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    • JanH

      Rhymes with Play 145 - Oxygen Not Included (Update Preview)   06/27/2017

      Join us on our official Twitch Channel, where we will be previewing content that are currently being developed for the upcoming Oxygen Not Included update. As always, the stream will be going live on Thursday, June 29th at 3:30 PM Pacific (10:30 PM UTC), only on the Rhymes with Play Dev Cast. Note: As the game is still in development, game content shown in the update preview streams may change before going live on Steam Early Access.  Where is it?
      On our official Twitch channel here:
      http://www.twitch.tv/kleientertainment
       
      Times:
      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 29th 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!

t1morino88eex

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About t1morino88eex

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  1. Awesome! One question: in the last screenshot with the beequeen, where does wickerbottom stand when reading the on tentacle book? Are there any chances of tentacles spawning outside the walls?
  2. I had a search but I can't find an official statement from Klei where they said that.
  3. I don't know how or any details but this works wonders! It seems to work fine together with Rezecib Rebalance as well. Freakin awesome, thanks Alain!
  4. There are structures in the game completely useless such as the Rainometer and Thermal Measurer, yet there's no logic and decent way to see the info behind the beefalo domestication.
  5. As far as I understand the beefalo domestication mechanic is conundrum of bollocks right now, and while there are a few mods in the workshop that are meant to make the domestication (or tendency or whatever the heck the system is) process easier they either don't work or crash the game. There's a mod that is meant to stop domestication loss but the description is confusing (see latest comment by Bucketsmith) and does not seem to be working as it says. There's a mod for infinite saddles that again does not seem to work. There's Rezecib Rebalance which while it makes the whole bloody domestication process a bit more understandable you still can't ride your beefalo infinitely and get to that point in a sane manner. No matter which mod I have tried I never got to simply have a beefalo and somehow not get dismounted by it. After over 1.5k hours of dst I haven't been able to enjoy or get even 5 minutes of the beefalo riding feature for it is simply put stupidly thought out. And to put that to the side for some reason it's made in such a way that it seems impossible to mod it in such a way as to lose the unneeded 20 in game days of sitting by your beefalo ass only to be able to ride it for a few minutes afterwards. I got to the point where I reach a very late phase of the game and I'd be willing to just give 10 deerclop eyeballs to a beefalo to be able to ride it infinitely and not get dismounted after 10 minutes. Just have a freaking beefalo that's domesticated forever and not dismount me cause I cannot even keep track of some hidden domestication points, or tendency or hunger. I swear it's one of the least gratifying feature at the moment and I find it extremely annoying to have to ignore it not because it is difficult to get to the end of it but because it's extremely boring and non rewarding for the effort and time put into it. tl;dr KLEI can you revise the beefalo domestication or can you make it in such a way that someone from the modding community can make a mod that just gets rid of the whole domestication points and decaying and hunger and just get a simple everlasting domesticated beefalo? Let it be the same feeding and taking care of it process I don't mind, just make the bloody domesticated beefalo last forever as far as riding goes at the end of it and just have a salt lick to keep it in place and not wander off, while not needing to brush it or feed it or whatever.
  6. Wonderful...
  7. ? http://store.steampowered.com/app/601840/Griftlands/
  8. Thank you so much for the answer Rezecib! I put the function you created into the modmain.lua and made that into a mod but it crashes after selecting Wolfgang as a character. If selecting any other character the world starts ok and there's no crash. I am attaching the mod, log files and error screen. NoRipWolfgangClothes.zip client_log.txt
  9. Hello. As the title says, is it possible to get rid of the clothes ripping effect when wolfgang goes into mighty form with the help of a mod? Since I'm playing wolfgang all the skins that cover the chest, besides the wolfgang specific skins, are not visible since I'm almost always in mighty form. In the wolfgang.lua located in the Prefabs folder I managed to pinpoint this function: ---------------------------------------------- local function becomemighty(inst, silent) if inst.strength == "mighty" then return end inst.components.skinner:SetSkinMode("mighty_skin", "wolfgang_mighty") if not silent then inst.components.talker:Say(GetString(inst, "ANNOUNCE_NORMALTOMIGHTY")) inst.sg:PushEvent("powerup") inst.SoundEmitter:PlaySound("dontstarve/characters/wolfgang/grow_medtolrg") end inst.talksoundoverride = "dontstarve/characters/wolfgang/talk_large_LP" inst.hurtsoundoverride = "dontstarve/characters/wolfgang/hurt_large" inst.strength = "mighty" end ---------------------------------------------- I tried to replace the mighty_skin with normal_skin in the becomemighty function and I kinda managed to get the desired effect: in mighty form wolfgang uses the normal body but he's just bigger in scale (he doesn't have the big head for example from the mighty_skin build), and the skins used on him don't rip and are still visible. I would like to do this through the help of a server sided mod if possible but I do not know how to start it and this is where I would need help. So far I only managed to make a simple mod on my own that modifies characteristics of a hand weapon, the whip, using GLOBAL.TUNING. Also, in order to use the mighty effect build would that require to redraw some of the images in the corresponding tex files? P.S.: I am using @rezecib Rebalance Mod which gives wolfgang only 3 forms, wimpy, normal and mighty. When I did the function modification above I had the mod activated as I do on all my worlds, and it worked ok.
  10. The plushie skins, the PAX skins, and now the limited ONI skin for alpha buyers of the game. Screw it all, Klei could have at least announced during the alpha of ONI that players will get rewarded with a skin. They didn't want to so as not to make it one of the reason for people to buy the game during alpha? Well Klei has the market skin system which is already the worse, at least offer the incentive all the way to the end by announcing the full perks of buying the alpha. I feel sad and lied to. The whole skin system has become fragmented as hell, it's a complete mess and a crush to the dreams of any basic skin collector.
  11. Wow I just saw the recipes on the other page. What the actual heck. Screw those statues I guess.
  12. Was this always a thing?
  13. @Zeklo where did you the skin, I mean how? Aren't they in that inaccessible .dyn files?
  14. That only means one thing if the truth, I must continue to never again buy Klei games.