Don't Starve

Don't Starve

Vermicomposting
Equindar 7 Jul, 2015 @ 2:04pm
Vermicomposting Balancing
Hey yeah, i just decided to create a "Balancing Discussion" and u r fine with it, feedback is always good and helps the project to improve, so i was just like: lets give it a try.

I would split the entire function into 3 parts: farming material, setting up the holes and unlocking the navigation.

Farming material:
Wormholes r kinda magical stuff, why not letting the worms drop from "Totally Normal Trees" and u have to feed them with some (2-5) Living Logs. And after Full Moon, the Friendly Wormhole is set up.

Setting up the holes:
As mentioned above, i wouldnt design it like instant-set-up. Also i would recommend, that the
numbers of holes r limited at the start and can be unlocked by upgrading or over the time automatically.

Navigation:
Why not making another crafting recipe with the compass, its quite useless at the moment ingame. Without the compass-recipe, the wormhole destination isnt selectable.



Last edited by Equindar; 7 Jul, 2015 @ 9:55pm
< >
Showing 1-13 of 13 comments
Waleed 7 Jul, 2015 @ 6:48pm 
I really like the farming idea
Aquatilis  [developer] 8 Jul, 2015 @ 11:57am 
Our initial thoughts on the farming would be that eggs would be found, not fully grown worms, and that those eggs would have to be nurtured in a farm over time to get to a mature plantable worm.

We wanted to get the first version out early on to start getting people's feedback just like this. Keep it coming!
Equindar 8 Jul, 2015 @ 12:28pm 
Originally posted by Aqua :
[...]
We wanted to get the first version out early on to start getting people's feedback just like this. Keep it coming!
Got it, after reading the concept of the mod/additional gameplay, it just came across my mind, that its so handy and efficient, its quite powerful and the creation of that wormhole network should be slowed down somehow, otherwise Dont Starve would be way to easy. The game is about to plan expeditions for exploring, making emergency camps when farming stuff far away from ur main base. A worm network is game changing and i think, the game is popular for not being that easy, keep it like that :)
Urist McEngie 8 Jul, 2015 @ 2:46pm 
Theres a few ideas I have for the worm-obtaining thing
1. Worms have a reduced drop rate from lumpy trees, higher chance in larger trees, but several are guaranteed to drop from totally normal trees
2.Keep worms common, but add more uses for them so the player is forced to think more about how they want to use their worms.
ZupaleX 9 Jul, 2015 @ 6:14am 
The farming idea is basically really good. A bit too hard what dragonfly suggest in my opinion though :-)
As I posted also in the comments you should add an option to turn on/off and tune the sanity loss.
The navigation idea is also extremly good. And as I also posted in the comments, would it be possible to open the map and be able to click on the desired wormhole destination?
Equindar 10 Jul, 2015 @ 11:52pm 
When you add more control about the behavior of the worm holes, that mod could have more depth and more fun in Dont Starve [Together]. I am talkin about splitting up the wormholes into 3 different types: entrance only (1-way), destination only (1-way) and both directions (2-way).

You have to link those types to different conditions. Including more types of worms is the easiest way to do that, but i could also imagine and would love to see it more, when the wormhole behavior is linked to the time of placing it, like daytime (dusk, dawn, night) or moon phase (increasing, decreasing, new/full).
e.g. placed at dusk: entrance-only hole; placed at night: both-way hole

This opens up a more specific wormhole network, like an entrance-only wormhole next to your base in a PvP world.
Last edited by Equindar; 10 Jul, 2015 @ 11:53pm
BottomScorer 18 Jul, 2015 @ 12:39pm 
Sanity penalty should be 50% higher than regular wormhole or at least it should be configurable in mod settings.
Hazy Mind Interactive  [developer] 21 Jul, 2015 @ 12:42pm 
Sanity penalty should be 50% higher than regular wormhole or at least it should be configurable in mod settings.
We will most likely make this a configuration option in the settings since there have already been a lot of different opinions on what the values for sanity loss should be.
hornetcorset 28 Jul, 2015 @ 8:10am 
I can't say what the actual value should be, but I definitely think that zero is too low.
Last edited by hornetcorset; 28 Jul, 2015 @ 8:10am
Stefan 13 Sep, 2015 @ 1:47pm 
Planting different worms to make a network is really strange. I just had an idea that you could make the worms plantable as just an entrance that ( if you enter it ) spawns another random wormhole as destination. Then it would turn into a two-way connection. But if you want to connect 2 certain points, you would need to plant one wormhole and craft a bait . This bait would be plantable and takes maybe 1 day to grow into a wormhole ( the worm needs to dig the tunnel first)
Aquatilis  [developer] 1 Oct, 2015 @ 5:49pm 
Originally posted by Cr4zyDude:
Planting different worms to make a network is really strange. I just had an idea that you could make the worms plantable as just an entrance that ( if you enter it ) spawns another random wormhole as destination. Then it would turn into a two-way connection. But if you want to connect 2 certain points, you would need to plant one wormhole and craft a bait . This bait would be plantable and takes maybe 1 day to grow into a wormhole ( the worm needs to dig the tunnel first)

We did originally throw around the idea of using worm bait to get exits to grow. We'll keep it on the list as a possible future improvement.
Felahzii 29 Oct, 2015 @ 3:54pm 
I like the idea this mod plants (pun intended). I will post my opinion for its restrictions.

Friendly Wormhole Restrictions:
-Can only be used during day time (It would automatically close at dawn and night forcing the player to use time properly when planning for a trip)
-Sanity loss of -10 per use. Additional -5 Sanity loss per companion.
-Can't travel with meat, or the wormhole will eat it.
CoolnesPlayz 22 May, 2017 @ 6:49pm 
i like the bait idea.
thare should be a crafting recipe for enhanced worms from the worms,
the enhanced worms should be the wormehole worms.
Last edited by CoolnesPlayz; 22 May, 2017 @ 6:51pm
< >
Showing 1-13 of 13 comments
Per page: 1530 50