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  2. Let's see you kill Bee Queen on day one or something using the infinite amount of resources you get with the AI these mobs have, then. You can actually pacify Treeguards by planting pine cones near them. It's not a bug or an exploit. Why exactly is doing that but with a pigman instead cheesy, exactly? In case you didn't know, Treeguards will aggro on you again if you start chopping trees near them. So it's not like you can just make them forget you and go back to doing the one thing Treeguards are made to prevent/slow down either. Anyway, I think the way mobs currently work is fine. I think it gives walls a use other than decoration, and there aren't any game-breaking exploits you can do with them to warrant a change to how the game's worked for so long. The best thing you can do with it is probably a pig farm, and even that's just a way for you to invest logs, rocks and pig skin into a source of more pig skin (even if we assume killing the werepigs on a full moon was instant and free - it's not game-breaking). If it were problematic for a certain mob to get stuck, that mob will probably be made to attack walls (see: spiders and hounds)
  3. Turkish Translation

    This is a don´t starve together bug tracker, the place you are probably looking for is here:
  4. he explained it in the vid - his reasoning is that the puked regolith is the coolant. By building it in the roof you're preventing the coolant from interacting with the building and no amount of thermium will save you
  5. Its because they can put it inside the vertical doors. Since the block of material has nowhere to go it ends up on top. The solution is get rid of the vertical doors and make your entrance only from above or below through a horizontal door.
  6. This just keeps building up and up, and only on the top right edge. I tried putting additional layer of roof over them, but the regolith just teleports that much higher. I also put an additional metal tile in the corner inside, thinking it would stop it, but it didn't work out.
  7. Longer Cycle Time

    Its possible to set a time for dupes to stop working and return to a specific point before break time?
  8. Beard rug also may be in together
  9. Today
  10. All the Forest maps have 1 hatch buried close to the printing pod, always in the same position.
  11. I'll go with the the first one. There's a very useful "feature" under Windows that if you hold the <action key> for picking up items you can click off the window and do some browsing- the game does not pick up the <action key up> event in this case and your character continues to pick up things in the background. This does not work under OS X, and as far as I know never has.
  12. Dupe-A-Day!

    sleepy ellie
  13. Which mod and item? So I can take a look
  14. No, you are right, I apologize. The game says 2% per cycle for base reproduction, but that can't be. It's probably rounding up. Now you're telling me that voles work more like hatches than pacu. It's 1.66% from what I can remember, it does round up. Time for another critter batch build. Hey tony, your breeder stable looks like it can get stuck if you entomb all three mining drills at once. If you stick them on the ceiling, you will never have to worry about that.
  15. Add more floors

    i wonder what the carpet thinks of
  16. Well turbine splitting has existed for a while and even though temp averaging within the turbine is not new, this is the first practical application I have seen. Was already typing when you posted
  17. Yeah, as I said in what you quoted it was a while ago. Before @mathmanican's post on it. I just didn't have a practical use for it at the time.
  18. Longer Cycle Time

    And, of course, I didn't say it couldn't be done as a mod. It's quite possible that it could be (I don't really know). I said it was unlikely that a mod for doing so existed or would be built. Especially since the OP can get what he's after through existing mechanisms.
  19. Longer Cycle Time

    And splitting all systems into these two categories is ?
  20. Yep, I have a tag added at initialization which I check the owner of the widget to have before I do anything
  21. it is really very strange the duplicant first places the resource in the storage bin, and then moves it from the storage bin to the dispenser I assume that the problem is due to the absence of one line of code in the class "ObjectDispenserConfig" in the "DoPostConfigureComplete" method storage.onlyTransferFromLowerPriority = true; I made a mod that should help fix this problem
  22. great dont forget to only do this change for your character and return the default for everyone else or if your char is not in sun. So not only make your mod work, but also dont break the game
  23. It works! Think I have all my questions answered now finally, my inquisition of the DST modding forums is over haha. A huge thanks to everyone who has helped me!
  24. Posting here as well since for some reason the ticket here seems to be solved: --- Hello guys, I love what you do with the games. As you might have noticed, there are a big DST community in Turkey. A little bit less than Euro Truck Simulator 2, CS:GO, but still a significant amount. I have seen that you have many languages inside DST, except Turkish. Do you plan to add one? I am doing a community translation and it is about 75% complete. I will be happy to complete it if you plan to ship it with the game. Link: Thanks a lot. Volkan
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