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About MidrealmDM

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Don't Starve
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Don't Starve Together
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Oxygen Not Included
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  1. Where are the speech files in DST? I cant find them?
  2. Renewable Gears

    That works too, But I think it would be easier to farm.If existing clockworks simply spawned in a set location. Esp since clockworks arent agressive until you get near them, a base could be placed fairly close
  3. Renewable Gears

    Some DST servers do not have caves.
  4. I recently played a game of DST where on the entire map, there were only two clockwork creatures. This resulted in a gear shortage that, barring farming tumbleweed, left survivors with no means to build a ice fling-o-matic. While craftable gears would be nice (maybe using iron as introduced in Hamlet) unless the iron is rare, it soon becomes a problem of too many gears.and gears too readily available So what is needed is a monster that respawns (slowly), and has a chance to drop gears. Below is a proposal, and, although it probably has some problems, it is a starting point for a possible new monster. =-=-=-=- Idea: New monster: Clockroach Spawn: Similar to how some monsters appear only in certain seasons, (lure plants, mac tusks, etc) the clockroach nest is generated in summer. Ideally appearing only near rot. A limit to the number of clockroach nests that could appear at the same time should be implemented. Clockroaches in many ways are similar to spiders: Nest: A clockroach nest would appear and have three tiers, in a manner similar to spider dens. Tier 1 holds 4 clockroaches, grows to Tier 2 in 7-12 days Tier 2 holds 8 clockroaches, grows to Tier 3 in 7-12 days Tier 3 holds 12 clockroaches, produces a swarm in 15-30 days Destroying a nest produces different rewards Tier one: random 3 of the following: rock (possibly Iron if implemented in DST), rot, flint Tier two: rock, nitre, plus random 4 of the following: rock (Iron), nitre, rot, flint Tier three: rock x2, nitre, flint, plus random 5 of the following: rock (Iron), nitre, rot, flint, gears (maximum 1) =-=-=- NEST Appearance: A loose pile of rocks, with gaps and holes =-=-=-=-=-=- Feeding food or rot to clockroaches can reduce the time required for their nest to increase to next tier (see below). When walking, clockroaches make a rapid ticking sound When struck by attacks, clockroaches emit a metallic sound Clockroaches are clockworks and do not have souls DIET: All foods, and rot. Unharmed by eating 'bad' foods, They also consume minerals: rocks, gold, nitre, and GEARS BEHAVIOR: Similar to spiders, avoid light, come out at dusk/night only DAY: Clockroach will burrow underground and return to their nest if the can, if their nest is destroyed they will burrow underground and sleep. DUSK During dusk they burrow, emerging only to grab food return to the nest. food returned to the nest is consumed but for every piece of food returned to the nest this way, the time required to reach next tier is reduced a tiny bit NIGHT During night they will emerge to walk on the ground and eat all foods they can, they can eat berries from bushes and will gnaw on containers and any ice box that contains food or minerals. After gnawing for a set amount of time (~60~90 seconds) the container is destroyed. Food eaten by clockroaches at night does not hasten growth of the nest. A clockroach at night, will attack walls and barriers if there is food nearby and it cannot find a path around the wall. AGGRESSIVE: A clockroach will become aggressive if atttacked, if a nearby roach is attacked, or if their nest is attacked. When agressive, they will will stay on the surface and do not burrow, even during the day. If it becomes pacified, it returns to normal behavior.. INSECT: Most creatures ignore Clockroaches, with the exception of birds (tallbirds, penguls, etc) which will aggro on the roaches TRAP: A clockroach caught in a trap will burrow out, emerging back to the ground if it is night DISEASE: A clockroach has a chance to infect plants in a small radius with disease (just as disease plants spread disease) APPEARANCE: Armor plated roaches of different color and slightly different size depending on type =-=-=-=-=-=- Basic clockroach: Health 160, Damage 15 25% of any nest will be elite clockroaches Elite Clockroach: Health 320, Damage 20 -- Elite Clockroaches move faster and hop backwards after striking an enemy in combat Clockroaches drop one of the following: rot, rocks (or iron), nitre, flint, with a small ~2% chance to drop gears (elite only) =-=-=-=-=-=--= SWARM When a clockroach nest reaches its final stage, at dusk it releases a swarm which consists of a roach king and 16~20 roaches or more (25% will be elite) after releasing the swarm, the nest becomes teir 1 again. If there are over a certain number of roach nests on the map, the nest remains at teir 3 and does not release a swarm. Its timer resets until it tries again to release a swarm. When near a roach king, all other roaches... ... engage in NIGHT behavior, they do not burrow (unless escaping a trap) and remain on the surface even during day. ... do double damage (and break containers in half the time) and take 33% less damage ... stay near the roach king, following if he moves away ... become aggro if any nearby roach or the clockroach king is attacked If a swarming roach eats a gear and their is no roach king nearby, it becomes a clockroach king and heals fully. If a roach king is still alive at dawn/day it will burrow and move away from the previous nest and players, if, at dusk, there are no players or roach nests nearby, it will construct a new tier 1 nest. Clockroach King : Health 600, Damage 50 Except as noted above, behaves as an elite clockroach, and is only slightly larger When reduced to 0 health, a clockroach king drops 1 gear and becomes an elite clockroach. - Because clockroaches eat gears, (and if they do so while swarming become a clockroach king), it is best to kill all other roaches first. =-=-=-= If not attacked clockroaches will simply break open containers, eat all the food and leave survivors alone. Clockroaches are relatively harmless unless fighting in large numbers Since they break open containers, players should not want nest sites near a camp or base. The numbers, (spawn rate, drop rate, damage, etc) can be tweaked as needed While they can be farmed for gears, their slow rate of increase would result in 1 gears every 30 days or more. If making gears more available, some of winona's inventions could be modified to require gears to build. Potential Problem: Can be Farmed for rocks, flint, rot, or nitre.
  5. should work for bamboo =-=-=-=- AddPrefabPostInit("bambootree", function(inst) inst:ListenForEvent("hacked", function(inst, data) if math.random() < 0.4 then -- 40% chance to drop extra (can make this configurable variable) SpawnDrop(inst, "bamboo") end end) end)
  6. As far as removing loot and replacing it.. Something like this might work, I think - replacing one item with another. =-=-=-=-= local function NoCharcoalPostinit(inst) for i, v in ipairs(chanceloot) do if v.prefab == "charcoal" and math.random() < 0.15 then -- 15% chance to replace charcoal with log v.prefab = "log" break end end end AddPrefabPostInit("jungletree", NoCharcoalPostinit) -- or whatever tree prefab you want =-=-=- Sorry, its late, so this may not be accurate
  7. The following should work... =-=-=- TREE DROPS (This only adds extra loot when chopped.... not if burned ) function TreeLootPostInit(inst) local oldonfinish = inst.components.workable.onfinish inst.components.workable.onfinish = function(inst, chopper) if chopper then if inst.components.growable then if inst.components.growable.stage > 2 then inst.components.lootdropper:AddChanceLoot("log", 0.03) -- Adds 3% chance of extra log on growth stage greater than 2 elseif inst.components.growable.stage > 1 then inst.components.lootdropper:AddChanceLoot("log", 0.02) -- else adds 2% extra log chance on growth stage greater than 1 end else inst.components.lootdropper:AddChanceLoot("log", 0.01) -- else adds 1% chance of extra log end end oldonfinish(inst, chopper) end return inst end local modtrees = { -- list the prefab files of the trees you want to mod "evergreen_sparse", "marsh_tree" } for k,v in pairs(modtrees) do AddPrefabPostInit(v, TreeLootPostInit) end =-=-=-=-= MONSTER DROPS -- ADD DROP ITEM to CREATURES local function YourLogLoot(prefab) prefab.components.lootdropper:AddChanceLoot("log",0.5) -- 50% chance for one log prefab.components.lootdropper:AddChanceLoot("log",0.25) -- 25% chance for one log -- The chances above are independent, so its possible to get none, one, or two -- 37.5% none, 50% only one, 12.5% two -- You can set a line item to 1.0 for 100% chance end local function AddLogPostInit(prefab) YourLogLoot(prefab) end local modcreature = { -- list the prefab files of the creatures you want to mod "rocky", "merm" } for k,v in pairs(modcreature) do AddPrefabPostInit(v, AddLogPostInit) end
  8. in your modmain local Recipe = GLOBAL.Recipe local Ingredient = GLOBAL.Ingredient local RECIPETABS = GLOBAL.RECIPETABS local TECH = GLOBAL.TECH local torch_recipe = Recipe("torch", {Ingredient("charcoal", 1), Ingredient("twigs",1)}, RECIPETABS.WAR, TECH.NONE) torch_recipe.sortkey = 1 torch_recipe.atlas="images/inventoryimages/torch.xml"
  9. Modded crafting recipe issue

    Your tex file has the image(s) and your xml defines the region of the file to use For this example I am assuming that your royaljelly.tex contains only 1 image of 128 x 128 pixels if so, your royaljelly.xml should read something like this <Atlas> <Texture filename="royaljelly.tex" /> <Elements> <Element name="royaljelly.tex" u1="0.0078125" u2="0.9921875" v1="0.0078125" v2="0.9921875" /> </Elements> </Atlas> The region of your tex file is defined by four edges... u1, u2, v1, and v2 u1 is the leftmost edge of your image, and u2 is the rightmost, meaning pixel 1 is on the left However, v1 is the BOTTOM edge of you image, and v2 is the TOP so pixel 1 is at the bottom... and pixel 128 (or 256, or whatever) is at the top The numbers are derived by percentage of the image dimensions. In this example the mushroom soup (blue bowl with the mushrooms) occupies the following region 'u' pixels between 192 to 256 and 'v' pixels between 64 and 128 (remember counting up from the bottom) <Elements> <Element name= item #1, u1 u2 v1 v2 /> ... <Element name="soup_mushroom.tex" u1="0.75390625" u2="0.99609375" v1="0.25390625" v2="0.49609375" /> ... <Element name= item #15, u1 u2 v1 v2 /> </Elements> To avoid overlapping pixels in the images, instead of starting at pixel 0 and ending at 256, I choose to take the pixels between two points. So from the left edge a region 64 pixels wide would be measured from pixel 1 instead of 0 reaching to pixel 63 instead of 64 likewise the next image after it would be measured from 65 to 127 So my soup has u1 of 193/256 and u2 of 255/256 (between 192 and 256) In theory, if your tex file has only one image the region could be u1="0" u2="1" v1="0" v2="1" /> However, I have never tried this, so I don't know if it would work, as I always define the region with 1 pixel 'border' =-=-=-=-=-=- Don't forget your tex files should be factors of 2 in dimensions starting at 2x2 and doubling with each step up, 4x4, 8x8, 16x16, 32 x 32, 64 x 64, 128 x 128, 256 x 256, etc. (although anything less than 64 pixels is IMHO too small) So If you want five images of 64x64 in a single tex file, you must use a file of 256 x 256 with a lot of empty/unused space
  10. I'm looking to make a mod function that will allow configuration of calories (hunger) satisfied by food items I was simply going to change the tuning ie. TUNING.CALORIES_MEDSMALL = TUNING.CALORIES_MEDSMALL *FOOD_QUALITY where the variable Food_Quality would be set by the configuration But then a thought occurred to me, If I change the tuning for the host, would this also change for the client? Or does the client look at their own tuning.lua on their own machine Unfortunately its hard to test If this would only change the value on the host side, But, if so, then I will have to find another way to approach it. I suppose, it should work that the mod is installed by all clients with the configuration set by the host, so it should work either way? Wondering if anyone who understands the code a bit better would know off hand if this would work.
  11. WX Rook Skin - Horn Pokes Out of A Few Hats

    I still don't see the problem... Put a finger on your forehead, then place a headband (or other hat), tilted back so that the band crosses your forehead above your finger. There you have it, the horn remains. Really, the question should be.. where is the horn going when wearing other hats. Honestly it doesn't make sense when the horn simply disappears. The crown simply rests above the horn (sorry- dont have that costume piece so I had to draw an approximation) Anyway I don't think this is a bug, more of an aesthetic decision of the art crew - since the hats you mention are all 'headband' style.
  12. Find your cluster.ini (backup the file before making changes) eg. "C:\...\Klei\DoNotStarveTogether\Cluster_1" Edit the file and look for gameplay settings you should see game_mode = survival change it to game_mode = endless
  13. Server locked on "Local Only"

    Find your cluster.ini (backup the file before making changes) eg. "C:\...\Klei\DoNotStarveTogether\Cluster_1" Edit the file and look for network settings you should see lan_only_cluster = true change it to false
  14. WX Rook Skin - Horn Pokes Out of A Few Hats

    I don't think this is a bug, all of those hats allow the top of the head to show, It would look weird if the horn just disappeared with nothing to cover it. Put on something like the top hat or winter hat and the horn is hidden.
  15. According to your logs- the issue is caused by a mod: [string "../mods/workshop-514078314/tile_adder.lua"]:75: attempt to call global 'pcall' (a nil value) LUA ERROR stack traceback: