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7 minutes ago, Gi-Go said:

Why do people think farms are good? I need help understanding what am I missing. You need to tilt the ground, water plants, manually plant them, use a singing thing and then harvest them one by one. If you do megas you also need to hammer and pick them up. That's just 1 harvest cycle. This is so tedious, annoying, boring and slow. And your reward is food - the same stuff you find on the go litteraly anywhere. Potatoes and such have high healing value, but so are shrooms, jellybeans, butterfly's and pierogies. I just don't get it. 

I've done some slurper challenges in the past for fun,  where I would spawn a slurper at the start and let him suck my hunger forever. It's like having hunger drain of 11 people at all times. If i didn't need farms then, then I can't see a single reason to use them with normal hunger drain. 

If this challange taught me anything, it's that meaty stew and meatballs (made from whatever) are the best food sources. It's the only thing that carried me in these agonizing times of pointless self-torture. 

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Maybe is because your play style is more centered in always be moving and fighting mobs? (Sorry if that is not the case) The majority of times this type of things depends in how people decide to play the game and how they feel more confortable. 

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5 minutes ago, IanKSB91 said:

Maybe is because your play style is more centered in always be moving and fighting mobs? (Sorry if that is not the case) The majority of times this type of things depends in how people decide to play the game and how they feel more confortable. 

Yeah I play while always on the move too but, planting some crockpots around the world and at the very least a few farms of Forget Me Lots, is an effective way to get things like Sanity Restoring Teas etc..

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I’m now going to hi-Jack this thread to talk about Wendy I would’ve made an entire thread about this… but I didn’t feel like creating a thread, so it’s going here in threads that don’t deserve their own thread.

With that said (and as a Wendy Main..) I feel like Wendy’s Biggest Strengths and Also Biggest Weaknesses should stem Directly from the Presence & also Absence of Abigail.

As an example: A Wendy trying to hide in a BushHat from attacker while she still has Abigail out Summoned about should still be able to be seen by enemies & attacked meaning to get successful use out of the BushHat she would need to Unsummon Abigail to go into hiding (obvious for PVP that if you see Abby floating about Wendy is in the Bush nearby but the Enemy mobs in PVE should also target that hiding Wendy) A Wendy who forgets to Soothe Abigail before Dismounting her not yet fully tamed Beefalo should have Abigail try to kill it (perhaps even out of jealousy)

Aka her Strengths relying upon when to use and not use Abigail, Meanwhile.. her Weaknesses being knowing when to Not Use or Use Abigail.

What I’m saying in short: is certain situations should prove to be more difficult when Abigail is involved: Klaus fight is an excellent example- You want to carefully target and fight Klaus while avoiding killing his Deer, Abigail won’t care and will hit them all with AoE damage.

THAT should be Wendy’s core gameplay loop, And there needs to be more cases where knowing when to summon/return, Soothe/Rile Up Abigail makes all the difference.

I would also love it if the Downside for letting Abigail die was more impactful, such as: The old pre-rework way of needing to wait until the flower blooms out before Abby can be summoned again.

Even though Wendy is an “Easy” character to play- she should by no means be “Easy to Master”

Deeper Gameplay loop and punishing people for not building & maintaining a Sisturn to speed up Abigail’s Bloom stages would be much appreciated.

Thanks #Wendy Main who loves Wendy for her skins A.I. Companion & quotes & not because she’s super easy to play.

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Speaking of Good feather, Klei should add mission/quests to it's mini-games.

They missions could involve scavenging crow related trinkets from unique set pieces that spawn during the quests. 

Something like:

"Collect a jewel encrusted egg from an underground blue mushroom biome."

When you find it, there are 3 mechanical birds flying around a nest that give chase when you pick up the egg. The egg is a pretty big egg, forcing characters to carry them on their backs but not as heavy as boulders/suspicious marble pieces (to promote Wolfgang a bit). You can also place them on beefalo but teleporting them or getting hit while carrying one will cause them to break. Also destroying the robots will only temporarily disable them. They basically chase you throughout the map even above ground.

Other missions/quests could include reusing the labyrinth, escort missions, destroying certain enemies, etc. I'd like cawnival games to be a lot more difficult.

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Forumites, how come that there are lots of cringy nostalgic Minecraft songcovers, but we don't have a single cringy nostalgic DST songcover until now (afaik)? I got this thought while I was looking for my eyebrella and for some reason started singing Rihanna's Umbrella with a slightly altered text...

Hey, I have a heart,

To make this I just tore my health apart.

If you hadn't haunted it,

We would still have a star...

Baby, cause in the dark

You can't see a thing at all,

That's when you need me there;

With you I always share, because -

When the sun shines, we die together,

Told you, we're stuck here forever...

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...that I'll always be your friend -

No alternative, we're trapped here all till the end.

Now that's raining more than ever,

Know that we still have each other

You can stand under my eyebrella -

(Repeat several syllables from eyebrella, as frogs fall from the sky synced to the beat)

Those fancy things,

They could be a way out you think?

Do you too see that entity?

I'm close to insanity...

When our friends have killed the guards

And when we then have grilled their parts,

If that land is dark,

Ya know, maybe I can lend a heart...

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This is all extra hilarious to me, 'cos they were playing that song in the grocery store LITERALLY just yesterday.  XD  But of course, Starvifying it makes it so much better.  I kind of now want to see an actual DS/T video to it, complete with the frogs falling to the beat of the "ella, ella, ella"

And while we're on Early 21st Century Hits made Constant-y, I'd like to also throw out GuudeBoulderFist and Milbee's "I CAME IN LIKE A DEEEER-CLOOPSS..." 

...Notorious

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1 minute ago, CaptainChaotica said:

This is all extra hilarious to me, 'cos they were playing that song in the grocery store LITERALLY just yesterday.  XD  But of course, Starvifying it makes it so much better.  I kind of now want to see an actual DS/T video to it, complete with the frogs falling to the beat of the "ella, ella, ella"

And while we're on 2000's hits made Constant-y, I'd like to also throw out GuudeBoulderFist and Milbee's "I CAME IN LIKE A DEEEER-CLOOPSS..." 

...Notorious

I'm both proud and embarassed to say that I already have an entire action script for this in my head now.. sadly, I don't have a YouTube account, anyone wanna give me the contact to James Bucket? xD

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On 1/2/2022 at 1:28 AM, Mike23Ua said:

My point is: Wanda’s healing clocks do not work AT ALL when she is taking Damage over Time from Overheating or Freezing, Just like if a mob capable of inflicting poison, fire or any other DoT effect were added: Wanda is Screwed.

There is a little trick you can use to counter this downside in winter. When you are freezing - try using a hot thermal stone. Not only will you stop taking damage, but you will also warm up. Neat! And there is also a little trick to counter this downside in summer. When you are overheating - try using a cold thermal stone. Not only will you cool off, but you will also stop taking damage. Cool! I have more great tips for you to counter this awfully hard (and very impactful on the game) downside. For exsample, fire deals damage - so don't stand in it. Instead, try moving your character away from fire. There is also a food meter in the game, and if it drops to zero you will start taking damage. To counter it - try eating food!

I hope this helps you. 

 

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2 minutes ago, Gi-Go said:

There is a little trick you can use to counter this downside in winter. When you are freezing - try using a hot thermal stone. Not only will you stop taking damage, but you will also warm up. Neat! And there is also a little trick to counter this downside in summer. When you are overheating - try using a cold thermal stone. Not only will you cool off, but you will also stop taking damage. Cool! I have more great tips for you to counter this awfully hard (and very impactful on the game) downside. For exsample, fire deals damage - so don't stand in it. Instead, try moving your character away from fire. There is also a food meter in the game, and if it drops to zero you will start taking damage. To counter it - try eating food!

I hope this helps you. 

 

Thanks I will take this tips to heart! :wilson_love:

But on a more serious note: if you played the game on anything beyond default settings your thermal stone would alternate between hot and cold like that one Katy Perry song: And you also won’t ALWAYS have the resources on hand to keep it warm/cool it off unless you’ve somehow mastered the art of inventory juggling (unlikely.. no one ever masters limited inventory) and in fact with Wolfgang’s rework I currently have FOUR Gembells in my inventory slots- Just like when I play Wendy I have several different potions, or when I play Wanda at least two ageless clocks: Reworks do more then just change a character- They Also make sure you have more stuff in your inventory in a game largely about careful inventory management.

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5 minutes ago, Mike23Ua said:

Thanks I will take this tips to heart! :wilson_love:

But on a more serious note: if you played the game on anything beyond default settings your thermal stone would alternate between hot and cold like that one Katy Perry song: And you also won’t ALWAYS have the resources on hand to keep it warm/cool it off unless you’ve somehow mastered the art of inventory juggling (unlikely.. no one ever masters limited inventory) and in fact with Wolfgang’s rework I currently have FOUR Gembells in my inventory slots- Just like when I play Wendy I have several different potions, or when I play Wanda at least two ageless clocks: Reworks do more then just change a character- They Also make sure you have more stuff in your inventory in a game largely about careful inventory management.

My point is downsides are a joke. All of them. Some are fun, some are not, but not a single downside added to the game so far deserves to be considered a counter weight to upsides. Klei have no guts, all the downsides they make a half hearted. 

Wanda the glass cannon - still can use 95% armor. Wormwood the incapable of healing - still can use the best healing food (jellybeans) and gets heals from rot. Warly the picky eater - lives off of meatballs alone. Wurt the vegan - gains more hunger from food, uses meat as filler in crockpot. Wigfrid the meat eater - probably forgot that this is a thing due to all good food being a meat type. Wes the challange charcater - same as everyone when on a beef. 

To say that Wolfgang dosen't deserve a good upside because he dosen't have a downside is just folly. Noone has downsides. 

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29 minutes ago, marioespinho said:

Isn't it possible to build more pig houses to maximize the effects of the moon altar event? I thought you could build more houses to get more warepigs, but they all go home at dusk and don't come out.

You have to bait them with something in order to keep them out. 

Like a food item enclosed with walls near the pig houses. They will endless try to walk towards the bait and never return to their houses. 

Non perishable edible items r prefered for this like pig skin or event candy. 

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2 hours ago, Ohan said:

You have to bait them with something in order to keep them out. 

Like a food item enclosed with walls near the pig houses. They will endless try to walk towards the bait and never return to their houses. 

Non perishable edible items r prefered for this like pig skin or event candy. 

That i know, but won't they keep running forever torwards the item even if i trigger the event?

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1 hour ago, Gi-Go said:

Is there a way to tweak perks? Like, I wanna change working speed, damage multiplier and stats of a character. Do I need to make a mod or can I just edit some file? How hard is it?

C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\data\databundles

open 'scrips.rar' go to 'tunninglua' file and do ctrl+F wolfgang
image.thumb.png.317bf317ba83458ce46fe32eb6f894ff.png

here for stats, mighty mechanic, etc

if you keep doing "finding next" "down" in the ctrl+F panel you will find this

image.thumb.png.e074ee8adda7b9c6962033f58c0a1c11.png

where you can edit drain rates, working effectiveness, sanity drain, gym numbers and almost everything about the refresh

 

but you will need to edit this after every update and everytime you reinstall the game or verify local files. Making a mod makes this process automatic but i cant help you with it since idk how to make mods

 

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I want to understand how the Winter's Feast Tables' durability and buff duration work but the DST wiki is not very detailed about that. I want to write here what I understand and what I assume so you can correct me if I got it wrong and I'm leaving some questions that I'd appreciate if someone could answer. I will resume what I know point by point so it's easier to answer and correct:

1. The durability of other recipes on connected tables are also consumed when eating alone from a single table?
2. All recipes have a durability of 100% and can be completely consumed after 1 minute of eating from the table...
3. ... and the buff duration is 1 day (8 minutes) for a complete recipe consumed plus the boost of connected tables with recipes...
4. ...this means that the duration of the buff depends on the percentage/time consumed from the recipe? Example: if I ate from the recipe for 15 seconds (25% of the durability), do I get the buff for 1/4 of a day (2 minutes)? And 1/2 of a day for 50% consumed and 3/4 of a day for 75% consumed?
5. Only one player can eat from a single table or others can join and eat from the same table?
6. The health, sanity and hunger points boost from eating with connected tables and/or with other players on connected tables is divided and added to the main points received during the duration of the boost. Example: The buff from a single full recipe is 0.5 Health/second, 10 Sanity/min and 75 Hunger/day, that makes a total of 240 Health, 80 Sanity and 75 Hunger in one day. With a connected table with a duplicated recipe you get an extra 24 Health, 8 Sanity and 15 Hunger making it a 264 Health, 88 Sanity and 90 Hunger buff that you receive partially along the duration of a full day and 48 seconds.
7. I guess tables are considered connected when you build a table parallel to another (to the right, left, up or down of another), but are they considered connected if you build them diagonal to each other? What I mean is: It works if you build them like this...: 

      [x]
[x]   +   [x]  
      [x] 

instead of...?:

[x] - [x]
  |     |
[x] - [x]

8. If that's the case, do tables have some kind of  circular/squared radius to connect with other tables?

That's all bois and girls, thanks in advance. :love_heart:
 

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it's one of the best feelings in the world when you bring a less experienced friend over to their first time fighting a boss-- and they win

like they were so afraid of dragonfly before, but they killed her and they feel incredibly proud and satisfied. they realize she's not that bad and will feel a lot better about killing her next time

and im happy about it too. cus theyre happy

ik to the people on the forums, it aint much to say "me and my friend killed dragonfly" but there's nothing more fun to me then bringing a friend out of their shell and experiencing the "harder and scarier" parts of the game, its a lot more fun once you get past the initial wall of "all the bosses are scary and they will kill me"

haha idk. im just excited and wanna talk abt it a little

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20 minutes ago, SkyistheGround said:

it's one of the best feelings in the world when you bring a less experienced friend over to their first time fighting a boss-- and they win

like they were so afraid of dragonfly before, but they killed her and they feel incredibly proud and satisfied. they realize she's not that bad and will feel a lot better about killing her next time

and im happy about it too. cus theyre happy

ik to the people on the forums, it aint much to say "me and my friend killed dragonfly" but there's nothing more fun to me then bringing a friend out of their shell and experiencing the "harder and scarier" parts of the game, its a lot more fun once you get past the initial wall of "all the bosses are scary and they will kill me"

haha idk. im just excited and wanna talk abt it a little

Dragonfly has significantly less health in the single player version of Dont starve, they only increased these bosses hp’s to accommodate for bringing 6 people to fight it- 

But when there’s 3 or more people fighting it, the fight is over too soon and when there’s 2 or less- it’s a boring grind that requires gathering a ton of resources to prepare for and then waiting for it to die- And what’s worse: if your friend plays DST and then thinks they will buy DS to fight the same difficult bosses- They will be extremely disappointed when those fights are over when they find out they have significantly less health.

There really needs to be Boss Scaling in this game at some point, some people like myself don’t want to spend 6+ hours gathering marble suits, building stone walls and holding attack for a long time till it’s dead, but at same time: Some people would like for the fight with Deerclops to last longer then 46 seconds: That’s where I could scale up Deerclops challenge, while scaling down Dragonfly.

There are mods that do this.. but why isn’t it an official gameplay feature yet? 

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