Don't Starve Together

Don't Starve Together

Green World
I scream icecream  [developer] 3 Feb, 2018 @ 2:45pm
Feedback
Feedback thread

Post your feedback here.
< >
Showing 1-15 of 45 comments
SadDiplodocus 3 Feb, 2018 @ 3:33pm 
Two Suggestions:

- I feel like the Forge items should be a different mod by itself. Same goes for the Green biome and the scrolls.

- Personally, I don't like the new biome. Apart from the fact that the ground texture looks odd, I would personally have made a sort of city biome for the crocs and all the forge mobs. Cause all the forge enemies wear clothes and seem to be civilised and are warriors, they aren't just wild animals. Maybe it can be like a ruined city or something, with broken walls and structures. The deeper you go into the city, the harder the enemies get, until you reach the Grand Forge Boarrior.

Things I love:

- Love the water wave scroll, it's really inventive (although I'm not sure if freezing enemies really fits with it). The other scrolls are really cool too.
- Love the Forge items, just wish they were on a seperate mod.
- Love the AI for the croc.
I scream icecream  [developer] 4 Feb, 2018 @ 12:53pm 
I added an option for biome, so, if you don't like the swamp, you can disable it.
I don't want to separate mods for now, because without new weapons the swamp becomes useless (the easiest way to obtain required Great Souls is Ancient Watcher).

Also, Green World is not about scrolls, «The Forge» weapons or the swamp, it's about new game experience (skillshots, cooldowns and suitable for this enemies). May be I am wrong, and community has another vision. So, if there will be more same feedback, I will separate mods.
Specter Knight 9 Feb, 2018 @ 11:18am 
Could you ad a more detailed explanation of all thats being added like crafting materials, weapons, scrolls, mobs, biome, the new boss?
Also if i disable the biome does the world still generate everything else?
Last edited by Specter Knight; 9 Feb, 2018 @ 11:19am
I scream icecream  [developer] 9 Feb, 2018 @ 11:19am 
Sure, I'll update the description soon.

If you've disabled the biome, you will not meet new creatures at all.
But If you enable Only vanilla ingredients and Craftable statuette option, you can use all new items even without the biome
Last edited by I scream icecream; 9 Feb, 2018 @ 3:35pm
Specter Knight 10 Feb, 2018 @ 3:28pm 
possible to make great souls stackable? though recipes dnt use to much of them, like a max stack of five could help with inventory management
I scream icecream  [developer] 10 Feb, 2018 @ 3:33pm 
Originally posted by Specter Knight:
possible to make great souls stackable? though recipes dnt use to much of them, like a max stack of five could help with inventory management
Yep. I'll think about it.
Ronin 26 Feb, 2018 @ 9:52am 
Hey Icecream, could you add the forge blowdarts as weapons? The vanilla blowdarts ... blow. They're too expensive and tedious to craft.
I scream icecream  [developer] 26 Feb, 2018 @ 11:28am 
Not a problem. Only one thing — blowdarts are expensive, but have huge damage and fast attack rate, I have no idea, how to make them balanced (yeah, I think about balance, even if it doesn't look like that)
Specter Knight 26 Feb, 2018 @ 11:31am 
what about a cool bow that can shoot enchanted arrows?
Last edited by Specter Knight; 26 Feb, 2018 @ 11:32am
I scream icecream  [developer] 26 Feb, 2018 @ 11:38am 
There is the Archery Mod for bows, or you mean something different?
Specter Knight 26 Feb, 2018 @ 10:54pm 
yah i know of the archery mod, i use it since it was so far the best bow, crossbow, musket, and magic bow mod. But i honestly feel like there a lot in that mods in terms of ranged weapons, it also has a magic bow but imo its meh, the regular bow with its fire ice and thunder arrows, the crossbow with its poison and explosive bolts are actually the best part of the mod. But with how u can customize how these things work u can pretty much faceroll everything.

But i was thinking since u have weapons that could somewhat define a class like role, thors gift as a warrior, gift of hephestis as a kind of assassin and then the wizard hat and spell scrolls, so far only one missing was a Magic archer/ ranger esc type of weapon.

But now that i look at the how the they have how the magic bow is fueld to produce the enchanted arrows is a pretty good way of the way it could produce such arrows.

Like you dnt realy have to put it in but i would like to see a version of a magic bow you could create using the cd mechanic, like u can use an electic dodad (volt goat horn could work also but as a renewable resource kind of lacking) chaning the bow to a thunder/lightning bow that when u right click on an enemy u fire an arrow that summons a bolt of lightning to strike the target then going on cd for like 5-10 sec, gun powder to fire an arrow that explodes when it hits the target causeing a small-medium aoe blast, ice/block of ice single target freezing arrow, nightmare fuel for a corrupted arrow pretty much works like a poison arrow would pretty much just to add some cost instead of using mushrooms. pretty much compacts everything good in the archery mod but without the need for all those different weapons. It can be made with a handycap where the type cannot be changed while the bow is on cd and when the type is changed it goes on cd, to add a risk of changing type when in combat.

Id also be fine with just a Named bow that turns the user invisible for the duration fo the cd, and the 1st shot dealing crit like damage taking u out of stealth early. Or nix the stealth and have the right click shoot a volley of arrows into the sky landing at a targeted area.




Seperate idea would be if possible have the weapons minus the scrolls go on a shared cd when one is used, so use can be more situational instead of a rotation. Possibly adding armor, like heavy armor that projects a threat like aura causing monsters/bosses to have an increased chance to target the wearer also giving a decent amount of protection, wizards robe that can either increase spell scroll damage, decrease spell scroll cd, or spell scroll cast time while offering minimal protection, and last but not least a medium scale/leather like armor that offers decent protection inbetween the amount the heavy and wizard armor would give, increasing movement speed or attack speed. Prolly need to be tested for compatibility with extra equips mod.



Sorry if i got overzealous in my ideas though not realy original ideas honestly, and you also do not have to put any of these in but hopefully will inspire something new you could put in. Also im speaking without the knowledge of how modding the game works or even if these can be possibilites.
I scream icecream  [developer] 27 Feb, 2018 @ 1:58am 
Darts with weak basic attack and a strong piercing spell are planned as a ranged wepon for now.
Magic robe with cooldown reduction is ready. About weapon recharge — there are two types of cooldown: bound to character (all scrolls) and bound to item (spear, hammer). The Book of Flame has both types.

Also, a reactions system is ready too, but still in testing. This system gives me opportunity to add a lot of combat triggers to items and creatures dynamically: short time enchants for weapon (poison, fear, sunder armor, etc) or armor (wx shock reaction from The Forge), chance to make a champion creature with unique abilities, food buffs, low health triggers.

For now I need ideas about creature abilities and affixes (for example: spider — poisonous (applies poison on attacks, poison nova on death), terror (drains sanity and applies fear for non-players)), equip (idea about the taunt effect for equip is great), buffs effects for unpopular food, which make it more attractive.
Ronin 27 Feb, 2018 @ 9:14am 
Sweet! I love all those ideas, Green World is a very underrated mod!

A weak attack for blowdarts would be a great way to balance it. Perhaps you could make the blowdarts slow movement speed while equipped?

Idea:

1.) How about a book to summon webber's forge spiders as a minion?

2.) Or the feather helm from forge that improves movespeed? Could balance by making it drain hunger by 35% or something.

Great job! I always promote your mod in my server.:Redshuriken:
Ronin 27 Feb, 2018 @ 9:31am 
Ideas for monster prefixs:

1.) Cooling Aura - freezes nearby players that are near this mob, slowing their speed a bit.

2.) Decaying Touch - when hit with debuff, any spoilables will perish at a much faster rate for a
period.

3.) Disarm - this mob has chance to knock your weapon out of your hand when it is struck

4.) Last Chance - when this mob is almost dead it has a chance of "grabbing" player and holding
them still for a couple seconds. (I imagine the mob holding off on the dying
animation till this skill completes, then dying)
Last edited by Ronin; 27 Feb, 2018 @ 9:33am
Specter Knight 27 Feb, 2018 @ 12:25pm 
Monsters and bosses pretty much have a negative sanity aura already it just hard to notice, other then that i could come up with some ideas.

Mobs -

Pigmen - can wear/ use weapons or armor they pick up prolly limit to one item per pig and maybe only basic equipment, like if they have a weapon no armor can be used and reveresed for if armor was picked up. Must be tamed to be given the items by a player, Drops items on death and when turned into a werepig.

Bunnymen - same as pigmen, but can only be given items not pick up, and must be befriended

Bees/killer bees - pretty easy to kill, and prolly a waste to add a new abilty to them

Clock works - meh dnt realy need added abilities, mostly due to that they dnt respawn once killed and they have pretty high damage and health pool.

Mermen - a decaying touch like ronin suggested which can decrease the spoilage timer with each hit.

Tentacles - already have high damage, but could have a grapple abiltiy if wanted, it wraps around player squeezing them 3 times dealing damage each squeeze.

Rock lobster - tanky tamed minion, doesnt realy need anything added unless wants to give it an aura to increase the chance that mobs focus it, i guess decreasing its atack power and giving it a mighty blow attack dealing like 5x-10x the normal damage every couple of seconds cna work also

Hounds - are fine, mostly due to the fire and ice variants, freezing and exploding on death

depth worms - dnt know much about them but seems fine without an extra abiliy

Volt goats - become charged when hit with lightning/thunder based attacks

splumonkey - when hit with poop decays spoilage timer

Frog - already knocks items out of inventory, unlike moosegoose can attack as a mob when a frog is attacked with a good amount of frogs spawns, can add a disarm effect to knock weapons from hand, but can be pretty tilting.

Ewecus - is fine as is

Varg - fine as is

pengulls - fine as is

mosquito - fine as is

mossling - fine as is

tall bird - fine as it

purple burch tree - fine as is

walrus houses and mac tusks - fine as is


Spiders-

Black spider - basic spawn prolly shouldnt have any kind of ability, mostly due to them being the most spawned and could be easily overwhelmed

Yellow spider - already have a puncing attack but if u want can prolly add the same effect as the hammer weapon but instead of thunder its can just be like shatters the ground creating a shockwave doing damage and either slowing or just damage.

Cave Spider - can be a mod spawn for spider queens, other then that they are pretty much like the rock lobster a tank. no other change realy needed.

Spitter spider - could be added to spawn from lvl 3 spiders nest along with other spiders, and maybe spider queen, can have poison damage added onto their attacks.

Depth dweller - warrior spider variant in caves, due to leaping attack they can either spit sticky webbing at player rooting them or near player hitting the ground to slow player movement.

Queen spider - Can have the ability to spit poison if no green spider is created, but other then that is pretty much fine since she spawns the spiders they pretty much do most of the fighting for her. If she were any stronger she wouldnt be a mini boss type.

Giants

Dearclops - already has a cone attack but can only be used when in attack range, either a frost aura decreasing movement to players, or can cast a random frost nove around either a player, or in big radius around the deerclops when at halve health to shorten the combat area to confine players due to kiting.

Moosegoose - already has a disarming ability, but since it is usualy bouncing around could have a leap attack also that deals thunger damage similar to the hammer with a possible stun effect added.

dragonfly - honestly doesnt realy need anymore abilities it can spit fire, and has a immolation aura when attacked, sets anything near her on fire, and deals fire damage to all around her, but if wanted to could add that it spawns small pools of lava randomly near players. hopefully no1 tries to kite her out of the desert biome cuz ur worls gonna burn b4 u beat her.

Bearger - already has an aoe attack, could have a thorns like ability where a small portion of the players damage is reflected to the player, or a regualr base damage done to the player when they inflict damage. Maybe a charge like attack to help with kiting, or an attack that can put a random player to sleep.

Treeguard - uses it roots to stop the trap the player it is aggroed on in place

Bee queen - same as spider queen doesnt has spawn minions to do most of the fighting for her, leaves a trail of honey that slows and screams to boost the attack speed of her minions, maybe add a bee spawn that shoots stingers at the player.

Antlion - meh imo its just an annoying mini boss thats more of a inconvenience then threat, so i would say leave that alone cuz the faster its dead the less u gotta deal with it.

Reanimated skeleton - is also fine without any addons since its stage 2 adds a good amount of abilities.
Last edited by Specter Knight; 27 Feb, 2018 @ 12:26pm
< >
Showing 1-15 of 45 comments
Per page: 1530 50