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1 hour ago, Liquid Ocelot said:

I really hope the modding language for Don't Starve Elsewhere will be Lua or C++. As a tired office worker, I honestly don't have the brainpower left to learn a whole new language anymore. XD

I think that to me that is the real question.  Is it an upgraded version of the Lua engine or is it a whole new custom engine?   It seems that certain limitations that the developers were running in the single player Don't Stave and Don't Starve Together is the reason for creating this next chapter in the DS series. 

With the game starting from the ground up, it's also worth discussing what popular mods in DST should be base game in DSE. There are so many mods that aren't cheaty, but are such a big QOL improvement. I'm wondering if we can minimize the gameplay disparity between PC players and console players.

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8 minutes ago, Dr. Safety said:

With the game starting from the ground up, it's also worth discussing what popular mods in DST should be base game in DSE. There are so many mods that aren't cheaty, but are such a big QOL improvement. I'm wondering if we can minimize the gameplay disparity between PC players and console players.

Back Pack Slot only and Automatic Health Adjust. Other - not intetesting for me. Oh... Don't Starve Alone is 100% need.

I really don't care what the programming language is.  Documenting the API and ensuring that the documentation stays up to date would be the biggest step up for me.  My instinct is to suggest that you use a typed language (Kotlin, TypeScript, or Teal) and export or open-source the latest interface with each release.  But I can also see why that might be an unpopular suggestion.

Still, I looked into modding DST last year and a lot of the tutorials and materials were pretty outdated.

I have to agree with others here that I'd like to see some things that required mods in DST become built into the game in DSE.  +1 to Automatic Health Adjust, Healthbar, Craft Pot, Insight, HUD map, and similar.

Edited by Uncrushed
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