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  2. Thank you for checking this!!! I'm printing this to save, I hope I am not the only one that has literal stacks of papers for ONI of various builds, favorite tips, and things I'm trying.
  3. For me the start in QoL 3 was painful: I had over 420 notifications to click ... => I ignored it and thought it´s just a problem when you "upgrade/update" an old base. But right now I have a colony and it seems my duplicants are still acquiring skill points, even if they have more than all skills would cost. => Please at least give us a "max level" or skill cap. (Not to restrict our skill choices, just to limit useless notifications.)
  4. Couldn't you crush abyssalite into sand? Or was that removed?
  5. I call it a feature: I use(d) the "pacu egg -> pacu fry" and "pacu fry -> pacu" transitions, to stabilize a temperature inside a base. (A tank of pacu will try reach a temperature below 25°, so it can counteract the little heat my base is emitting at the plumped buildings. We are talking about the heat 40°C water can emit, not about real hot stuff.^^)
  6. The only things I'd hate they have burnt are reeds and catcoon stumps. A burnt forest is actually bearable in DST - for charcoal of course. And fire is actually hated because of wild fires in bases. Bases become an important part of many world and it's a shame that fires, earthquakes and griefers destroy them.
  7. My TreeGuard with your new friend!
  8. Time travelling character idea

    I like the forward travel part of this idea but not the backward travel part
  9. The morale balance is pretty off atm. Imo they should reduce the mess/great hall bonuses and maybe even some of the high tier food bonuses. The skill tree could use higher morale costs too. The tier 3 jobs are too light on morale imo, especially if a dupe has interest in it. The diseases can be hard to avoid early on but they don`t do much when untreated. Imo they penalties they give should be higher. Double the bladder increas for food poisoning, or triple so they will spend a lot of time in the toilet, slimelung should give -6 athletics. Now the allergy effect is too strong on the other hand (+20% stress in an instant and can happen 5 times a cycle easily). Should be like the sopping wet imo half a cycle debuff for 10% stress total(20%/cycle). I haven`t yet tried dealing with the zombie spores. They seem like a hard germ to deal with but you only encounter it in the oil biome where you use exosuits anyway. It also hits hard when infected. Maybe it will be moved to a different biome on release. Release will have 3 new biomes. I suspect some of the stuff might be moved to those. Like the morb for example. I can imagine it spread some kind of "blight" germs instead of slimelung that would have the old food poisoning sypthoms (vomitting) and be more deadly. There is some balancing needed definetly but i kinda like the direction it`s headed.
  10. The thing that most people forget is that the forums are not a homogeneous group, there are players of vastly different levels of experience and understanding. DST is a game that looks very different from the perspective of a skilled player and a new one, and the same applies for perks. I think it's an unfounded assumption that you can't please everyone, but to do that I believe requires that the character have clear advantages and disadvantages in both skilled and unskilled hands. I don't think that's a necessary design constraint, so you're going to have characters like Wheeler that were perfectly balanced pre-buff in the (more accurate) perspective of an experienced player, and seen as "useless" by new players by the very nature of her abilities. How can we expect new players to be able to appreciate and accurately evaluate mechanics they aren't capable of utilizing yet? In short, I'm saying that while there's never going to be zero complaining about a character, there's definitely the potential for no *informed* complaining about a character. Some people might find that perspective elitist, but anyone who has played this game for a long time knows that where a new player sees a hostile landscape teeming with danger, an experienced player sees a playground overflowing with food and resources. They can't both be right.
  11. Wes's problem was solved a long time ago. It was just an example of an animation bug.
  12. I am trying to get rid of abyssalite so azure bugs is the intermediary step to abyss bugs. But one wild abyss bug eat only 800 gr of abyss on several cycle... no much but worth the trying. Now i go for an automatic smelter for abyssalite....
  13. So if we are on a dead neutron star... does that make Meep Starlord?
  14. Shipwrecked characters in hamlet

    again it's random if you can find the 2nd island on day 1 or very early on, it's random if you can get the tam, it's random if you can get a good treasures and all before day 9; Lastly pls tell where can I buy Sewing kits (I can't find it)
  15. Lies.... You can never keep Meep out of trouble!
  16. I`d prefer if they had all their own unique effects. Like bluff briars increasing critter reproduction rate. Mirth leafs doing something with chlorine or hydrogen and joyas.. not sure, but maybe there`s something cool they could do.
  17. Nope, its not just you. Prior it made sense, because we had to change job, to advance. Now we dont have to. Dupes will still aquire skillpoints, even if we dont spend them. So its no urgent thing anymore. And with lots of dupes, every 1-3 minutes the message pops up. If would prefer an icon next to dupes-count, indicating a dupe has points availlable (like on the jobs-desk). This would be really enough reminder. Another nice thing would be, to disable notifications for additional skill points. Theres not really use for "dupe x has gaine skill point" for the second, third... Maybe i want that dupe to stay with current skills, and dont want, or cant afford (morale) more skills yet. But the system keeps telling me.
  18. That's a rather generalization. There were some, sure, like always - a vocal minority, some try-hards, some wanting other directions. By now I believe they, for the most part, come to acceptance of current changes and hinted direction. Yet "new" Willow's proposals from Klei dropped - and I think they are actually testing waters with this preview, no actual re-balance had yet been done on her - and people, this time looks like indeed a majority, reacted rather displeased; as she still remains underwhelming, not brought to re-worked Winona and Wortox levels.
  19. i do think that they may have meant it, as it’s fine to disagree with others but saying that voicing ones opinion on a character they think could use some work is ‘useless’ is a bit much, especially when the proposed change would really just make the character more fun, also how often have you died to fire if ever, i don’t think fire immunity is the same by any means as removing being frozen yes fire damage is a mechanic but so is losing sanity, by your own logic maxwell shouldn’t have that crazy regen bc it removes something he has to worry about and that makes the game worse off somehow
  20. Asking for fire immunity is meaningless

    The reason games have different characters in the first place is to have them be unique, open some doors and close some. There’s plenty of other threats remaining.
  21. They need the option to turn off the notification. I have dupes with 15 skill points to spend and not enough moral to use it.
  22. Modding help defense multipliers

    Well, there's no descriptor on the damage about whether or not it is physical or meta-physical (joke, shadow creatures) or fire. If we look at how the code works, we can see that there are only a few things which can impact how much damage an attacker deals to you. This is the game code: if ~= nil and damage ~= nil and damageredirecttarget == nil then if self.inst.components.inventory ~= nil then damage = self.inst.components.inventory:ApplyDamage(damage, attacker, weapon) end damage = damage * self.externaldamagetakenmultipliers:Get() if damage > 0 and not then --Bonus damage only applies after unabsorbed damage gets through your armor if attacker ~= nil and attacker.components.combat ~= nil and attacker.components.combat.bonusdamagefn ~= nil then damage = damage + attacker.components.combat.bonusdamagefn(attacker, self.inst, damage, weapon) or 0 end local cause = attacker == self.inst and weapon or attacker --V2C: guess we should try not to crash old mods that overwrote the health component damageresolved =, nil, cause ~= nil and (cause.nameoverride or cause.prefab) or "NIL", nil, cause) damageresolved = damageresolved ~= nil and -damageresolved or damage if then if attacker ~= nil then attacker:PushEvent("killed", { victim = self.inst }) end if self.onkilledbyother ~= nil then self.onkilledbyother(self.inst, attacker) end end else blocked = true end end The things affecting the taken damage are: The ApplyDamage function on your inventory, which apply the absorption rates and resistances on your equipped items. Any externaldamagemultipliers in your combat component, which affect any damage taken Bonus damage of the attacker The DoDelta function of your health component, which in turn uses its SetVal function whose job it is to pass on the cause of death if the damage was a killing blow and enforce e.g. a minimum health restriction keeping this particular character from dying and in general clamp the health value being set. That's it. I don't see any other way of doing what you want to do, than to roll your own, or hook into something e.g. how armors figure out whether they should absorb the damage, and relay that through the inventory when it checks the equipped items. The inventory has its ApplyDamage function, and it does this: function Inventory:ApplyDamage(damage, attacker, weapon) --check resistance and specialised armor local absorbers = {} for k, v in pairs(self.equipslots) do if v.components.resistance ~= nil and v.components.resistance:HasResistance(attacker, weapon) and v.components.resistance:ShouldResistDamage() then v.components.resistance:ResistDamage(damage) return 0 elseif v.components.armor ~= nil then absorbers[v.components.armor] = v.components.armor:GetAbsorption(attacker, weapon) end end blablabla more code If any of the equipped items have the resistance component, and that component has been set up to resist this particular attacker or weapon, they make the damage 0 instantly! Otherwise, they gather up the absorber items in a dictionary with the component as key and the absorption value calculated by the GetAbsorption function on the armor component. GetAbsorption is pretty simple: function Armor:GetAbsorption(attacker, weapon) return self:CanResist(attacker, weapon) and self.absorb_percent or nil end The armor component has this function, CanResist, which GetAbsorption calls, and if that function returns true, then GetAbsorption returns the armor component's absorption value e.g. 0.6 (60%). function Armor:CanResist(attacker, weapon) if self.tags == nil then return true elseif attacker ~= nil then for i, v in ipairs(self.tags) do if attacker:HasTag(v) or (weapon ~= nil and weapon:HasTag(v)) then return true end end end return false end CanResist basically just says, that if the attacker or the weapon have any of the tags that are on the armor (self.tags), then the armor resists them. If the armor has the "sharp" tag, then its absorption applies to this damage. Notice that it returns true as soon as a matching tag is found. So, what I would do, is that I would contemplate exactly which weapons or attackers I would want my damage reduction perk to apply to, and then try to write something similar. Then you can override combat:GetAttacked and alter the damage with your own code, before the damage is even assessed by the original code. I couldn't help it, so I wrote it: -- This first part goes in your character LUA, ABOVE master_postinit() or fn() local attackerPrefabsToResist = {"crawlinghorror", "terrorbeak", "crawlingnightmare", "nightmarebeak"} local weaponTagsToResist = { "sharp", "blunt" } local weaponPrefabsToResist = {"spear", "nightsword"} local function contains(mytable, value) if mytable and value then for _, v in ipairs(mytable) do if v == value then return true end end end return false end local function tableContainsOneOf(mytable, values) if mytable and values then for _, v in ipairs(values) do if contains(mytable, v) then return true end end end return false end local function myDamageResistance(attacker, damage, weapon) if (attacker and contains(attackerPrefabsToResist, attacker.prefab)) or (weapon and (contains(weaponPrefabsToResist, weapon.prefab) or tableContainsOneOf(weaponTagsToResist, weapon.tags))) then -- subtract some fixed value damage = damage - 2 -- or apply a multiplier damage = damage * (1 - multiplier) -- where multiplier is e.g. 0.4 to apply 40% damage reduction if damage < 0 then damage = 0 end end end end -- The following goes IN your character LUA master_postinit() or fn() local orig_GetAttacked = inst.components.combat.GetAttacked inst.components.combat:GetAttacked = function(attacker, damage, weapon, stimuli, ...) damage = myDamageResistance(attacker, damage, weapon) orig_GetAttacked(self, attacker, damage, weapon, stimuli, ...) end You can write it in another way, if you want to apply different modifiers per weapon tag or weapon prefab or attacker prefab, but this will take care of your original question, with some work with defining the lists.
  23.'s on topic. There's no reason to censor discussion just because I voiced an UNPOPULAR OPINION. Also, I'm unsure if you're trolling or not, because your comment is the one that's off-topic ma dude.
  24. For the record, the (fandom fka wikia) wiki has a pic of this skin, I think the exact image. It's on the Belongings page. I notice that on mobile the link to the image doesn't appear. To see the page in desktop format, scroll to the comment section and click on add comment. That brings you to the desktop experience. I dunno if that was the issue, but I like to mention this since the mobile styling can hide things and misinform... not a big fan of it tbh Edit: just realized the image was uploaded as a result of this convo! I apologize for misunderstanding. Thanks for the image Geeris
  25. Maxwell Memes: The Sequel

  26. Yes, maybe something campfire-like could work, but I want it to look distinct from the rest. Maybe a flower-styled fire or sth. Well then, It's still easier to nerf a character when you have a good ground, but in this case Willow is a boring mess
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