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      Rhymes with Play - Don't Starve Draw Along (Art Stream)   06/21/2017

      Have you ever wanted to learn how to draw your favourite Don't Starve characters and creatures? Draw along with our artists live on Twitch where we will be sharing art tips, techniques, and styles for drawing Don't Starve. Be sure to share your drawings with us on our forums or through Twitter! The stream will be going live on Thursday, June 22nd at 3:30 PM Pacific (10:30 PM UTC), only on the Rhymes with Play Dev Cast. Where is it?
      On our official Twitch channel here:
      10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
      When is it?
      Thursday, June 22nd 3:30 PM Pacific (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:
      http://www.worldtimebuddy.com Check out the stream announce thread for discussions!


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About Cyberboy2000

  • Rank
    Senior Member


  • Location It's a secret to nobody
  • Interests Espionage, cyberpunk, game design and mod making
  • Occupation Industrial tactical espionage

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  1. If there's one company that can make this sort of gameplay work without reliance on rng it's klei. Just look at Invisible, Inc.
  2. I would be interested in a server like this. What's the time of day and timezone?
  3. The idea is to not have to use rollback, only kick.
  5. An agent can now override certain values of an item they can carry. For example they can be configured to automatically install a certain augment. Fixed a potential memory leak cause by cross banter.
  6. The raw generation options are now passed to all load and unload functions. Useful for figuring out if a certain mod is enabled or not.
  7. If you own the game on steam, follow this link and click subscribe. Then go into the game, go into the options menu and click Refresh Mods under the Gameplay tab. Then restart the game. If you own a different version than steam you'll have to navigate to the game's directory. If there isn't one already, create a folder named mods. Inside the mods folder unzip the zip file that you can download from my original post. You don't need to do anything in the game to be able to use the mod when installing it this way.
  8. Duplicants are practically robots already (the word originally meant laborer), I see no need for automating their tasks. That being said, some more basic machinery could be interesting, say if the harvester was stationary and could only harvest crops in a small radius.
  9. Oh okay so wanting to have an easy mode is a big no-no but a hard mode is perfectly fine. It's perfect logic trust me.
  10. What do you mean? What part of it isn't backwards compatible?
  11. The way I see it, Golem is the ideal starting program for Seed, because you can consistently break 2 firewalls per turn with it. Yes, Lockpick 2.0 does the same thing, but Lockpick 2.0 is more expensive and cannot be chosen as a starting program. And if you can find another program that costs a relatively high amount of power, like Wisp, Hammer or Oracle, you can use seed on them instead and you'll be able to take advantage of Golem's decreasing cost. Mercenary on the other hand is great for any starting generator other than seed. You can break 8 firewalls per alarm level before it becomes worse value than Lockpick, something you are rarely able to do with another breaker, other than maybe Parasite or Golem, even taking into account that you'll sometimes have to hack a device with only 1 firewall. True, both of them fall of in use late game, but I don't think it's a big deal. It's a roguelike, so it's understandable that there are things meant to be used early on and then replaced.
  12. To be specific, this is the website you have to go to: https://oxygenalphagift.klei.com/
  13. Could you clarify? Is it enough to own Best Of Klei or are there other games as well?
  14. No, archive International does use TRG_ALARM_STATE_CHANGE, and TRG_ALARM_STATE_CHANGE does continue to trigger after alarm level 6. You should not use TRG_START_TURN to test for alarm change because that doesn't detect alarm change if alarm level increases by more than one during a turn, say because of a daemon or a heartmonitor. I believe your mistake comes from this line: local stage = self:getTrackerStage() if stage > self._trackerStage then self._trackerStage = stage but getTrackerStage can increase beyond alarm level 6 function simengine:getTrackerStage( tracker ) if not tracker then tracker = self:getTracker() end -- Note that self._tracker increases without cap; this is so alarm stages past TRACKER_MAXCOUNT continue to execute. -- The UI caps the tracker for display purposes only. There is therefore no limit on the stage this function returns. return math.floor( tracker / simdefs.TRACKER_INCREMENT ) end Those comments were made by the devs, not me by the way.