll make a small post about next upcoming character refresh which is most likely Wendy. Tell me guys what you think should be implemented about her overall kit and attributes she currently has. Personally the biggest issue i see in Wendy is her twin sister Abigail's really suicidal AI, but i'm sure it will be most likely fixed in the upcoming rework. Feel free to say what you think about this topic and Wendy in general.
Puzzle Piece Puzzles
I don't know if this has been suggested before, but I didn't see it in a search;
Don't Starve artwork puzzles! Like, cardboard puzzle piece puzzles.
I can say my wife and myself would love to put something up on our walls, with the added enjoyment of putting puzzles together.
Mindset when it comes to griefers?
Taming more creatures
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
[Discussion] On Aboveground Geography
Since I haven't seen much threads about DST's general surroundings, here is a a thread we get to discuss most, if not all the elements of the aboveground biomes such that people can identify and find them better
I've managed to gather a compendium of the patterns of locations I've seen in-game alongside screenshots of worlds (though some of them are console-revealed and therefore lack important details :/ )
1. "Midlands"
- Also known as the area near spawn, it's a mishmash of grassland, sparse woodland and a savannah with rabbit holes.
- Pretty much has got the basic resources and food sources down.
- Being that this is the immediate area new players stumble upon, they make encampments here near the rabbit holes or near spawn
2. "Large Savannah"
- Usually found rather near spawn as well, large savannahs contain tons of grass and herds of beefalo, with a chance for spider dens to spawn.
- They also almost always have a patch of sparsely-wooded forest turf as well, and may serve a a link to lots of other biomes.
- Newbs base here too to use beefs as protection from hound waves.
3. "Swamp"
- Large swamps are one of the most infamous hostile biomes ingame, with merms, spiders and tentacles upholding the swamps fearsome reputation.
- However, the reeds in swamp cannot be found elsewhere and you'll need them for birdcages and wicker's books, among other things.
- Swamps usually have a branching path, with one of the two branches leading into "merm territory" - a nice set piece with lots of Pig heads on sticks, perfect for the survivor searching for an easy source of pig skin.
- Swamps may vary in worldgen; sometimes they'll spawn right near the portal, other times they'll spwan really far away, but generally tend to the latter.
- Experts base in swamp due to the abundant food sources.
4. "Birchnut Forest"
There are two kinds of birchnut forest, one with the pig king and one without, but aside from those differences, they exhibit similar characterteristics:
- tons of birchnut trees, moleworms, mushrooms and fireflies with the occassional pig house, boulder and basic resource strung around
- usually spawns rather far from spawn
- Pig King Forest may or may not have a road leading to PK that also leads to Other Pig Village. PK forest also has Glommer Statue.
- Pig King forests seem to connect to Mosaic biomes a lot (please confirm!)
- Birch forests can spawn Klaus' Sack and No-Eyed Deer.
- PK base is usually a solid choice to base for newbs and intermediate players alike owing to the plentiful food sources and vicinity to Pigs, PK and Glommer
5. "Mandrake/beef forests"
- One of three thick forests, filled with spider nests, trees, some gravestones and a few pig houses
- in the middle of it is a Grasslands without any grass, berries or twigs - instead, there's more trees than usual, and mandrakes in the ground.
- Usually far
- May also have small patches of savannah and a herd or 2 of beefs as a result.
6. "Moonstone forest"
- Aside from the moonstone and the usual accoutrement of a thick forest, this forest also contains at least 1 walrus camp in a small patch of grassland.
- Usually very far from spawn, usually making up the tip of a world branch.
- Skilled players base here to take advantage of the Moonstone and vicinity to Tusk
7. "Thick forest"
8. "Frog ponds grassland"
9. "Bee Queen grassland"
10. "Rockyland"
11. "Mosaic"
- A mishmash of biomes and turfs, with regular resources slapped sparsely throughout.
- May have a chance to be populated with grass gekkos.
- Has a graveyard, a meteor field (which is most likely to spawn tallbirds) and the critter den.
- Usually spawns beside midlands
- Newbs draw near it, basing right smack in the meteor field.
12. "Dragonfly Desert"
A desert containing buzzards, lots of cacti, Hound Mounds, tumbleweeds and the Dragonfly's Den. May be merged with the Oasis desert. Sometimes may spawn rather close to spawn, but usually tends to be far away. To note is also a small patch of Savannah.
A place for intermediate-experts to base as the hound mounds provide a rather constant source of monster meat.
13. "Oasis desert"
- A desert containing the Oasis, volt goats, buzzards and the Antlion during summer
- The only biome affected by a sandstorm, also during summer.
- The sandstorm grants smolder immunity, but slows movement without desert goggles.
- Oasis is an excellent place to base in given the smolder immunity, relative lack of threats and semiabundant sources of food.
14. "Triple MacTusk"
17. "Spider Quarry"
18. "Killer Bee Fields"
A rare biome , it's a patch of grassland chock full of flowers, killer bees, bees and grass. Run through at your leisure - bees cannot kill you if you stay mobile due to their nerfed range. Excellent source of stinger sand honey, especially for wnedy mains. It usually forms near Oasis desert.
Photo credits to @-Ghost-
19. Lunar Island
- The only islands in the game so far, with its own exclusive content e.g. Moon altars, Hot Springs, Moon Glass, Lune Trees and most importantly Stone Fruits
- Hounds here revive after death
- Your sanity turns into enlightenment here
- Natural habitat of Shattered Spiders, Anenemies, Carrats and Saladmanders
- People claim to know how to find it by using the edges of the world by reference, but i am a noob and can't tell which edge is which XD
I shall do my best to update this post with details AMAP.
Do discuss, and add your insights and details too! And, I would also wish to ask for better photos of these areas for better reference
World gen and trying to get the perfect world
In their 2020 roadmap post the devs asked us to keep suggesting features to the overall game play of the game, so I figured I'd suggest some changes I'd like to see to the world gen. This is also my first post, so sorry if it's messy or anything.
I'm pretty picky about the world I'll be playing on anytime I start a new world. There are some specific things I look for in a world which include good wormhole spawns, the starting resources(grass/geckos, twigs/twiggy trees etc.) and some certain set pieces. I'll often restart the world over and over trying to get these specific things and it can often be tedious. I think to prevent picky players like me from doing this would be to fix some certain things about world gen or add more options to the custom world settings.
The first issue I'll go over is wormholes. I like the wormholes to be placed pretty evenly throughout the world as it makes getting around much easier and less time consuming. It's also much better when the wormholes lead far away from each other, rather than just a screen or two away. I have a little understanding of how wormhole spawns work. I've noticed that wormholes always spawn in the same biomes/set pieces. For example there's usually one in the swamp, one past a bee biome, one in the mosaic, in the deserts and in the pig king forest and so on. I don't think this needs to change, as most of these locations are in important spots the player will visit often. The main change I'd like to see is a minimum distance for which wormholes connect to each other. For example if a desert is connected to the pig king forest, wormholes in these biomes probably shouldn't connect. I feel like just changing the minimum distance for which ones connect could be an easy way to fix the short distances wormholes often cover without having to completely change their generation mechanics, as they could keep the same locations for where they spawn.
Next for the world settings, I think more options are needed in some areas, mainly the resource variants and set pieces. I find it strange that there is not a way to choose specifically which resource variety you'd like for your world. The only option we have that guarantees a certain set of resources is the classic option with berries, grass tufts and saplings. This means if you want a specific set of these, you'll most likely have to regen your world several times. There's even less customization for set pieces, as the only option is for the boons/skeletons you find with dropped items. This can be annoying if you want a reed trap, triple MacTusk camp or any other good set piece. I know there's mods that add these, but they can't be used by console players and the mods are not updated at the same time as game updates, so if world gen is changed during updates these mods need to be updated and may cause world gen that isn't the same as what's intended in the update. Currently I do use mods for set pieces, but I think it would be much nicer and convenient if they were included in the game as options.
So overall I think some small adjustments to wormholes and some more world gen options would make the game much more enjoyable and prevent players like me from regenerating worlds over and over.
Report player on Oficial Klei Server
I want report a player who killing everyone on official non-PVP and Cooperative server (Spiders and Such - Klei Official)
https://steamcommunity.com/profiles/76561198416379642/
Playing as Wickerbottom spawn tentacles at spawn area and make wall, when people escaped his trap he start killing with thunderstorms.
I don't think this behaviour like this acceptable on player with 6k+ Hours.
PETITION: Make Years of the Varg & Carrat vignettes weavable
Insanity is not that bad :
As a old player I think insanity is not that bad. You got crazy and after few minute you can kill a shadow creature and *booom* You are not crazy now! Only hard thing about insanity is insanity sound effect
There was a mod called hallucination making insanity very creepy and annoying but it's outdated. May klei add something like that. Realize a wes watching you in darkness...
Your favorite method of gathering food (EARLY)?
Hello everyone. I usually like just hunting koalefants (in addition to killing some spiders and picking a filler occasionally) which leads my favorite meal to be meat stew. I hope to mainly talk about this aspect in regards to *short* sessions. Dont want to talk about it in a sense of big camps. Just basic things.
Second favorite is getting about a dozen farms and living off pumpkins. However, maybe you find more methods more fun. Ill state some more options with my thoughts about them, please add your own thoughts and methods of food gathering:
* koalefants (with addition to spider meat and filler) - A hunt takes some time (something like... half a day maybe all things considered?) and each hunt like that can sustain a person for 5 days. So surviving this way you spend 1 / 6 of your time gathering food.
* pumpkins / dragonpie - harvesting, feeding bird, seeding. I didnt do any calculations but I think this method takes more time over all then some other methods.
* berry fields with gobbler traps - this is good too. I feel. the only things I dont like about it is that I dig and replant the berry bushes every 40 or so cycles. I was using this every time but started leaning more towards koalefants and since then I dont use this as often. Dont really know why. 20 bushes are more then enough for each person.
* spiders/pig farms - I... dont like this. I dont know why. Even with bunnys.
* Honey - I tried it several times. By the time you finish building it you dont have long time to benefit from this until the first winter. You can get it passively too but you need big amounts of hives for it to really be a comfortable food.
* bunnies/birds with boomerang (morsels) - The amounts I get are small and require a lot of time just to track enough food to satisfy me for more then few days.
* tallbirds - dont like it. they hit like hell so its not as ignore-able as pigs or spiders. and it takes ages to kill 1. Koalefants take more time to track down but they last for much longer and are not taking long to kill. I would avoid them myself.
* being nomand. harvester gatherer, just picking anything as traveling - it is fine, but requires a different style.
Wagstaff Villain Or Victim?
Recent Topics have lead myself and other forum members into a massive discussion on potential Wagstaff Lore and so I have decided to create this poll to see what everyone thinks.
[Poll] On Singleplayer Characters Being Added To DST
With all these queries and suggestions flying out and about regarding SP characters being added to DST, I thought it would be timely to gauge the community's responses to these issues.
Do you wish SP characters added to DST? Or not? Why?
As always, answer freely and of your own will, and do list the answers in the comments.
screaming and some memeing
the holy POTATO CUP
I have a problem!!!
I have a problem, my friend is hosting the map and, whenever I disconnect inside the cave or try to climb from the cave to the surface, the following error appears "Connection failed - something went wrong when connected. Try again"
What can it be?