Don't Starve Together

Don't Starve Together

Wildfire, the Pyrotechnician
Angelica  [developer] 23 Dec, 2024 @ 9:27pm
Feedback / Suggestions
Suggest additions or changes for Wildfire here, providing reasons also helps.
Last edited by Angelica; 24 Dec, 2024 @ 3:13pm
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Showing 1-12 of 12 comments
BERNARDO 24 Dec, 2024 @ 9:43am 
I really like Pyro and you did him justice so far, my suggestion is adding Lollichop and Balloonicorn chester skin as these are also in the unimplemented klei assets. I kinda wish you'd name him "Pyro" or "Wyro" instead of "Wildfire" but that's okay. Modding is hard, good job.
Angelica  [developer] 24 Dec, 2024 @ 2:29pm 
Originally posted by BERNARDO:
I really like Pyro and you did him justice so far, my suggestion is adding Lollichop and Balloonicorn chester skin as these are also in the unimplemented klei assets. I kinda wish you'd name him "Pyro" or "Wyro" instead of "Wildfire" but that's okay. Modding is hard, good job.
I'm glad Pyro is being well-received, and as mentioned in the Wiki document; I do plan to include the Balloonicorn in some way in the future, and "Wildfire" is more of a title, I don't expect anyone to call them that and I figured it would be ok since "The Pyrotechnician" already included Pyro, so calling it Pyro the pyro was weird.
In code they're still Pyro and that remains their default name when spawned in.

Fun fact; I considered many other names like Wildspark, W+M1, Warning, Warmth.
Last edited by Angelica; 24 Dec, 2024 @ 2:44pm
sealnados 24 Dec, 2024 @ 9:03pm 
if you can, give the flare gun the firing animation that the pew-matic horn uses. great mod btw, pyro is awesome
Angelica  [developer] 25 Dec, 2024 @ 7:37am 
@coolfunguy89 I actually tried that first, the issue is that I lack the full animation file to create a working spriter project so that I can draw with, if you know a mod on the workshop that has a weapon that is animated exactly like the pew-matic horn but textured differently, then let me know. I'd be able to convert that into a working project for flare gun.
BERNARDO 25 Dec, 2024 @ 9:33am 
My ideas:

-thermal thruster: armorslot tool that would be similar to a jump action but longer distance and with fire animation coming from the boosters when using it, it would be fun, ridiculous but in a good way and cool, recipe would be expensive like... maybe several gears, gunpowder and something...

-if you want to eventually make skins for blow torch, flare gun and axtinguisher then why not use the other pyro weapons from TF2 as skins instead of making them new weapons for pyro? instead of making new weapon for pyro that would be for example scorch shot make scorch shot a skin for flare gun, or maybe axtinguishher could have a skin of fire axe (stock weapon)

-pyroland i guess if u want to make a pyro goggles as a headslot gear similar to desert goggles and when equiped some textures would change which would be cool but to me it seems unnecessary but if u want to invest as much time as u want into this mod than sure why not

-if blow torch is supposed to be pyro's primary and equivalent to his flamethrowers then when it comes to skins i would just use the designs of pyro's flamethrowers from TF2 to make different skins while keeping the blow torch shape almost the same, just a texture change and maybe slightly different shape

-when it comes to adding new items/weapons for pyro i would rather pyro to have less items but make them polished and only include items that are interesting like: thermal thruster, neon annihilator, power jack (could be a hammer and a weapon at the same time with special perks), and that's about it

-now i don't think australium weapons are necessary because they are just different colored same looking items, if u make australium weapons into available skins for default weapons that would make sense OR make australium weapons an endgame items that have planar damage and require endgame materials to craft like pure brilliance

these are all the ideas i have :steamthumbsup:
sealnados 27 Dec, 2024 @ 6:00pm 
maybe combine some of the generic talking sounds into one to be longer and to match with the talking animation? if that even makes sense at all
BERNARDO 30 Dec, 2024 @ 5:17am 
special effect for the killed unit of the secret weapon if u know what i mean :)
First off, I wanna thank you so much for finally giving the pyro mod the justice it deserves. I can tell this was made with a lot of detail and love.

As for suggestions, I think the blowtorch item could stand to look more like an actual miniature flamethrower considering it has all the functionality of the flamethrower from the game. Especially the ability to extinguish fire, that really clashes with the gas can design.

And maybe make the flare gun refuel with gunpowder rather than scrap? I think that would work better from both a logic and gameplay perspective.

Anyways, I'm so excited to see this mod evolve over time! :balloonicorn: :brfire:
Xander-Jay-X 31 Dec, 2024 @ 4:13pm 
i'm not a big fan of Pyro's items now requiring scrap, it's a lot harder to renew Pyro's items, and I really think it was an unnecessary change. Scrap is so much harder to get, and I don't think it should be used for Pyro's crafts.
if you don't want to change the recipes I'd suggest you make a configuration to revert the changes or to change the difficultly of Pyro's recipes.

Another reason I don't like this change is because I like to play Island Adventures(aka Shipwreck), and unfortunately scrap doesn't exist and it's impossible to obtain. I don't expect you to make it compatible with all mods, however I'd really appreciate if you made the mod configurable in some way.
Last edited by Xander-Jay-X; 31 Dec, 2024 @ 4:20pm
sealnados 31 Dec, 2024 @ 5:23pm 
Originally posted by Xander-Jay-X:
i'm not a big fan of Pyro's items now requiring scrap, it's a lot harder to renew Pyro's items, and I really think it was an unnecessary change. Scrap is so much harder to get, and I don't think it should be used for Pyro's crafts.
if you don't want to change the recipes I'd suggest you make a configuration to revert the changes or to change the difficultly of Pyro's recipes.

Another reason I don't like this change is because I like to play Island Adventures(aka Shipwreck), and unfortunately scrap doesn't exist and it's impossible to obtain. I don't expect you to make it compatible with all mods, however I'd really appreciate if you made the mod configurable in some way.
exactly this, also the klei drop thing giving scrap being randomized when theres only like 4 drops a week is crazy work
Angelica  [developer] 1 Jan @ 8:31am 
Originally posted by sealnados:
Originally posted by Xander-Jay-X:
i'm not a big fan of Pyro's items now requiring scrap, it's a lot harder to renew Pyro's items, and I really think it was an unnecessary change. Scrap is so much harder to get, and I don't think it should be used for Pyro's crafts.
if you don't want to change the recipes I'd suggest you make a configuration to revert the changes or to change the difficultly of Pyro's recipes.

Another reason I don't like this change is because I like to play Island Adventures(aka Shipwreck), and unfortunately scrap doesn't exist and it's impossible to obtain. I don't expect you to make it compatible with all mods, however I'd really appreciate if you made the mod configurable in some way.
exactly this, also the klei drop thing giving scrap being randomized when theres only like 4 drops a week is crazy work

Scrap was planned from the start. I just did not have a system to offer Scrap at first. There's 8 Drops a week and if you somehow fail all 7 chances by the 8th you'd be guaranteed Scrap, but that is worse possible case scenario that is more unlikely than the chance you'll get Scrap.

Winona has a similar system in which her advanced craftings require Scrap, but she has the means to acquire it that aren't the Scrapyard or the Scrappy Werepig. But that system also ends up flooding your chests with Scrap and Doodads you don't use. So I also kept this flaw in mind when designing this system.

You are supposed to head to scrapyard at the start of the game and use this as a head-start, then the drop system would be gradual passive income.

Scrap was also going to be severely less used once I introduced the Welding mechanic that is taking some time to fine-tune. Through "Welding" you'll be able to repair armor and tools with the Blow Torch, including Pyro's weapons.

Both of these mechanics (scrap and welding) are for future additions such as adding more Pyro melees like Powerjack and Homewrecker. Pyro's gear in TF2 is canonically made out of trash put together, and I wanted to retain this design.

But this feedback is useful, I'll decide on a possible config or, with Shipwrecked in mind, I'll think of some other alternative of gaining Scrap that has more player agency. I've also already raised the chances so that you're guaranteed Scrap every 5 attempts (again, that is only IF you failed 5 times on a 25-40-55-70-85% chance).

I'll also update the Wiki document to explain the Pity system so that people understand how it works exactly.
Originally posted by Angelica:
Originally posted by sealnados:
exactly this, also the klei drop thing giving scrap being randomized when theres only like 4 drops a week is crazy work

Scrap was planned from the start. I just did not have a system to offer Scrap at first. There's 8 Drops a week and if you somehow fail all 7 chances by the 8th you'd be guaranteed Scrap, but that is worse possible case scenario that is more unlikely than the chance you'll get Scrap.

Winona has a similar system in which her advanced craftings require Scrap, but she has the means to acquire it that aren't the Scrapyard or the Scrappy Werepig. But that system also ends up flooding your chests with Scrap and Doodads you don't use. So I also kept this flaw in mind when designing this system.

You are supposed to head to scrapyard at the start of the game and use this as a head-start, then the drop system would be gradual passive income.

Scrap was also going to be severely less used once I introduced the Welding mechanic that is taking some time to fine-tune. Through "Welding" you'll be able to repair armor and tools with the Blow Torch, including Pyro's weapons.

Both of these mechanics (scrap and welding) are for future additions such as adding more Pyro melees like Powerjack and Homewrecker. Pyro's gear in TF2 is canonically made out of trash put together, and I wanted to retain this design.

But this feedback is useful, I'll decide on a possible config or, with Shipwrecked in mind, I'll think of some other alternative of gaining Scrap that has more player agency. I've also already raised the chances so that you're guaranteed Scrap every 5 attempts (again, that is only IF you failed 5 times on a 25-40-55-70-85% chance).

I'll also update the Wiki document to explain the Pity system so that people understand how it works exactly.

Hey thanks for replying! To be honest I guess I just liked the convenience of Pyro’s crafts before the update, and I now understand that getting isn’t that much of a hassle than a thought. However really appreciate if you could be able to configure Pyro in someway especially if I’m playing with mods like Island Adventures where scrap doesn’t exist.

As for Shipwreck I understand if this isn't a priority, and I don’t expect you to add support to Island Adventures if it’s not planned, or is too much of a hassle.

Besides this I really enjoy your mod, and I’m excited for future updates!
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