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  2. 游戏中制作的地图可以阅读,阅读完消耗脑残和饥饿值 ,玩家花一定时间记住,脑残越多记越快,百分百后完成。 把地图记住后,就出现小地图,小地图可以关闭和遗忘选项。就可以方便玩家看地图了,就不用一直打开大地图。
  3. i've done minimal gear FW multiple times and i still don't want klei to remove cheese because some people don't like fighting the boss and them removing cheese might mean that they'll remove voidwalking so fighting FW'll require finding atrium normally which is entirely RNG and unfun that's a problem with people talking about stuff that they have no clue about, 1st few results are also usually cheeseless if you search for something like "dst fuelweaver guide/fight"
  4. I see that the big problem with the different exploids in the game is Klei's passive stance. Klei leaves the exploids for years without doing anything. Then content creators, realizing this tolerant stance, tell new players that the only way to face a boss is to use an exploid. This ends up being the only reference for new players who never even try to execute the mechanics planned by the developers. And what impresses me even more are members of this Forum with 1k to 5k registered messages. They have plenty of time to complain that they can no longer use cheese against AF, which is by far Klei's smartest combat dynamic, but they don't make the slightest effort to learn the boss's mechanics.
  5. Today
  6. Hehehe, looks veeerry different from my set-up Ok, here is what I see (Steam FPS counter): 1x: 60 FPS (at limit) normal max zoom, centered on printing pod 24 FPS max zoom (whole starting asteroid in view) 3x: 45 FPS normal max zoom, centered on printing pod 18 FPS max zoom (whole starting asteroid in view) In 3x I saw 2 micro-stutters (1/2 sec) in one cycle, about 1/2 cycle from each other. I saw none in the next cycle. This is without your add-ons, just plain base ONI.
  7. that's why nothing's automated still, although it should be, i doubt that anyone has fun cooking stuff on campfires/in crock pots source? exact percentage/some sort of announcement about the end of that survey? with your logic all hard games shouldn't exist, most old bosses aren't even hard to fight if you figure out how to counter them, but average DST player doesn't think and thinks that fighting toadstool using a ham bat is impossible, even though you can drop it onto the ground before dropping the spore bomb off to avoid it spoiling then explain to players that they need to think about how to counter bosses instead of trying to kill them by only using a weapon and attack and movement controls instead of trying to dumb bosses down so they only require that? entirely unrelated to old bosses also unless dying nearby them'll give you info about items that counter their mechanics existing e.g. bramble husk/abigail/pan flute/lunar fire/shadow prison/shadow sneak in case of BQ the most boring part of the game, i never do lunar questline because it's filled with boring crap like that that's just baby mode dark souls without the need to think or do hard to execute dodges, so they end up being nothing, simply an absurdly boring thing that anyone can kill after 1-2 attempts that just ends up being a boring waste of time after you kill it once because there's also no way to make it harder because even killing it using fist won't be hard, just absurdly time consuming and boring
  8. It's your CPU I had the same issue. Intel borked something. Reducing the multiplier in the BIOS or with Intel's XTU tool stabilized my system. You can find a lot about it on reddit.
  9. DST is a survival game not some sort of automation simulator. DST was never built around using bugs to automate bosses, DST is just so ridiculously difficult for new players that everyone gravitates towards using exploits for the harder bosses. Which is a clear sign for Klei to rework those bosses. Klei themselves have admitted that DST is the hardest survival game out there right now. And it 100% is. They somehow need to emphasis the importance of wearing armour and give abit more instruction about how things work. The scrapbook is not great at explaining stuff. And Klei should reward dying in DST like in solo Dont starve by giving some unique spools for unique skins unrelated to current spool/skin pool. Also if you die, the game to explain in a pop up why you died so for example if i died by a bunnyman; maybe a small explanation of how bunnymen hate people carrying meat, herd mentality, their attack and hp, and some brief strategies on how to deal with them. Current new content is great, Lunar bosses are very fun to fight. Right level of reward for learning the fight and danger if you mess it up. Edit: reward dying as in reward full server reset after death countdown.
  10. It's a plant that's always in water. It exists in water. It's made of mostly water. Why should it smolder? It makes little sense and renewing it isn't easy either. Rather near impossible to renew.
  11. You'd have to mess with three files (i think). builder, builder_replica, and recipe.lua for builder (and builder replica, builder_replica is client sided info while builder itself is for the server) you'd want to mess with Builder:RemoveIngredients (careful, RemoveIngredients isnt in the replica!) and Builder:HasCharacterIngredient for dealing with the UI half of the component your using to craft with (in this case hunger) then in recipe.lua you'd want to mess with the function IsCharacterIngredient (not too sure about this one. it might be overkill messing with the recipe.lua itself so try just messing with the builder and builder_replica and test them on their own before you mess with recipe.lua) im not too sure on specifics because i'm trying to find how to do it myself (honestly the only other thread i could find gives no actual help on setting it up other than hacking an upvalue) EDIT: forgot this part but after you finish this you'd need to add the ingredient itself to the CHARACTER_INGREDIENT table in constants (you can do that via a table.insert in modmain) EDIT 2: sorry about the first edit i forgot that table.insert shouldnt be used for that. instead just make a new file and slap a copy of the table CHARACTER_INGREDIENT with the custom ingredient from constants.lua and modimport/require it in modmain. be warned there IS NO ART for it, so you'd have to make your own icon for it to show up instead of a blank square (if it doesnt crash)
  12. Just following up to this. You were right. The triangle button now does not work at all for voting. I reported the bug under the bug tracker section of the forums.
  13. Thanks! It was the nightmare werepig being stuck. I walked all over the upstairs but didn't walk all over in the caves. I found a loose nightmare werepig at the guardian.
  14. Nightmare Werepig's attacks are directional cones, which were also applied to deerclops and bearger's swipe attacks so dashing through them allows you to avoid the hit area try doing the dash through moose goose or dfly attacks
  15. I'm not able to replicate this on PC at least (example vid in spoiler), would be interested to hear if you're doing anything different besides being on Xbox. I'm 99% sure it does not (example vid in spoiler): Daywalker's attacks are directional which is probably why you're avoiding damage by lunging through them. You can get a similar effect with Dragonfly but only if you dash far enough to be out of Dfly's reach:
  16. Considering that this is an eel with the appearance of a moray eel that lives in ponds near the ruins of an ancient population of human beetles, nothing prevents it from being an electric eel (in our world, eels are really electric). It's funny, but you can make it so that when we kill an eel, we can be electrocuted, as it happens with jellyfish, Shipwrecked In my language, moray eel and eel are completely different words, "Мурена" and "угорь", but in any case, the game features a freshwater eel(Freshwater eels can be electric), whereas moray eel is a marine fish
  17. I'm sure it does, I dodge the Nightmare Werepig's lunge by literally dashing through him as he pounces on me.
  18. Since you want to fight things, probably. Since I enjoy automating things and bypassing fighting its great. That is something unique that DST has long offered, the ability to play the game in a different way. Its okay you don't like it, or don't understand it - just, why hate it? Why get bothered over what someone else does in a different server completely removed from you? idk why people do that. If you want to fight scrapy, AFW, Toad, or whoever, you can. You can do it naked with a pickaxe if it makes you feel cool. The game never forces you to NOT fight something. To me pressing F to attack is boring as hell, and adding a quicker attack pattern with extended stuns is just a bandaid fix for the fact that DST does not support good combat mechanics. What Klei is trying to do with all of this new content is a fundamental shift away from everything that DST was built around. I don't want the ability to fight things removed, but why remove these other things that were simply alternative options? What is so wrong about being able to play a game differently?
  19. It's a green moray eel. Unless you count the fact that it lives in a cave pond.
  20. Why are you saying it can’t when I’ve been able to do it at least 3 times now? it’s not a consistent thing… it seems to be like Wolfgang and his chance to instantly mine stuff when mighty. Im playing on Xbox by the way so I don’t know if this is a Bug in Wigfrids code on Xbox or what.. but I think it’s cool that she CAN do it.. I mean it’s a spear that summons Lightning dashes, so it makes sense.. but, it’s not something I would try to reliably use to chop trees down with either. Lol.. Your better off just charging Deerclops or Bearger through a forest if you want fast woods. Im just thankful for the few times I’ve needed wood to build a campfire to cook meats or avoid darkness and the spear dash accidentally mines the wood for me.
  21. dash doesn't give I-frames and it can't hit structures with health so no it can't chop down trees
  22. So another fight simplification by blocking movement and item duping. The former is boring as hell and the later is a band aid fix for the mass production of moonrock. Lureplant blocking still seems lame. What's the point of gatekeeping ideas that really on defunct mechanics? Or maybe the only thing you can do with lureplants is dumb down bosses by disabling their movement? Feels like Klei was just tying up some loose ends on an exploit they had let run its course and ended up not finding value in. As for the other methods that do the exact same thing, unfortunately nothing can ever just be simple when it comes to DST's development :P. Hopefully with the addition of Wobot Klei is actually beginning to focus on giving players new tools to fiddle with, but we'll see.
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