Don't Starve Together

Don't Starve Together

Modifiers for Equippable Items
Monti  [developer] 6 Jun, 2021 @ 3:13am
Suggestions and Feedback
Please write your suggestions and feedback here.
< >
Showing 1-15 of 43 comments
demonyte 6 Jun, 2021 @ 12:26pm 
<<<@demonyte It gives immunity to Charlie. I was also debating about this, I thought that if the glowing range is so small that you can't do anything except not die, it won't be op, as normally you would have a lantern or similar. What would your suggestion be to make it less op?>>>
If is possible, glowing modifier can make the delay between Charlie's attacks bigger, the better is stat. Or, it can give some defense from it's damage.
Not necessarily in this form i suggest. Just somehow to make the glowing stat more usefull the bigger it is. Cause now, there is no difference between it's rarity levels.
Anyway is up to you.
The stat itself is not too op in my opinion, i would say, he could have some "strategic" influence, not just 100% immunity.
Last edited by demonyte; 6 Jun, 2021 @ 12:32pm
Monti  [developer] 7 Jun, 2021 @ 1:19am 
Yes that was also my problem that the differences between the modifiers is not really noticeable, but I really like your suggestions to incorporate charlie. I think I will change the delays between her attacks and high modifiers will get one or two free hits.
Thanks for the feedback!
demonyte 10 Jun, 2021 @ 12:41am 
I got an idea for you!
How about make a modifier that can give you chance to get struck by lightning?
It can be for example an item with 80% chance to be struck by lightning, so let say you don't have lightning rod on your way, you have less chance to be struck when is raining/thundering.
And for example if you have the modifier with 130%, then the chance to get struck is more likely to happen. It could be sometimes funny, sometimes dangerous, and sometimes helpfull for WX-78 =)
Monti  [developer] 10 Jun, 2021 @ 5:59am 
Thanks for the idea, it sounds nice. If I add it, I will make it a configuration option, as otherwise there will be too many modifiers I think. But it does sound like a funny thing to happen to someone :D
Nabooleon 11 Jun, 2021 @ 4:51am 
Here are some ideas for the mod :

1. To over come the color grading for 2 buffs. You can change the naming to eg:
- Junk
- Common
- Magic
- Rare
- Epic
- Legend
- Artifact

2. To make things more exciting, you can add RNG element into the rolling of the buffs. You need to have 2 ingredients to roll instead just 1 for that particular.
eg : I got a cloth with Buff A at Epic level and Buff B at Junk level. I cannot just add the ingredient to reroll Buff B only. I need both ingredients to reroll A and B.

3. With both Buffs the naming will be the taking the middle between the 2 buff. eg: Buff A Legend and Buff B is Magic so the naming of the item will be Epic(round up).

4. Item with Legend status will not perish after 0 durability, instead it can repair with the main ingredient of the item made.

5. With this it will be fun in harvesting mats to play with the RNG and make players to keep hunting for mats and will be able to keep the legendary items.

These are just some ideas for your kind consideration. :steamhappy:
Monti  [developer] 11 Jun, 2021 @ 9:18am 
Thanks for your ideas, I didn't get as much in depth with you before with the 2 buffs you mentioned because I was already working on my version of the two buffs, but I didn't want to spoil the surprise :D
I think I solved the issue with 2 attributes in a good way, but if oyu have more feedback, please let me know!
As for you point 4, I like it, normally you would want to keep a nice weapon, I will perhaps add a configuration options that they don't get destroyed, as for the repairing, I could add something like this, but there are multiple mods that already do something like, so you can just use one of these. Just search for repair in the workshop and you will find plenty.
Thanks a lot for you suggestions!
Kavaline 14 Jun, 2021 @ 3:02pm 
the light/glow modifier could affect your light sources, instead of giving light; so, if you have a hat/body/hand with this modifiers, when equipped a torch/lantern/miner hat/etc, your light radius will be increased and you can see further, also helping your friends when fighting in darkness and you act as the lightsourceboy. this will make sense when get a bad modifier, due to create less light, and helpful for everyone without being OP
Monti  [developer] 14 Jun, 2021 @ 11:04pm 
@Kavaline Thanks for the feedback, but at the moment the feature should be working exactly as you described :D The additional time before charlie comes or glowing range of a thermal stone are only applied if your item is no light source. Or was there a problem that it didn't change the light source?
Last edited by Monti; 14 Jun, 2021 @ 11:05pm
Unforgiven 21 Jun, 2021 @ 7:23am 
I have idea to add 2 even more rarer reforges, " Rainbow " and " G_LI%tCh@Y " Gray, Orange, Green, Cyan, Purple, Gold/Yellow, Rainbow, Glitchy. if Brutal reforge gives 30 damage, then rainbow will give 40 and glitchy will give 50 damage boost. The rarity of Rainbow is minimum 1% - 0.1% rarity of the Glitchy is minimum 0.1% - 0.01%. Also, you can add more reforge slots, by adding Titanium, Chloropyte or Luminute. those are rarer than regular adamantium to appear.
Monti  [developer] 21 Jun, 2021 @ 2:08pm 
@Unforgiven Nice idea with the rarer reforges, I think I may add them. I would probably make it an option, so that those who want it can play with it.
The problem with more reforge slots would be that then everything gets way more OP if you can add so many attributes, I would say two is the limit like it is now. It will probably also get confusing with so many attributes on one item :D
demonyte 22 Jun, 2021 @ 1:09am 
@Monti
Maybe an interesting mechanic that an item can have "slots for gems", like in a mmorpg-game, so if an item have for example 1-2 socket for gems, you can insert it, and get some little buff for that item, for example i insert a blue gem into a weapon and it gets the ability to slow down enemy's moving speed by 10% on hit or something like that.
Just some kind of buffs but not big enough to be OP
Monti  [developer] 22 Jun, 2021 @ 7:19am 
@demonyte Sounds like a good idea, but I think for this mod it will be too much. But I may make another one with this.
好混窩 24 Jun, 2021 @ 11:27pm 
I think you can add an item called catalyst which is drop by epic creatures, bosses, or treasure hunting and when it is added to the new optional slot of the anvil it will slightly increase the chance of high-level modifiers or just make negative modifiers not appear.
Maybe you can create a different type of catalysts to this game for different additional enchant effect, like fully repair(yes, I think that it is too cheap when one has an unbreakable hammer and other ingredients. And yet not repairing seem a little be weird to me.), disable negative modifiers, slight increase high-rank modifiers...etc (maybe more base on your imagine).
Monti  [developer] 25 Jun, 2021 @ 2:20pm 
@xy47uz Thanks for your suggestions, I already have an idea as to how get the modifiers in a more consistent way but I will keep your suggestions in mind!
Do you mean if you forge an item with a certain catalyst, the item will get an additional effect which is not a modifier? What do you mean exactly with the effect fully repair?
This seems like a good idea, I will see if I will do it after update 1.4.
好混窩 25 Jun, 2021 @ 8:23pm 
@Monti
Well, fully repaired is the current fully restore durable config.
In my opinion, the catalyst will be in an optional slot in the anvil (other slots are still needed to be filled).
And if it is added, this time of forge will have different forging behavior rather than giving an additional effect which is not a modifier.
< >
Showing 1-15 of 43 comments
Per page: 1530 50