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  2. ngl I just want Klei to implement some sort of way to show current bloom progress and the amount of bloom you get from fertilizers without us always resorting to mods. there's really no way to know how much bloom you get from a growth formula item to add to your current bloom in stage 3 unless you look up the numbers to get accurate measurements or get a mod that shows all of it for you as a meter
  3. Today
  4. I've read the stickies and watched some basic tutorials but I'm still kinda lost on some things. If you guys can help me out I'd appreciate it. Is there an easier way to see the function declaration of a function call? Stickies says to use notepad++ or VSC not too familiar with using them. At the moment I'm just using notepad++ "function(.*)FunctionName" find in files but it doesn't seem to work sometimes. Is Sublime any good? apparently it comes with the DST tools but I don't see people recommending it. What program can I use to view TEX files? there's some tools people made in this forum but the download links are broken or they're from 10 years ago.
  5. Thank you all for your inputs (legitimate or joking included) I appreciate having some outside perspectives Yes, I am aware that this can be deactivated with world settings, however I believe it would be a lot better if the player could have a more organic form of agency over this sort of thing rather then tweaking world settings. In the defense of the "giving resources to players" bit, yes early on this makes sense, although this feels like its more of a pub thing, it does help give more players more access to these resources. However, I am not talking about a solution that could be done day one, I am talking about a possible shadow or more likely lunar aligned mid-late game solution that more often then not, would have little to no impact on a new player. So, I do respect your concern for players who rely on the meteor fields (admittedly I find odd since there are so MANY different ways to acquire gold, rocks, flint, and nitre) this isn't really the focus here, my desire is to remove the disruptive nature of the meteors (not even the ones in the mosaic, but the ones that spawn seemingly randomly on secondary meteor fields) as they have added nothing of substance when they are placed near bosses or other important things.
  6. I agree I agree (and it was proven already) that it is not steam turbine itself. Steam deletion was observed in setups with no steam turbine. I also agree that it is falling liquid or interaction with liquid vent. I have several steam turbines working on my colony. Most of them have high pressure steam chamber (20+ kg of steam per tile). The one that is now failing is low pressure (<10kg per tile). I will be looking at all other steam chambers to see if they are not loosing any steam.
  7. 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
  8. 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.
  9. 202402091634.mp4.9d3d6f5dba114bca7916a9956bdf46af.mp4
  10. 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.
  11. 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
  12. 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 .
  13. 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.
  14. 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.
  15. Thanks, what’s your thoughts on whether or not having the energy wave effect all the hostile mobs to enter the area
  16. 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.
  17. 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.
  18. Is this the same 'Kid' that purchased a flight for 1,500$? Get real Michael.
  19. 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.
  20. 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.
  21. 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.
  22. 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
  23. 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.
  24. 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.
  25. 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 ?
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