chromiumboy

  • Content Count

    590
  • Joined

  • Last visited

 Content Type 

Profiles

Forums

Downloads

Klei Bug Tracker

Game Updates

Hot Lava Bug Reporter

Everything posted by chromiumboy

  1. This is awesome, thanks for the update! By chance, have you had an opportunity to look into the material displacement bug I reported, that occurs when a cell's properties are changed?
  2. This is linked to a cell properties displacement bug
  3. I messaged Ipsquiggle about this bug, but I think I'll post it here so it isn't forgotten I found this bug while creating my 'self sealing airlocks' mod. I discovered that if 1) a cell contains a solid element (e.g. copper ore) and 2) a sim message is used to set the properties of that cell to be gas or liquid impermable and 3) the cell in question is immediately adjacent to a vacuum filled cell, than the element properties of the original cell will be transfered to the adjacent vacuum filled cell. This problem seems only to occur if an adjacent cell is vacuum filled
  4. Dasha saltvine consumes its surrounding chlorine gas, however, this behaviour is not listed on its tool tip the first time it surrounded by chlorine. Saving and re-loading will cause the 'Consuming chlorine' tool tip to appear. If the supply of chlorine gas is interrupted, saving and re-loading is required to have the 'Consuming chlorine' tool tip to appear again. The Saltvine also appears to consume chlorine gas (at a slower rate) when its other growing conditions are not met (e.g., having sufficient fertiliser)
  5. I agree that illness seem too easy to shake now. I dont worry about illness notifications. I just check that I have enough meds stockpiled and leave it at that. I'm not actually a big fan of hats, so I don't mind they are purely cosmetic now
  6. I believe .dyn files are for unlockable characater skins. I don't know how they interact with custom characters though
  7. Try this: inst:ListenForEvent("locomote", function(inst) your-function-here end)
  8. Each time it sees a math.random() it generates a new number. You have no else statement, so if all the rolls fail, nothing will happen (roughly a 1 in 3 chance)
  9. I'd be taking a look at your compression settings. Its very easy to end up with sound files larger than the originals if they aren't set right
  10. Thanks guys, I'll let you know about my progress I'm currently working out the details regarding what I need in terms of the art, so any talented artists interested in collaborating should stay tuned!
  11. Hey everyone! I recently found out that the Magicka: Wizard Wars servers have closed down So I got the inspiration to try and replicate its very unique spell system in DST. Still in the early protoyping stage, but I've attached a video showing some of what I've cobbled together Lemme know what you guys think
  12. It's possible to support custom characters, but its currently not a practical prospect. The creator of the custom character would need to do extra coding to make the two compatible. I might find a way in the future to automatically format custom characters for compatibility, but I have other things with higher priority to worry about first.
  13. A day one mod for Shipwrecked? Impressive
  14. There are a number of ways. You can attack an enemy, or become engaged by an enemy who attacks your or gets too close to you. If enabled, you will also sometimes be attacked by monsters in an ambush (like an RPG random encounter).
  15. Version Beta 1.40

    7003 downloads

    This mod completely changes how you fight combats in Don't Starve, by replacing them with RPG inspired turn based encounters! So slay monsters, gain experience, and find a way to escape the world in which Maxwell has trapped you! You're going to need some help though, so be sure to search far and wide for the soul gems of long dead heroes. The spirits of these ancient warriors, trapped within their crystalline prisons, will lend you power and extraordinary skills in combat. Equipping different soul gems will change how you approach a fight. Maxwell's minions have also captured some of your closest friends. Free them, and they will join you in your quest to escape! This mod has been a real labour of love, undertaken on and off over the period of a whole year. I'd like to really thank some people that help me make this mod a reality: @Vivalavie and @UltimaZix for lending their lovely art to the mod, which has jazzed up its appearance to no end, and @Mobbstar and @ImDaMisterL for the many hours they spent helping me catch many nasty bugs Thanks guys! Please note, that this mod currently only works for vanilla Don't Starve; RoG is not supported. It is recommended that this mod is played without any other mods running as the changes to the base mechanics of game are extensive and compatibility can not be assured. A new game must also be started for this mod to take effect. Additionally, this mod is in beta! There may still be some bugs lurking around. If you can send me a detailed report on any bugs encountered, that would be awesome. But for now, enjoy! ----------------------------------------------------------------- A quick explanation of the mod's configuration options - Difficulty: Changes the difficulty of the mod by altering the strength of monsters and their ability to make intelligent decisions in combat. - Regenerating health: the player regenerates health over time (100 HP per game day) - Hardcore mode: when on, if you are defeated in battle, the game is lost and the save file deleted. When off, if defeated, the game is reloaded from the last save point. - Random encounters: the time of day that random encounters can occur. - Encounter frequency: how often random encounters occur.
  16. Just checking, but did you receive permission to port the mod?
  17. @invisiblecrystal: excellently done! You've got the art style down pat. What's Crystal's story?
  18. A low tech solution could be that you create three or so screen overlays for the player huds with a foggy looking texture and have them move around a little, independently of one another.