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Thank You for Your replies. I do not like those hamster wheels, it will not act exactly as I need. I want them sometimes to idle. I have recreational room and they are still idling in those ridiculous places. It is almost what I need. But I need them to leave area if idle. I will try to contact author. Thanks!
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Currently, many modders want to add epic boss music in their mods, and some of them want to add background music. It's a common way to modify TRIGGERED_DANGER_MUSIC to add musics.However, the TRIGGERED_DANGER_MUSIC itself is a local variable, use UpvalueHacker to modify it is not very convenient, and the game may carsh if more than one mod using UpvalueHacker at the same time. I hope Klei programmers can a API,which allows modders to modify TRIGGERED_DANGER_MUSIC.And add a "priority mechanism" for triggeredmusic: when a triggeredmusic with higher priority is played, it will kill other triggeredmusics with lower priority(Otherwise, just image that if many triggeredmusics are played at same time, and the noise and contradiction XD ).
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They go to rec rooms (or, if there aren't any, to the printing pod) during downtime, not when they're idle in general. Not sure if that behavior is new, though. AFAIK it has been that way since rec rooms became a thing. The overall idling behavior seems difficult to change. This mod promises to get rid of some of the more annoying consequences, but I haven't tried it myself.
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World did not retrofit and no scrappy area
Mx-Pain commented on Mx-Pain's bug in [Don't Starve Together] PlayStation
Just like to post an update, that this worked out & can now enjoy the new stuff added. -
Bunnyman can also be used to handle Crab King. You can also create a fully automatic device to defeat Dragonfly. Of course, be careful when handling spoils of war. Bunnyman is the employee I use the most, and their combat power is very abundant. Although the spoils of defeating them have been greatly reduced, their combat effectiveness is still much stronger than that of Pig Man. The best thing is that they don't eat spoils of war, and they are very powerful helpers in fighting.
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Art and sketches from dodo (me)
Creatorofswamps replied to Creatorofswamps's topic in [Don't Starve] Art, Music & Lore
- Today
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Since the loot change they have been very bad and only really used as a Bee Queen strategy. It should cost less bunny puffs and carrots to make them at the very least since they aren't nearly as useful as they were before. (4 board 5 carrots 2 puffs). @cropo On what kind of bosses are you using them? The only reasonable use is for bee queen, it is too expensive to build them for other bosses when there are better options.
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That's not true Mike, if you removed the bosses you would be left with a lot of game still. If you removed the survival elements (you'd need HP obvs), it still wouldn't be a boss focused game. If it's objectively not fun, how are people still finding it fun? Mike I assure you, many people play roguelikes - my favourite genre myself! Played tons of them, even ones you think you're the only one to have played. People don't bring them up often cause of how unlike DST they are, you should pick up on that. Edit: Also, are people playing roguelikes cause they're excited to fight the same boss over and over again? A lot of roguelikes get criticised if that's the case, people want the meta-progression that comes along side it and the expectation that bosses will get harder or have harder variants. The idea is not that you fight the same thing in different ways and you're so hyped cause your build will make things seem 'wacky', it's, ideally, the ability to beat the boss and move on? - To further difficulty, zones, unlocks, variants. No, not doing the same thing over and over.
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Expeditions and other playable modes
gibberish replied to molivious's topic in [Rotwood] Suggestions and Feedback
I totally agree with pvp mode being easily exploitable with just using better gear. Banana cannon sounds like something i wanna try though lol -
On Trample Damage Values
SSneaky replied to Popian's topic in [Don't Starve Together] General Discussion
Same boat. 'Structures with hp' should be attacked by all bosses if they're in the way. -
Make fossils indestructable
zhangsheng replied to Frosty_Mentos's topic in [Don't Starve Together] Suggestions and Feedback
A very good opinion. Synthesize a Fossil Fragment using 2 Bone Shards, 2 salts, and 2 thulium fragments. -
Sadly no it used to spawn the fences when you saved the game and did c_reset() but it was changed so the fences appear when wagstaff rebuilds them
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skill tree idea Revised Webber skill tree suggestions also Klei I don’t care about credit add or take inspiration from any of my suggestions as you please all I ask is you take them into consideration+Fan ideas welcome(great place to use to make everyone happy)
Dr.Webber replied to Dr.Webber's topic in [Don't Starve Together] Suggestions and Feedback
Sorry but I’m happy with the alignments I got- 195 replies
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Reset key binds worked for me but there's still a bug there
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That's just a typo. That green gas is actually Chlorime, an element that does not exist in our universe, but does exist in the universe ONI simulates.
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skill tree idea Revised Webber skill tree suggestions also Klei I don’t care about credit add or take inspiration from any of my suggestions as you please all I ask is you take them into consideration+Fan ideas welcome(great place to use to make everyone happy)
KrazJoe replied to Dr.Webber's topic in [Don't Starve Together] Suggestions and Feedback
Sorry if it has been suggested before as I didn't read through the thread. My suggestion for the alignment would be: Shadow: ability to craft cave spider nest Moon: ability to craft lunar spider nest- 195 replies
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When I chop waxed Kobbly tree, Server crashed
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Make fossils indestructable
landromat replied to Frosty_Mentos's topic in [Don't Starve Together] Suggestions and Feedback
allow wilson to transmute them from bones -
Bunnymen are too good at passively generating income to be buffed in anyway imo. You can leave a spider nest near a village, night will come and the spiders come out. The bunnymen automatically attack them, do not eat the meat, and retreat to their house in the morning. They are also a permanent hound defend during dusk, if you set up a big pig village and then a big bunnymen village close, but far enough away they won't accidentally war with each other you can replace tooth traps permanently. Just build flingos and lightning rods and whenever you hear the barks, go to the respective active houses and let them kill the waves for you. This is what I did for the longest time in Singleplayer before I realized you could use tooth traps multiple times (I thought they were single use and then they were gone). Bunnymen are naturally hostile to a lot of farmable entities and that seems to be what they're intended to do, not fighting bosses; the fact that they still can be used for a lot of bosses just shows of versatile they are, I think the price of mass production on them is in an okay spot because otherwise they would be a low-cost auto farm that works by itself the moment you plant it down.