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  2. Music is secondary. I can't set a corpse on fire without the moon boss appearing. The torch does not have the option to set it on fire. the staff doesn't work either
  3. Bad suggestion. This was the only reason to want to have a high sainity meter. Characters with high sainity should be better with it, not the other way round. Rest of the suggestions are good.
  4. Today
  5. 202402091634.mp4.9d3d6f5dba114bca7916a9956bdf46af.mp4
  6. There're some things here I'm not interested in personally, like the book branch and ranged/wandering merms(not saying I necessarily dislike those ideas), but honestly, even just the fishermerms and farmerms would be enough to satisfy me with the skillset. I really like the idea of farmerms digging up stumps too, that'd be nice.
  7. Thanks for the tips, I didn’t know I could grab a bird that way, I’ll have to give that a try. I’m just hoping they fix the issue soon
  8. Good point , but for me it's all about inventory. I always have a starcaller staff on me once crafted and I almost never use fire staffs. Plus it lights up the ruins nicely with sanity stations. Again , it's more for those worlds you have a bunch of yellow gems .
  9. I'd take, as an alternative, a way to see exactly where the meteor field reaches. I know it only hits specific biomes, but sometimes it's not quite clear if something is just outside of its range or not.
  10. I'm seeing 1.4.2.1 as well. I'm not sure what happened either but I'm glad it's fixed. If it happens again please attach a new log and I'll take a look.
  11. Thanks, what’s your thoughts on whether or not having the energy wave effect all the hostile mobs to enter the area
  12. I've encountered the bug as well. Until it's fixed, you can still catch birds by putting them to sleep, such as with the pan flute, and attacking them once with no weapon equipped, to make them flop around for a few seconds, during which time they can be picked up. Rabbits can also be picked up right after they fall in the caves during earthquakes.
  13. Hamlet was released in 2018, half a decade after Don't Starve itself, so doesn't really make a good case for Don't Starve having "always been" this way. Plus, not only is Hamlet one of the first instances of Klei actively encouraging the player to megabase and build things for purely decorative reasons, but it also very intentionally divides itself between "wild, untameable land" and "fully terraformable wilderness to make into a city". The Deep Rainforest isn't a good example for what you're trying to argue here at all.
  14. Is this the same 'Kid' that purchased a flight for 1,500$? Get real Michael.
  15. It's not, @Juanasdf is correct. You're wrong but if you're able to prove you're correct (you can't) that'll be nice You put a lot of thought into your posts about Webber - I've read your skill tree suggestions, I thought it was nice.
  16. You don't understand how the game you play works, this is the eleventeenth example - stop talking so confidently on things you, either, don't understand or misunderstand.
  17. Many enemies in the game now have a knockback property, and it is easy to be knocked off the cow when riding a Pifroz cow. I hope to make an upgrade kit for the cow saddle or a new cow saddle that is immune to being knocked off. Adding a little planar damage is also a good choice.
  18. I pushed an update, the 3rd time, and this time my I received the update when i opened the game. I will still attach the log just in case, but it seems to have fixed itself (for now), or at least i see the update live. ModUploader.log
  19. It’s not exactly a new thing, people have been building bases in DS/T that cover multiple biomes since 2014. The flooring of the jungles in hamlet is quite literally the only example of something you 100% cannot in any way change that is a landmass in DS.
  20. DST encourages such behaviour more because it is a different game than DS, both practically and fundamentally. It's the entire reason we have mechanics like dreadstone pillars, dock kits, above average trees, ice crystaleyezer, etc. Things that have no use in the short term but in the long term make the uninhabitable habitable.
  21. Not exactly related but just today I was thinking about a lunar aligned hostile mob that would be attacking using mini meteors and lob itself like one to navigate. I want more lunar mobs anyway because there isn’t really much of them unlike shadows. I could see something useful resulting from the loot or direct use of this creature in meteor field barriers or even summoning them, as staves, unused Moonlens structures or whatever... Using meteors ourselves could be funny in combat or farming resources or destroy stuff. I find the biomes with meteors in them very bare, which I assume is intentional and I always modded them away from anywhere important. But I could tolerate them if it gets expanded post rift perhaps ?
  22. So anybody knows when is the scrappy update coming to Nintendo switch?
  23. I mean… Isn’t this the way DS has always been though? You could not build anything on the Hamlet jungle turf flooring either.. I think it’s just exclusively DST that players are trying to turn the entire game world into their personalized mega-base.
  24. I think at the very least above average trees should prevent meteorites. I definitely feel your pain though, meteors to me feel like a dated mechanic from a time where Klei was still trying to figure out how to make rocks more renewable to fit the lack of world hopping in DST. I feel as though killing celestial champion could just disable meteor showers since by that point you can use champion as a source of moonrocks, and the orb already exists in the world. I find it pretty unreasonable that we have a mechanic that's essentially wildfires on steroids. We just kind of have to accept that there's gonna be an entire portion of the map that cannot be built on at all, no matter what we do.
  25. Old flower power turned 3 full days of stage 3 bloom into 4.5 (1440 Bloom or 3 days, into 2160 Bloom or 4.5 days) (Also increased maximum Bloom from 2400 or 5 days, to 3600 or 7.5 days) New flower power 30% more fertilization, with super growth formula the baseline 240 bloom turns into 312 (240 Bloom or 0.5 days into 312 Bloom or 0.65 days) Achieving maximum Bloom in stage 3 can now be done with 3 uses of super growth formula instead of 4 (2400-1440=960/240=4, Now: 960/312=~3). Changing the bonus from 0.5 to 0.65 is really nothing, might not even be noticeable. This is just a durability buff to super growth formula by 30% (1.5 more uses), and only useful if fertilization is used during stage 3, or I guess if trying to get to stage 3 as soon as possible. Seems like Klei doesn't want Wormwood to stay in an unmaintained constant state of Bloom unless in Spring. However maintaining stage 3 Bloom requires keeping track of when stage 3 began, the rate it's decreasing, which depends on season, and maximum Bloom you can accumulate until maximum is reached. For example applying 3 super growth formula after stage 3 is reached then waiting until mid day to reapply is a waste of 72 Bloom points, who is going to keep track of this. Why not change flower power to help maintain Bloom or buff Bloom to keep things simple instead. Pause Bloom loss during stage 2, for an amount of time, when just entered from stage 3 for Wormwood to reapply fertilization, or give damage reduction during Bloom to incentivize maintaining. These are my thoughts, and can be subject to change.
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