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      Rhymes with Play - Don't Starve Together (Update 217524)   05/25/2017

      Be sure to join the Klei team on our official Twitch channel, where we will be playing and talking about the recently released Update 217524 for Don't Starve Together! As always, the stream will be going live on Thursday, May 25th 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, May 25th at 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 update thread for more details and for discussions!

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Found 22 results

  1. An item from the latest update: napsack... You'd think Klei would know what they are doing. So, the heck? I just don't understand and would like some clarification. Overlooks? Other items are not taken intro consideration when making them? Balance is completely disregarded? Not enough testing? I'm confused I'm not talking about decorative stuff, of course, this is all stuff that is supposed to be used in some form. Do they want them to be situational only? Because generally speaking, you can't use this much due to it requiring Toadstool skins, obviously. On the other hand, some other items they implemented in the update, like the bone armour, just make things that aren't supposed to be easy, easier, aka enable more ways to exploit the game. Why is this? How does it come to it?
  2. items it will take hours to get the color you want(i got the curse of always getting green items) and there is a cap of 4 items each week (raise the cap PC players have a advantage) so i have a idea, they should add a painting station, you put the item you want to paint and you sacrifice a item with the color you want and done the other item is destroyed but you got the item with the color you wanted (Kiel make this exclusive to console in till we can merge it with our Kiel accounts)
  3. Greetings everyone.So i have one question.Is it possible to create a code that won't allow some(or even any)broken tool or dressing to be used in craft as ingredient?(For example: a broken pickaxe can be used to make a thermal stone.)I created a weapon that requires tentacle spike in craft and i want to be sure that nobody will use broken spike to make this. I really tried a lot but didn't succeed.
  4. Just wondering if anyone suggested this or thought about having them in the game. Just some suggestions It would be great to have a stockpile designation such that dupes can stack items or place them there , not to sure how it is going to work but right now being unable to move some solid materials that have frozen such as solid carbon dioxide , oxygen , chlorine and many more kinda bugs me (especially the abysallite). I also wonder if we could mix chlorine with water , dupes that would have toothache , just making it more realistic as possible even though IT IS A GAME. PS Also i would like to be able to play with liquid hydrogen and be able to do something with them luls just for the science and fun ;P
  5. It seems people have a lot of difficulty following the existing guides... which also happen to be somewhat out of date... so with this, I'm aiming to present an up-to-date guide that is easy to follow for artists, who really don't have the first clue about coding, and all that technical nonsense. Custom characters with custom items are definitely what the majority of folks want to create, so hopefully this guide will walk you through it in a manner that anybody can follow, regardless of technical skill. What you'll need An image editor: Photoshop, GIMP... doesn't matter - as long as it has a layer system, and can output PNG files with alpha, it'll work.The sample mods/templates: You can download them here. You probably want to make a character, so be sure to get the character and portrait templates.Tex conversion software: The Windows tool can be found here; a Unix (Mac/Linux) tool can be found here.Build renaming software: You will need to be able to change buildnames - you can use the Build Renamer tool here on Windows, or do it "the hard way" and use a Hex Editor on Mac/Linux. I personally use Hex Fiend.Zip editing software: You need to be able to edit the contents of a zip without decompressing it. (I've found that the files don't work if you decompress, change the files, and recompress.) I believe WinRar can do this, on Windows. On Mac, I use BetterZip.Code editor: Any text editor can be used, but something with Lua syntax highlighting is beneficial. You can use Notepad++ on Windows. On Mac, I use TextWrangler.PatienceFirst things first I'll walk you through the creation of a character, starting with making the art. Take the template sheet into your image editor. (I want to stress that this is not the only way to do it, but it is the way that I personally feel works best.) Once it's loaded in, you should blow the image up to 200% or 400% - this will ensure better quality in the final assets. As the character sheet is fairly large, I find 400% gets a bit data-heavy, so 200% should be enough. Small things like items, we can easily go to 400% with no problems. Now that we've blown the template up to our 'working' resolution, make a layer above the template, and drop the template image's opacity - this will make it easier to focus on your new art. Using the template as your guide, draw everything you need - keeping things in line with the template is the best way for it all to be properly aligned in-game, but you may need to adjust things later, depending how far you deviate from the template. The facial expressions, by my observations, are: A - part of speech animation B - transition in front blink C - default front D - rubbing eyes - also used in blink transition E - side blink F - Alternate side blink G - default side H - transition to side blink I - Eating J - death K - frontal blink L - shocked/scared M - part of speech animation & used when picking food/swapping equip N - startup - laying unconscious Once that's all done, you're going to want to do the portrait, big portrait, and save slot art. Again, follow the template. Now that you have all your textures finished, shrink them back down to the original size - then you need to convert them to the .tex format. A guide explaining how to do this with Matt's TexTools can be found here. On a Unix system, follow the usage guide by Simplex on his tool's download page. Now that we have our .tex files We're ready to start getting things into the game. So, duplicate the Sample Character Mod folder, and let's get to work! You will see several files and folders. Let's start with bigportraits. Inside, we will find wod.tex and wod.xml. Rename the .xml from 'wod' to a unique name for your character. You should limit it to three letters, and avoid starting with a number. Now delete wod.tex, and replace the file with your converted bigportrait .tex - which you must name in the same way as the .xml. Following this, we need to edit the .xml - open it with your text editor, and replace both instances of "wod.tex" with your filename. Now open the 'images' folder, and you will see two more folders. One for the select screen portrait, and one for the save slot portrait. The process for the save slot and select screen portrait is identical to the bigportrait. Rename the files, replace the tex with your new one, and edit the xml. To be on the safe side, I do rename and update the wod_silho files, but I don't believe they are necessary. Replacing the in-game character art is a little trickier, but not that hard. First, rename the wod.zip to your filename. Now open it with your zip program. You will see two files - "atlas-0.tex" and "build.bin" - first, you will need to extract the build.bin file. We need to edit this. Most of you will just need to use the build renamer tool. But for those using a hex editor, like me: Just edit the highlighted section, changing it to the name you've been working with, and save. With that done, we need to put our new files in the .zip. Rename your new character art to atlas-0.tex. Now, using the zip software, replace the files in what used to be wod.zip with your new build.bin and atlas-0.tex, and save the changes. And that's all the art taken care of! So let's get down to the code. Since it won't take long, let's edit modinfo.lua - everything inside is pretty straightforward. Most importantly, make sure your api_version is set to 6. Now, let's move on to modmain.lua - here you will see a bunch of assets and things. All we need to do in here, is change every instance of 'wod' to our working name. Almost there, now! Let's go into scripts/prefabs, and get to work on the last lua file! Rename it, of course, just as we've done with the previous files. The first thing we need to change, is this: -- Don't forget to include your character's custom assets! Asset( "ANIM", "anim/wod.zip" ),}Change wod, again, just as we have done every other time. The next thing we will want to change is this: -- choose which sounds this character will play inst.soundsname = "wolfgang"Replace "wolfgang" with the character whose sound you want to use. Your options are: "wendy""wes""wickerbottom""willow""wilson""wolfgang""woodie""wx78""maxwell"Replace "wolfgang" with the name of your choice shown above. Here comes the trickier stuff: Look for: -- todo: Add an example special power here.end At this point, we need to do some detective work. Open Don't Starve's "data" folder - found in the same directory as the "mods" folder. Then go to scripts/prefabs/ and scroll down to the "w"s. Here we can see the prefab files for the different characters. Let's have a look at Wendy - she deals less damage than other characters, so let's find out how. In the equivalent section of the wendy.lua file, you will see: inst.components.sanity.night_drain_mult = TUNING.WENDY_SANITY_MULT inst.components.sanity.neg_aura_mult = TUNING.WENDY_SANITY_MULT inst.components.combat.damagemultiplier = TUNING.WENDY_DAMAGE_MULTThese are the little things that overwrite the "default" stats. They represent different aspects of different components. These files reference the "tuning" file. What is usually helpful, is to use Wilson as your reference point. So let's take this line: inst.components.combat.damagemultiplier = TUNING.WENDY_DAMAGE_MULTThen change Wendy to Wilson and add it to our character's prefab .lua file, so we have something like this: -- todo: Add an example special power here. inst.components.combat.damagemultiplier = TUNING.WILSON_DAMAGE_MULTend Which means that our character will have the damage multiplier of Wilson. Awful boring, isn't it? So, let's spice it up, and make our character deal twice the damage that Wilson does! We can change the line to: inst.components.combat.damagemultiplier = (TUNING.WILSON_DAMAGE_MULT * 2)Which tells the game to take Wilson's damage multiplier, and multiply it by 2. Alternatively, we can just give it a set value that doesn't refer to the tuning file at all: inst.components.combat.damagemultiplier = 4This multiplies the damage by 4, as opposed to multiplying it by double whatever Wilson's multiplier happens to be. (It's 1, but this is an example.) We can look at other character prefabs, and see how they're doing their stat perks... or we could get a little deeper, and start examining the components. You will find these in data/scripts/components/ - but keep in mind that you're not going to want all of them for your character. Let's see if we can find out how to give our new character a health boost, and open the health.lua component. Right at the top, we can see this: local Health = Class(function(self, inst) self.inst = inst self.maxhealth = 100 self.minhealth = 0 self.currenthealth = self.maxhealth self.invincible = false self.vulnerabletoheatdamage = true self.takingfiredamage = false self.takingfiredamagetime = 0 self.fire_damage_scale = 1 self.nofadeout = false self.penalty = 0 self.absorb = 0"self.maxhealth = 100" looks like what we want! So let's go back to our character prefab, and add to our perks list: inst.components.health.maxhealth = 100But we don't want 100 max health - we want to boost it! So we have two options again. You can change that 100 to whatever number value you want... or you can reference the tuning files. You can find tuning.lua in the data/scripts folder. Inside tuning.lua, we can find: WILSON_HEALTH = wilson_health,Wilson_health having been earlier specified through: local wilson_health = 150So we know Wilson's health value is 150. Now let's update our character's perk. We can use: inst.components.health.maxhealth = (TUNING.WILSON_HEALTH * 2)And this will give us double Wilson's health - which amounts to 300. So, now you can pick and choose which components and values you want to buff or debuff for your character, and add them all to the list, there. Once you've finished, we can move on to the strings: -- First up, the character select screen lines-- note: these are lower-case character nameSTRINGS.CHARACTER_TITLES.wod = "The Template"STRINGS.CHARACTER_NAMES.wod = "Wod"STRINGS.CHARACTER_DESCRIPTIONS.wod = "* An example of how to create a mod character."STRINGS.CHARACTER_QUOTES.wod = "\"I am a blank slate.\""As before, change 'wod' to your file's name, and then edit the information as you would like. It is worth noting that you can add multiple lines to the CHARACTER_DESCRIPTIONS line by adding "\n" (without quotes) - this will cause a line break. I'm quite sure the instruction included above the next few lines speaks for itself: -- You can also add any kind of custom dialogue that you would like. Don't forget to make-- categories that don't exist yet using = {}-- note: these are UPPER-CASE charcacter nameJust change the name as always from WOD to whatever you're using. If you don't want to add any custom quotes, you can just comment out the Evergreen description, like so: --STRINGS.CHARACTERS.WOD.DESCRIBE.EVERGREEN = "A template description of a tree." Change the last remaining instance of wod, here: return MakePlayerCharacter("wod", prefabs, assets, fn) And we've finished our character! Put your mod into the mods folder, and let's take it for a spin. Enable it through the mod menu, and start a new game. At this stage, you'll want to check that all the textures are lining up right, and that you haven't gotten any floating pixels, or anything. But what about items? We want to give our character a custom item! Make ourselves feel all special. This is a bit more involved. First, you'll want to choose the item you're basing it on - equippable items will generally require two anim .zip files: prefab.zip, and swap_prefab.zip. For this demonstration, I will be using a specific example, and base it on the Bunny Hood from my Link mod, to make a custom hat. So, take the .zip from the anim folder, and decompress it. Use the .tex converter software to convert the atlas-0.tex file found within to png - this will give us a template to work against. Just as you did with the character art, create the art for your new item, convert it to tex, and rename it to atlas-0. Rename the build, just as you did before - I should note that anyone using the hex edit method should be sure to replace any extra characters with hex value 00. In my example, I have taken "bunnyhood" and changed it to "cutehat" - but at first, I was left with "cutehatod" and had to replace the extra 'o' and 'd' with hex values of 00. Replace the files in your duplicated-and-renamed base prefab anim .zip with your new stuff, and add the new .zip to the 'anim' folder of your mod. The item also needs an inventory image, so let's make one - it just needs to be a 64x64 image. This also needs an xml, so we must create a matching xml file. The contents of which should look like this: <Atlas><Texture filename="YOUR_PREFAB_HERE.tex" /> <Elements><Element name="YOUR_PREFAB_HERE.tex" u1="0" u2="1" v1="0" v2="1" /></Elements></Atlas> Put your YOUR_PREFAB_HERE.tex and YOUR_PREFAB_HERE.xml into a new folder called "inventoryimages" and place that folder inside your mod's "images" directory. We're almost there, now, so let's copy the contents of your base prefab's .lua file that you found in scripts/prefabs into a new document. The first thing to change is the assets list. You want to have something like so: local assets={ Asset("ANIM", "anim/YOUR_PREFAB_HERE.zip"), Asset("ATLAS", "images/inventoryimages/YOUR_PREFAB_HERE.xml")} Everything else gets a bit more dependent on your item, but things you want to keep an eye out for are, as a few examples... Override Symbols: local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "YOUR_PREFAB_HERE", "swap_hat") Set Build: anim:SetBank("featherhat") anim:SetBuild("YOUR_PREFAB_HERE") anim:PlayAnimation("anim") The final line: return Prefab( "common/inventory/YOUR_PREFAB_HERE", fn, assets) And, of course, the inventory image must be specified like so: inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/YOUR_PREFAB_HERE.xml" But we've only copied an item verbatim, right now - in the same way we added perks to the character, by looking at components, and looking at other items, we can add custom attributes and effects to our new item. To my hat, I want to add a dapperness component, so I have added to the constructor (the "function fn(Sim)" part): inst:AddComponent("dapperness") inst.components.dapperness.dapperness = (TUNING.DAPPERNESS_MED * 2) You can get more advanced than this, but that's all I want to do with this particular item, so let's save it, and drop it in our mod's scripts/prefabs folder. But we're not done yet! We need to add it to our character! Open the modmain.lua file, and look for the part right at the top: PrefabFiles = { "YOU",} We need to add our item to this list, so we end up with: PrefabFiles = { "YOU", "YOUR_ITEM",} We also mustn't forget to give our item a name and description, which we can do by adding this to the very top, above the prefab list: GLOBAL.STRINGS.NAMES.YOUR_PREFAB_HERE = "NAME"GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.YOUR_PREFAB_HERE = "DESCRIPTION" We should now be able to debug spawn it. But we want our character to start with it! So let's add a little bit of code to our character's prefab .lua file. Just above the line "local fn = function(inst)" we need to add a new section, like so: local start_inv ={ "YOUR_ITEM",}local fn = function(inst) So it's now added to our start inventory. (We found out how to do this with some detective work, looking at how other characters add start inventories.) We must also change the last line, so the game knows to check the start inventory: return MakePlayerCharacter("YOU", prefabs, assets, fn)Becomes: return MakePlayerCharacter("YOU", prefabs, assets, fn, start_inv) And finally, we are done! Go make yourself some nice tea to celebrate, and then sit down and enjoy your very own character! These same methods and principles can be applied to just about anything, and by looking at the existing files, and other mods, you can work out how to do more and more complex things. It's all about detective work. Good luck, everyone! Here is a link to the character I created while writing this.
  6. Version 2.6


    Warning this mod uses language (bad words) in their dialogues, if you do not approve of this don't download and the saying goes "Get out of here stalker!". This mod will be only quick patched as of mid august 2016 along with my other work, what does that mean? It means that ill most likely cut out content that is causing the crash so items will be missing vs me completely fixing it and keeping it in the mod. Why? Cause college is going to consume me each semester. If not " I said come in don't stand there!". This mod was mainly made for dst since some the mechanics was made for dst by putting some challenge into cooperation. This mod contains twelve playable stalkers that come from different factions: Loners, Duty, Freedom, clearsky, bandits, military and Monolith.Most of which contain a suit that is repairable by gold nuggets. Read on about each factions advantages and disadvantages and decide which faction you feel comfortable to play as. Loner: Zone experience: -90% negative sanity drain Prey: -You're commonly targeted by the military and bandits and lose sanity being next to them Duty: Military Trained: -75% negative sanity drain -75% night sanity drain Anti-freedom: -Your rival Freedom drains your sanity at a good rate being next to each other due to different ideology and your war with them. Anti-Mutant: -Your code is to protect the world from the mutants that threaten the outside world, making you uneasy in cooperating with pigmen, bunnymen, and the pig king as they drain your sanity (even if you befriend them!) Freedom: Zone Trained: -80% negative sanity drain Light Exoskeleton: -10% faster movement than all the other factions -10% faster hunger rate Anarchist: -You fight for free access to the zone and conflict with the military and duty because of this. You lose sanity being next to military and duty. Monolith: Decayed mind: -0% negative sanity drain -100 max sanity making nights your main concern -Ignore food spoilage and monster meat penalty Spider Allies: -Your mind is partially connected to the Noosphere thus being able to connect with spiders to fight with you -You are also neutral to merms unless you provoke them Bad reputation: -Due to your stories told by stalkers about being hostile to all factions and your ruthlessness, all nearby players will lose a lot of sanity being near you. This makes cooperation difficult without driving them mad. -Your tagged as a monster, making catcoons, pigmen, and bunnymen target you for your reputation. Military: Military Trained: -75% negative sanity drain -75% night sanity drain Corrupt: -You've attacked stalkers that tried to enter the zone, you're peers low morale gives you a bad reputation amongst stalker and thus most stalkers lose sanity being near you. On the bright side your previous dealing with duty has earned you neutrality towards them, after all most of their equipment comes from you. Clearsky: Zone experience: -90% negative sanity drain Prey: -You're commonly targeted by the military and bandits and lose sanity being next to them CS2: -Your unique suit was well designed and does the following: reduces building costs by 50%, 65% damage protection, medium rain protection and insulation that changes in the summers like the seva suits, 50% fire protection, and small sanity recovery. Bandits: Robber: -You rob everyone in the zone regardless of faction. You'll lose sanity to all factions besides your own. Bandit jacket: -Your jacket inherits 25% damage protection and a small amount of winter insulation. stalkerdst = don't starve together version stalkerds = don't starve version (reign of giants or shipwrecked required!) stalkerloneredition = don't starve together loner edition (freedomai caught a error that mysteriously reappeared) NOTE: Your suits can be destroyed and isn't replaceable thus keep your suits repaired at all times! Do you have no friends loner? Then download the stalker loner edition today you AI buddies will follow you indefinitely and help out with combat, get out of sticky situations and follow you down in to the caves. The weapons and ammo is now available to purchase in the shop tab while standing next to the alchemy machine just know guns aren't cheap, same goes for the ammo. Later update: DS port bug fixes, AI hide function hopefully fixed, and who knows? Refer to the discussion threads for more info about the mod. With all perks laid out will you cooperate with your rivals? Even though you'll be driving each other insane! Or will your ideologies and differences get the best of you? You can configure this mod at the beginning to disable any of the factions you don't want available in your game and keep the ones you do want. Will this mod be made for don't starve? Go check out the port it should work for the most part. The Meaning of S.T.A.L.K.E.R: Scavenger.Trespasser.Adventurer.Loner.Killer.Explorer.Robber DS Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=917543107&searchtext= Original character guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/152390648098289899/ Weapons guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/365163686037504929/ AI guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/276237094316329266/ Character expansion 2 guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/357284131786777612/ Artifacts guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/451851477876528386/ Character expansion 3 guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/152390648081951322/ There is no guide on don't starve port you'll have to figure it out, like the first time you played stalker till I get back. Special thanks to a modder who I'm not sure wants to be credited for the repairable armour, sw1tchbl4de once again for the artwork, Mindmaster for ai experimentation, youtuber ZoranAustralia(For Užičko Kolo video) for the bandit voice, and GSC game world for the character and their music that was used for their voices.
  7. Version 0.31


    Hi, Original Mod Page: http://steamcommunity.com/sharedfiles/filedetails/?l=spanish&id=257781035 I upload this here because some people will see more easy to Download... Better Version:
  8. To me, the natural next step after mastering normal sandbox mode is adventure mode.What I don't understand is why you'd ever want to use the Things [in Sandbox mode] to go to the next world. Won't you get the exact same thing, only easier? Therefore less interesting?Please enlighten me.
  9. Tweaking yes!I think the most important balancing thing we can add is maybe marginally decreasing returns to eating the same food over and over.Example, you eat Cooked or Regular carrots exclusively and eventually it reaches the point where the carrots do not give you anything at all in terms of hunger replenishment. This has an invisible counter that slowly returns the food back to its original power only after a long period of time where the character does not eat it. This makes it so players cannot: - Horde one food, Morsels or Monster meat and Candy.- Make players eat variety regularly meaning more food could possibly spoil and require better management.- Causes the food spoilage mechanic to actually affect the players more dynamically.I imagine early game players are eating Carrots, Berries and Morsels in rotation. Once those has run out of its marginal benefit, players will have to shift towards crock pot recipes, farm plots for different foods and rotate between those varieties OR just be forced to go out and stock up way more.This makes space more precious, makes the player have more things to do and puts the starve back in DONT STARVE!
  10. So I was thinking that since they added winter and a winter based enemies why not do all of the seasons and enemies for each. Why not take the scare crow idea and have them as things you can build and as enemies during fall. And perhaps a random spawn Halloween based monster. Even having wild growing pumpkins and pumpkin patches show up. Each pumpkin could have a chance of becoming some sort of plant based monster with a pumpkin for its head. Maybe the lower your sanity the more likely they are to spawn. A shadow or something could be seen flowing into it right before it rises up to attack. And during the spring there could b more bunnies and the king of the bunnymen could come out of a large wormhole or something of the sort.
  11. I was thinking of a few ideas and I just thought I would mention them in case,- How about a comet? It could be a rare event and when it lands you could hear a loud thump regardless of how far away you are. It could explode on impact and yield 5 - 15 rocks and some rare items(?)- This one might not be so good but what about having multiple games at a time? I'm not so sure about it myself but I can see the pros and cons in it, I have had family members wanting to play but they would kill me in under a day and I do like testing stuff out, but to be fairly honest I can live without this.- Rivers? You could having them for fishing and maybe as water jugs for the crock pot or something? It could put out accidental fires?Thanks for reading
  12. Earthquakes! Damages structures such as pig houses, nests, farm plots, rocks, trees. Hurricanes/Typhoons! Destroys plants/crops. Tornadoes! Uproots anything in its path. Can even lift up beefalos lols. Tsunami! Destroys coastal bases. Hail storms! Player has to constantly add fuel to their fire or they freeze to death. Makes everything crazy exciting!!!
  13. How about adding a footware slot to the inventory and having shoes that serve different purposes: Shoe Idea 1: shoes make you faster but scare animals like birds and rabbits from further away Shoe Idea 2: shoes make you slightly slower but make you inaudible or harder to detect by rabbits, birds and monster. (good for roaming late at night and hunting) Shoe Idea 3: Armor shoes. an alternative source or armor to the logsuit and football helmet. (would complement a mining helmet and backpack combo)
  14. Note: This would fit in with the crypt and wraith idea i had (the records would come out of the broken crypt) http://forums.kleientertainment.com/showthread.php?6236-Crypt-and-Wraiths
  15. hey guys just trying to reach an audience that will like my videos so here! there that's better now you guys can watch my video
  16. This topic will presumably raise some concerns and heated arguments, but lets try to keep it civil shall we? I'd like to raise a question against the current strategy of kiting and it's role in this game. Personally I can understand why kiting is a legitimate tactic, because it's using some dodging, timing, and dedication. I however thing that kiting makes the game flat out easy, you can kite almost everything and avoid being in any real danger. The only time when monsters are actually challenging is when they attack in a large group thus making kiting a bit more chaotic and hectic, like say a large Hound attack. Every monster is currently nullified by the kiting tactic thus they are no threat, so I'd like to see some changes in the current monsters attack pattern ( adding some random elements to attack ) or another solution that makes kiting less viable ( though not useless ), i.e as an effect of random attack patterns, kiters will have a harder time dodging, though not impossible. Adding monsters that functions as anti-kiters like for example an ranged monster, that is relativly fast in it's attack animation ( not attack speed but the projectile ) making it necessary to close in fast and kill them rather than running around. This would need a bit of refining but I think my point is clear by this time. The Jumping Spiders is currently a good candidate for this, hopefully we will get a bit more of these. Lastly I myself is an abusive kiter, it's easy, it yields large quantities of food for little to no cost ( except durability of weapons ) making kiting an extremely rewarding ( so rewarding it makes surviving to easy ). So people, discuss! Do you think we need to do something about kiting? Is it fine the way it is? Ect ect...
  17. This item picks up every loose item in an area around your character and puts it into you inventory and degrades when used. Expensive to craft e.g 10 gold 2 rope and loses 10% durability after every use. This will solve the items out of bounds problem, will help gathering resources and if you happen to die in the middle of a spider infested area, it will no longer be impossible to recover your dropped items. Worn the same as the other amulet so you cant wear a log suit while trying to use the amulet. Any thoughts?
  18. I trade all my 7x dota 2 keys and 1x Smite beta key for 1x Don't Starve. Dota 2 items are on sale to get a Don't Starve so please make me an offer if you are interested in some stuff. (Because all my items cost more than one single dont starve) Steam account: http://steamcommunity.com/profiles/76561198038096987 Steam inventory: http://steamcommunity.com/profiles/76561198038096987/inventory/ *dota 2 beta keys are NOT redemable in CHINA
  19. I know the fuel length time varies widely between updates, but I've been thinking. If any tree only yields 1 charcoal, and the largest trees yield 3 logs, what is better for fire? Are 3 logs better than one charcoal? Along with the fact that the biggest trees also yield 2 pine cones, for further fuel farming later. I have a chest full of logs, but I've been saving them for logsuits, and instead doing controlled farm burns for charcoal. Then again the largest trees take a hefty toll on your tools (the wiki, which I'm not sure is up to date, says 15 swings), where burnt trees for charcoal take 1 swing. As it stands in the current update, 2 charcoal will last you the whole night, but you won't be getting much of anything done. For log users, how many does it take to get through the night (starting only when night does, not dusk, and only fueling when the fire is about to die to ensure minimum requirements)? If someone has the spare time to dedicate to this query for science, I'd appreciate it. (I'd do it myself but I'm not near my gaming PC)
  20. Somehow, an issue I've encountered is my game has started halfing every item in my inventory when I try to swap it. I'd like to know if this is intentional and I just toggled something wrong or if this is an actual issue and as such needs to be fixed. I was playing as Willow, if it's maybe just a character bug, I've not had this with Wilson yet.
  21. I have steam tradeable versions of Limbo Sonic Generations Costume quest I am looking for a steam copy of Don't Starve http://steamcommunity.com/id/nyko111/inventory/#753
  22. I've noticed that in Don't Starve that flint is nonrenewable and can become scarce if you are on one game for a long time. I think we should prevent the terrible problem it would cause if you end up like me and cannot make tools because you cannot find flint on your world that you have so much progress on. To prevent this I believe that bone tools need to be added. So that almost every animal drops bones. Beefalo = 10 Rabbit = 4 Bird = 2 Bird Thing = 10 Hound = 7 and think of numbers for other creatures I haven't listed because I haven't encountered them yet. I think that the blue prints should be: Bone Axe = 2 Bones 1 Twig - Bone Pickaxe = 4 Bones 1 Twig - Bone Shovel - 3 Bones 1 Twig - Bone Spear = 4 Bones 1 Rope 1 Twig I am not completely sure of the accuracy of these blueprints. I believe that they might need some tweaking before they enter the game. I also think that there should be a new weapon added. The blueprint would be: 3 Bones 1 Rope. This would make a Bone Mace. This would have the effectivity of a spear. I also think that another weapon should be added aswell. The blueprint is: 2 Bones 2 Rope. This would make a Bone Flail. I also have an idea for Bone Armor. This would require 20 Bones and 3 Rope. This would be twice the durability of the logsuit and the same damage resistance. These bone items should have less durability as the original items. (excluding the armor) I am just brainstorming here. i understand if these aren't added. I hope nonetheless that they will be added. If these ideas are added would be amazed that my idea made a difference.