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On 3/10/2025 at 9:55 AM, linabagel said:

After completing the reading program, I was finally able to show my chess board.

Special thanks to @This14Real for sharing his chess board earlier. The combination of Scaled Floorings and stone walls is exquisite!!!

~Chess Board~

The overall layout is divided into: audience seats, chess board, player seats.

All four corners are equipped with spotlights for players to carry, oh no, to play chess at night.

20250308202037_1.jpg.71d28ba8b2c7a303ab75f3b5eddc2619.jpg

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Audience seats consist of wooden chairs, end tables and pots simply; The mannequin and desk in the middle simulate "the referee is monitoring the game".

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The chess board and its night display.

20250308202732_1.jpg.be7715d72379d3d2ed9adc87ed30e031.jpg

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Player seats, I used thulecite walls and dreadstone walls to simulate the Nightmare Throne. I also put gramophone on the side:rolleyes:

Mast is used to indicate whose turn it is. On your turn, you need to put the mast down first, then raise it after the drop.

20250308202329_1.jpg.5d73b18646e6b680b5b2ff250c8502fa.jpg

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At night, it looks like this.

20250308202410_1.jpg.add2736a35885b1ffa8c4559f22b42f8.jpg

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Maxwell, it's your turn now. What do you mean you don't want to sit here? :devilish:

20250308204906_1.jpg.543057180a1ee0c569ceb9475a99a2ca.jpg

That's all. Thank you for watching.

Thanks again to @This14Real for inspiring me.

Wolfgang vs Wolfgang chessboxing match when?

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On 3/10/2025 at 3:55 PM, linabagel said:

After completing the reading program, I was finally able to show my chess board.

Special thanks to @This14Real for sharing his chess board earlier. The combination of Scaled Floorings and stone walls is exquisite!!!

~Chess Board~

The overall layout is divided into: audience seats, chess board, player seats.

All four corners are equipped with spotlights for players to carry, oh no, to play chess at night.

20250308202037_1.jpg.71d28ba8b2c7a303ab75f3b5eddc2619.jpg

20250308202012_1.jpg.969f71284890b88e804314e4b97b5c22.jpg

Audience seats consist of wooden chairs, end tables and pots simply; The mannequin and desk in the middle simulate "the referee is monitoring the game".

20250308202202_1.jpg.5d199c40b617e3d93a448f42fef94bfe.jpg

The chess board and its night display.

20250308202732_1.jpg.be7715d72379d3d2ed9adc87ed30e031.jpg

20250308202813_1.jpg.1636a5faf050d83ac2f5d3578d832466.jpg

20250308202655_1.jpg.dcfe984892467fe7c10a9a75b7e80de7.jpg

Player seats, I used thulecite walls and dreadstone walls to simulate the Nightmare Throne. I also put gramophone on the side:rolleyes:

Mast is used to indicate whose turn it is. On your turn, you need to put the mast down first, then raise it after the drop.

20250308202329_1.jpg.5d73b18646e6b680b5b2ff250c8502fa.jpg

20250308202501_1.jpg.8a2c0d92652b9b226e2d91723d9ad09b.jpg

20250308204614_1.jpg.874a863ac7032defaa06cbf1234a51ec.jpg

At night, it looks like this.

20250308202410_1.jpg.add2736a35885b1ffa8c4559f22b42f8.jpg

20250308202525_1.jpg.bb6338e71495c0c23039d270c8d342f4.jpg

Maxwell, it's your turn now. What do you mean you don't want to sit here? :devilish:

20250308204906_1.jpg.543057180a1ee0c569ceb9475a99a2ca.jpg

That's all. Thank you for watching.

Thanks again to @This14Real for inspiring me.

@linabagel 

我在一个公共服务器里花了三十天的时间复刻了你的这个棋盘!不得不说这个棋盘真的很漂亮!前期建这个还挺有挑战的,我专门选择了资源采集能力最强的麦斯威尔。光是石头就用了将近1000个,地上的矿区挖完都不够用。龙鳞地皮是用两个拆解魔杖刷的,我提前和清远古的队友打了声招呼让他们把铥矿墙、绝望石墙、支柱脚手架、遗物复制品椅子蓝图、梦魇疯猪与远古守护者的雕塑草图带上来。有些细节由于时间和资源的限制(没有到夏天,没有薇诺娜队友)我稍微做了一些调整,并且把一边的绝望石墙换作了月岩墙。

很喜欢你的建家作品!期待你的更多分享!
 

I spent thirty days on a public server replicating your chessboard! I must say, this chessboard is really beautiful! Building it in the early stages was quite challenging, and I specifically chose Maxwell, who has the strongest resource-gathering ability. I used about 1,000 rocks, and even after mining all the stone areas on the ground, it wasn't enough. The dragon scale turf was created using two deconstruction staves. I informed my teammates who were clearing the ruins in advance to bring up the thulecite walls, dreadstone walls, pillar scaffolds, relic replica chair blueprints, and sketches of the nightmare werepig and ancient guardian sculptures. Due to time and resource constraints (it wasn't summer yet, and I didn't have a Winona teammate), I made some minor adjustments and replaced one side of the dreadstone walls with moon rock walls.

I really like your home-building creations! Looking forward to more of your shares!

20250319222418_1.jpg.841ed2692702e5540e1261cc53bd788e.jpg20250319222127_1.jpg.8d88946db94b57399bdde236d455692b.jpg

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The cross-sea Bridg

The bridge was built to make it easy for me to go directly to "Dig that rock" and "MoonIsland". And then on top of that, I expanded additional areas on both sides for sailing and other things.

This is displayed and partitioned on the map.

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This section consists of two boat decorations and crossroads. 

The boat decoration is something I saw earlier from @Lovens(her decoration theme enhancement is excellent, unfortunately I am not up to her level yet).

I planted tree trunks on the four corners to prevent Lunar Hail, while the middle of the boat was outside the shelter of four tree trunks, so that the alternations of shadows could simulate the sunshine scene of Waterlogged.

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This is what it looks like at night.

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The two sides of the crossroads lead to Fishery and Harbor respectively. I marked them with directional sign, in the middle of the road lies Walter's portable campfire.

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This is what it looks like at night.

20250322044959_1.jpg.0d70ed4a8bbcbc66caa9d1a9db1b6c22.jpg

Fishery. In addition to getting fish, it is also a transit station to replace scorching sunfish and Ice bream, as well as a temporary storage place for heavy fish to facilitate my trade with Frostjaw.

20250322044115_1.jpg.c4c0c27f7949dbfdeffcce096e81518a.jpg

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Harbor. This is the area where I go to sea and store some things related to sailing. I also simulated the pirate scene.

Unfortunately, I destroyed all pirate sloops and forgot to leave them behind, so the scene wasn't particularly impressive.

20250322044310_1.jpg.b53ecaa15f949aa5354a84f29ad44167.jpg

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Set sail!

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Restaurant and Kitchen. Here is a separate kitchen built for Warly, with the decor on both sides mimicking the seating in the restaurant.

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Fresh out of the pot ~

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That's all. Thank you for watching!

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Hey everyone! Absolutely love seeing and reading about all your amazing builds <3

Sorry I've been quiet, feel like I apologize every 3 months for that... eek!

:wilson_blush:

DST has been awfully... dry, for me. As you probably could've guessed, I'm bigger on new content that contributes to world building rather than the skill tree / character specific stuff.  Not here to debate it, everyone has a different playstyle. What I am getting at is... I hate a dull, boring world and the lack of new content makes me s a d!

So, instead of waiting around for the new content I've been wanting, I decided to take matters into my own hands and make a mod of all the stuff I want in DST. It's still a WIP, but I've been progressing a lot more and it is nearing the testing point. Of course, I'll share it with those who are interested when it gets to that point. Until then...

Here are some more bits of my Quagmire Island. One of 4 new islands I've added so far.

Screenshot(5298).png.cc1227a9487bf8b83bb15b1897047e5c.png

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Bonus cute Mumsy pause-frame!

:wilson_flower:

Screenshot(5293).png.bc331a56b0343ea8ecf4bfe47efe414d.png

I'm curious. What are some things you look/hope for with new content, new biomes and when it comes to world building?

Do you like more mobs? Neutral? Hostile? Bosses? Loot?

More natural things like plants, bushes, trees, minerals?

New food? Or items? Decor? Turfs? Set pieces? NPC?

"Quality of life" things?

Eh, eh, eh?

:wilson_camera::wilsoalmostangelic:

*taking notes*

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11 hours ago, _mylilsunshine_ said:

hello party people, is there a mod that lets you squeeze building/placing items even closer, more than geoPlacement? is this mod it?

https://steamcommunity.com/sharedfiles/filedetails/?id=551324730&searchtext=

I don't usually use mods to affect decoration, but you can try searching: " Deploy Anywhere " and " Moving objects with mouse ".

The first one allows you to build, place and plant without spacing.

The second allows you to move items around using your mouse.

Of course, make a copy before use.

  • Health 1

I've been slowly getting into megabase, and I have to say that I'm really enjoying this journey. Putting my creativity to the test and finding out new ways to decorate my base has been one of the most fun and relaxing experiences. But as always, I wanted to give some feedback on it and I URGE you to please also give me your ideas/feedback on it.

I wish Klei would add a way to hit fences to make them smaller and walkthrough like broken placed stone walls. They could also just add items called small stone wall, or small fence, and you would place it on the ground to simulate a completely broken stone wall. People have been using this design everywhere and I wish there was a way to stop people from placing the item on the ground to make it look like a baseboard or a curb.

There could be lots of new curbs added to the game, and they would look very nice.

Klei can implement some structures that will slowly change overtime, like copper in minecraft. These walls would have color gradients overtime, making it waxable too to stay in that gradient.

Paint is another idea that I've been wanting since like forever. Like there's 3 light colors (excluding white), there could also be 3 paint color that would apply to every single placed structure and item to make it look more green, blue or red. This would take a massive work obviously, since they would have to make 3 variants for every skin, but it surely would increase how creative we can be while building.

  • Spool 2
7 hours ago, astareus said:

I've been slowly getting into megabase, and I have to say that I'm really enjoying this journey. Putting my creativity to the test and finding out new ways to decorate my base has been one of the most fun and relaxing experiences. But as always, I wanted to give some feedback on it and I URGE you to please also give me your ideas/feedback on it.

I wish Klei would add a way to hit fences to make them smaller and walkthrough like broken placed stone walls. They could also just add items called small stone wall, or small fence, and you would place it on the ground to simulate a completely broken stone wall. People have been using this design everywhere and I wish there was a way to stop people from placing the item on the ground to make it look like a baseboard or a curb.

There could be lots of new curbs added to the game, and they would look very nice.

Klei can implement some structures that will slowly change overtime, like copper in minecraft. These walls would have color gradients overtime, making it waxable too to stay in that gradient.

Paint is another idea that I've been wanting since like forever. Like there's 3 light colors (excluding white), there could also be 3 paint color that would apply to every single placed structure and item to make it look more green, blue or red. This would take a massive work obviously, since they would have to make 3 variants for every skin, but it surely would increase how creative we can be while building.

so i can tell you now the paint thing wouldn't work. some games have the object rendered in a grey-scale and colour is applied separately which lets you "paint" the object without having to redraw it multiple times; kley hand-draws each completed part of the object with the colours fully applied so not only would it bloat up the game substantially by tripling every "paintable" files size but it would also make all existing files three times bigger as well as require the program to "remember" which version of each objects sprites is currently being used(say each colour requires the game to put down a token called r, g, b and n for red, green, blue and null. if you are working on the icebox this is not that bad, there are six images making up the icebox. one is a burned state so one can be ignored and the other is always going to be n  so you have 5 tokens denoting colour at any time with one unchanging. pretty simple as far as code goes.... but say also you want to make the beebox colourable, the beebox has 19 images so that is 18 tokens that have to be kept track of at all times when it is not burned. what happens when your world has 10 beeboxes in one spot(you know, like a user-made bee garden)? you are asking the game to keep track of an extra 190 tokens on top of all the other stuff it has to keep track of while you are in that spot which greatly increases the chance of a failure somewhere(incorrect colour, problem rendering or possibly even a crash) all for something a player might not even use(remember it still keeps track even if everything is marked n).

right now there is already an issue of the game getting super laggy for slower pcs and pretty much every console verson because too many things are on-screen at a time. adding a lot of extra opportunities for lag over something a lot of people either wont use or won't use more than once/twice seems like a pretty bad idea at this time

 

that being said i would really be into an actual border item, every time i see people using the bookshelf wall for a border i get excited up until i remember how much work that is to actually -do- X''D

Edited by gaymime
29 minutes ago, gaymime said:

so i can tell you now the paint thing wouldn't work. some games have the object rendered in a grey-scale and colour is applied separately which lets you "paint" the object without having to redraw it multiple times; kley hand-draws each completed part of the object with the colours fully applied so not only would it bloat up the game substantially by tripling every "paintable" files size but it would also make all existing files three times bigger as well as require the program to "remember" which version of each objects sprites (say each colour requires the game to put down a token called r, g, b and n for red, green, blue and null. if you are working on the icebox this is not that bad, there are six images making up the icebox. one is a burned state so one can be ignored and the other is always going to be n  so you have 5 tokens denoting colour at any time with one unchanging. pretty simple as far as code goes.... but say also you want to make the beebox colourable, the beebox has 19 images so that is 18 tokens that have to be kept track of when it is not burned. what happens when your world has 10 beeboxes in one spot(you know, like a user-made bee garden), you are asking the game to keep track of an extra 190 things on top of all the other stuff it has to keep track of while you are in that spot which greatly increases the chance of a failure somewhere(incorrect colour, problem rendering or possibly even a crash) all for something a player might not even use(remember it still keeps track even if everything is marked n).

right now there is already an issue of the game getting super laggy for slower pcs and pretty much every console verson because too many things are on-screen at a time. adding a lot of extra opportunities for lag over something a lot of people either wont use or won't use more than once/twice seems like a pretty bad idea at this time

 

that being said i would really be into an actual border item, every time i see people using the bookshelf wall for a border i get excited up until i remember how much work that is to actually -do- X''D

Thanks for the info! But my idea was different. It would be to actually add 3 "chromas" or "skin variants" themed red, blue and green for every single regular item and skin. Like basically making 3 skins for every existing item and skin in the game. That's why I said it would take a LOT of work. But I would definitely buy these re-skins packs.

2 minutes ago, astareus said:

Thanks for the info! But my idea was different. It would be to actually add 3 "chromas" or "skin variants" themed red, blue and green for every single regular item and skin. Like basically making 3 skins for every existing item and skin in the game. That's why I said it would take a LOT of work. But I would definitely buy these re-skins packs.

yes, i understood that i am just telling you that the way dst applies skins is a bit complicated and bulky and to have these three sets would mean thousands of extra files and lots of lag. i didn't mean to be confusing, sorry

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On 3/27/2025 at 6:03 AM, astareus said:

-snip-

On 3/27/2025 at 1:58 PM, gaymime said:

-snip-

Actually, the idea of paint would be possible without any impact on performance or filesize, the issue is just more with how to make it look good visually. For example, check out the "saladfurnace", a joke structure you can spawn in with the console:

image.png.66c5f697a42c5b6dccd56e67cbbc233a.png

Notice how it's tinted green? That's done entirely in-engine, rather than there being a copy of the scaled furnace textures with a green hue. The game essentially just spawns in a regular scaled furnace, with an additional RGB filter applied so that it appears green. So, on a technical level, it's possible to "tint" assets into any RGB value you can think of, I used to have a console command for it but I lost it some years back, but the problem though is how to make that tinted color look GOOD. Since it applies to the entire sprite and is really aggressive (look at that green! there's no nuance between the browns and oranges and yellows anymore, it's all just puuure green), it ends up looking pretty ugly.

Edited by lowercase skye
  • Like 5
4 hours ago, lowercase skye said:

Actually, the idea of paint would be possible without any impact on performance or filesize, the issue is just more with how to make it look good visually. For example, check out the "saladfurnace", a joke structure you can spawn in with the console:

image.png.66c5f697a42c5b6dccd56e67cbbc233a.png

Notice how it's tinted green? That's done entirely in-engine, rather than there being a copy of the scaled furnace textures with a green hue. The game essentially just spawns in a regular scaled furnace, with an additional RGB filter applied so that it appears green. So, on a technical level, it's possible to "tint" assets into any RGB value you can think of, I used to have a console command for it but I lost it some years back, but the problem though is how to make that tinted color look GOOD. Since it applies to the entire sprite and is really aggressive (look at that green! there's no nuance between the browns and oranges and yellows anymore, it's all just puuure green), it ends up looking pretty ugly.

i think thats a tint overlay, making rgb tint on clothes would look really weird and ulgy

hello party people, this is a solo world i've been working on and i kinda hit a road block

after taking care of bare necessities, like food (honey, seaweed, leafy meat) and resources (grass n twigs, rock and wood from mr bear-labor, etc.), what else should i build?

my current base is an example of your average male living space. i have everything i need compact and claustrophobic. i play solo and i'm more of a boss-run guy so i don't intend on building farms or dedicated functional zones (crafting, storage, kitchen, etc.)

again, i don't know what else do i need, enough so that i have to build it.

i'm thinking of:

- a beef sanctuary for ms moona lisa

- a pig settlement with farm plots and greenery

- a dedicated functional crafting & storage zone (i know)

please give me some inspiration, i know the showcase shouldn't been slower but i kinda panicked (?) also does anyone know how to reduce lag in these situations? less items on the floor? turn off canopy shadow and disable the leafy overlay? turn off snow? 

some features in my build i would like to share:

- double or triple thick wall, makes for a real durable and sturdy look

- i hate square i hate square i hate square i hate square. so i use softened wall corners and chaotic shapes, a lot of asymmetry as well

- heterogeneity with a variation in height, size, and color. i try to mix and mash walls and break them down or build them up

- greenery patches with the broken down maize grass wall and flowers ('deploy anywhere' mod), sprinkle in some random fantasy wood fence

- tree pockets because i'm a walter, and also i like having trees around

 

Edited by _mylilsunshine_
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2 hours ago, _mylilsunshine_ said:

- i hate square i hate square i hate square i hate square. so i use softened wall corners and chaotic shapes, a lot of asymmetry as well

I love it a lot and I'm glad someone else builds like this! This isn't meant as a slight towards anyone else in the thread, but I feel like a lot of bases I've seen all blend together in my mind because of how they're so often symmetrical squares of turf surrounded perfectly by cobblestone. Playing around with asymmetry and shapes that fit together like puzzle pieces, rather than a grid of blocks, makes for such a nice vibe. It feels so natural despite being entirely man-made.

For your particular situation, since you say you're more into bosses than building big functional bases, you could try intertwining these two things together so that whatever you build naturally ends up needing boss kills to put together. For example:
- A pig farm could be set up with the secondary purpose of farming spores for nearby mushroom planters, by giving funcaps to the pigmen. For this to be most efficient, you'd need a few Toadstool (and/or Klaus) kills to get all 3 funcap variations.
- Setting up Gloomthorns and Sproutrocks for ruins activities both naturally lead you to want repeated Crab King fights for bottles and Frostjaw fights for teleporting your boat between treasure locations. This'd also naturally lead to building an otter farm for the extra bottles.
- Any build you decorate with Dreadstone walls incentivizes extra Nightmare Werepig fights for that Dreadstone.
- Decorating with giant crops or waxed plants both need beeswax, i.e Bee Queen kills. Not the most fun boss as Walter though, very safe but very slow.
- A farm will naturally need Malbatross watering cans, and it's nice to have an excess of them so you don't have to refill them as often.

With that in mind, basically any "unnecessary" build you can come up with can facilitate more of the gameplay you're already enjoying, while making it feel like more of an accomplishment since you'll have a whole build to show off from it!

  • Spool 1
26 minutes ago, lowercase skye said:

With that in mind, basically any "unnecessary" build you can come up with can facilitate more of the gameplay you're already enjoying, while making it feel like more of an accomplishment since you'll have a whole build to show off from it!

you're so real for this and i will keep this in mind! for now i'll take a break since i basically marathon-ed myself to this point, all bosses killed and built a lot. wouldn't want to burn out and feel overwhelmed with the need to build and be productive

  • Like 1
14 hours ago, _mylilsunshine_ said:

- a beef sanctuary for ms moona lisa

- a dedicated functional crafting & storage zone (i know)

I support you to start from here and the storage zone can feature characters, in the personal world, a unique character area is an important part of your individuality

My beef sanctuary and Wickerbottom's library (part of it)

20250331111236_1.jpg.07a6023098aae0ee6f58d1e862373cce.jpg

20250331111750_1.jpg.ea184191b5e31405c7aa00b1d1a6afa7.jpg

Sorry I can't help you more (;′⌒`)

Spoiler

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As a souvenir. This is currently only a WIP. I haven't fully planned the area on the right half yet. It was originally intended to be used as a transfer station for Wanda's backtrek watch. It seems impossible to finish now.

20250524041656_1.jpg.a0e2d5983950bd9c8e5ba256d387ce8a.jpg

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