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Adding Caves & SW into DST


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I have some questions about DST / RoG / SW.

2. I've heard that RoG and SW worlds will be able to work like caves would.

3. Will caves and SW (if it works like caves.) be implemented into the DST interface, since I have no clue how to configure the worlds in a dedicated server, and it would just be way more convenient.

 

Integrated as in something like this:

post-769832-0-98536100-1452036463_thumb.

 

The additional servers for Caves/ Shipwrecked (again, only if it would work like that/ if SW will be implemented into DST.)

would work in the background. making it easier for people who don't know how to make dedicated servers, aswell as just making it simpler in general.

 

:)

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1. Where is number 1?

2. Klei doesn't even know yet whether they will implement SW into DST since SW isn't even finished yet, and they are working on TTA for DST.

3. I believe Klei said that they are trying to make it so that a player hosted world can run caves + overworld without the need of dedicated servers. Although I must say Klei has made dedicated servers very easy to make for us. It's really as simple as downloading the dedicated server, and running the preconfigured dedicated server.

 

Reign of Giants is effectively implemented.  As far as I can recall the only element from RoG that doesn't exist in any capacity within DST is the Old Bell item.  If you mean will you be able to effectively make the game like Vanilla DS, I wouldn't count on it.  As for SW, There is no word on whether it will be put into DST.

Hey @Archaous, just figured you should know that there is a preset that effectively renders DST to generate a world with Reign of Giants turned off. It's called the No Giants Here shown below.

 

post-474697-0-54518800-1452058892_thumb.

 

With regards to the OP, Caves Implementation into Client-Hosted Servers already has a predefined position in the World Preset Selection in the Host Game screen. If you look near the bottom of the image above, there is a grayed out tick/toggle switch that is called Multilevel. That implies that once Klei is satisfied with their implementation of caves for Client-Hosted Servers and rolls it out to the general public, simply toggling the Multilevel check box will either make your server generate caves or not. Unless they completely change the way Server Creation works.

 

On the topic of SW, other people have already said what I would also say. I hope the information above helps with the discussion, cheers.

1. Where is number 1?

2. Klei doesn't even know yet whether they will implement SW into DST since SW isn't even finished yet, and they are working on TTA for DST.

3. I believe Klei said that they are trying to make it so that a player hosted world can run caves + overworld without the need of dedicated servers. Although I must say Klei has made dedicated servers very easy to make for us. It's really as simple as downloading the dedicated server, and running the preconfigured dedicated server.

I don't know what I did to 1. >.> Probably just deleted it. No clue why.

I am talking about configuring the dedicated server. I have been able to mod it with relative ease.

But configuring the world gen, still is a mystery. :p

 

Hey @Archaous, just figured you should know that there is a preset that effectively renders DST to generate a world with Reign of Giants turned off. It's called the No Giants Here shown below.
 
 
With regards to the OP, Caves Implementation into Client-Hosted Servers already has a predefined position in the World Preset Selection in the Host Game screen. If you look near the bottom of the image above, there is a grayed out tick/toggle switch that is called Multilevel. That implies that once Klei is satisfied with their implementation of caves for Client-Hosted Servers and rolls it out to the general public, simply toggling the Multilevel check box will either make your server generate caves or not. Unless they completely change the way Server Creation works.
 
On the topic of SW, other people have already said what I would also say. I hope the information above helps with the discussion, cheers.
 
Oh right, thanks :)
 
PS.: No one has mentioned anything about 2. yet, does anyone know anything about that?

 

I don't know what I did to 1. >.> Probably just deleted it. No clue why.

I am talking about configuring the dedicated server. I have been able to mod it with relative ease.

But configuring the world gen, still is a mystery. :razz:

 

 
 
Oh right, thanks :-)
 
PS.: No one has mentioned anything about 2. yet, does anyone know anything about that?

 

I doubt they will be adding shipwrecked anytime soon. The DST team have their hands full already. Plus shipwrecked is in early access itself, so they don't even have the full content to port over in the first place. Eventually I bet it'll be added though since everybody seems to want it.

I doubt they will be adding shipwrecked anytime soon. The DST team have their hands full already. Plus shipwrecked is in early access itself, so they don't even have the full content to port over in the first place. Eventually I bet it'll be added though since everybody seems to want it.

Huh?

I was talking about SW being connected with RoG (in DS singleplayer.)

I heard people talking about how they think that it will work like Caves as in:

you find maybe some type of harbour with which you could be able to travel to SW.

It would make sense, since it would literally be the same as Caves, just with different terrain. Like as an example: if you're on a non-dedicated server. you can't go into caves but, you can spawn in caves/ruin items/enemies. The content is in the game, it just has to generate a new world with different terrain. So if all items/enemies from SW would be added to the standard game, you could spawn in the items/enemies and be able to enter SW. What do you think?

@BoopLord,
 
2. I've heard that RoG and SW worlds will be able to work like caves would.
​To the best of my knowledge I do not think that is true. RoG is already implemented by default in DST which can be turned off via the No Giants Preset I showed earlier.
 
With regards to implementing SW in DST? (Since this is the DST subforum, I'm going to assume that is what you meant.). Then the answer to that is also "undetermined". Much like what smallishbird has already said "Klei doesn't even know yet whether they will implement SW into DST since SW isn't even finished yet, and they are working on TTA for DST.".

 

In the first link below, if you skip to 11:20 you will see the devs answer the question "Will Shipwrecked be in DS Together in the future?" and their answer was "We have a lot of cool things planned for Together, right now. For now we are just focusing on working on Shipwrecked and Don't Starve Together separately. But who knows, in the future. It's a really cool thing, so we'll see."
 
Sources:
Rhymes with Play Ep. 67 - Don't Starve: Shipwrecked - skip to 11:20
Rhymes with Play Ep. 65 - Don't Starve: Shipwrecked - skip to 43:53 

 

I hope that answers your question, cheers.

 

EDIT: I was still writing this before Booplord clarified the question, in their post above this. So I submitted this without seeing that reply.

@BoopLord

 

I was talking about SW being connected with RoG (in DS singleplayer.)

Well the confusion people are having here is simply because you posted your question in the DST subforum without emphasizing that you meant that question for singleplayer in your original post. My reply above doesn't answer that question yet. But I'll get back to you with sources on Klei's standing when it comes to SW and RoG in singleplayer.

 

Cheers.

@Zillvr I forgot about the preset for worlds that turns off any adjustable RoG assets.  My main issue with it is that certain assets from RoG can't be turned off(i.e. Birch Trees), so I won't get that true vanilla experience.  I don't care that much about whether it'll be adjustable further, since I've already had to learn RoG from playing DST(I mostly play vanilla in DS).

 

I don't know what I did to 1. >.> Probably just deleted it. No clue why.

I am talking about configuring the dedicated server. I have been able to mod it with relative ease.

But configuring the world gen, still is a mystery. :razz:

 

 

Oh configuring the world gen. There is a guide on how to configure that here http://dont-starve-game.wikia.com/wiki/Guides/Simple_Dedicated_Server_Setup. Just scroll down to optional steps, world customization.

@BoopLord,  
In the spoiler below are some links to Rhymes with Play Klei Dev Streams with skip to x minutes that may answer or at the very least touch on the idea of Caves, RoG and SW implementation in singleplayer. That's all I could find. Eventually more news of this will turn up soon, so catch the next dev stream on Thursday 3:30PM PST in the Rhymes with Play Twitch Stream. Maybe we'll get updates on its current status in the developement.

Rhymes with Play Ep. 67 - Don't Starve: Shipwrecked streamed on Dec 10, 2015:
  • Skip to 29:57 - "..were working on the RoG/Shipwrecked integration right now, so there might be some news of that soon..."
  • Skip to 01:03:17 - "...Caves in Shipwrecked. Maybe, we do have a lot of cool things planned..."

Rhymes with Play Ep. 65 - Don't Starve: Shipwrecked streamed on Nov 26, 2015:

  • Skip to 31:16 - "...the specifics of how (to make it work), we'll still have to sort it out though." 
  • Skip to 35:00 - "The question about caves, there will probably caves in the overworld once you are able to teleport back into the forest world (in this case, RoG) from Shipwrecked."

 

@Archaous
True, but it's close enough. Although for the people who really want the "true" vanilla experience (i.e. no birchtrees), they should probably look into getting/making a mod of it. That on world generate, all birchnut trees be replaced with evergreens or simply specifically remove birchnuts from generating at all. That's all can really say about it.
 
I hope that helps guys, cheers.

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