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About Tenshin

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  1. Hi! I've made a mod a long time ago that I can't play without . Now that DST is coming in a few days I was wondering if this mod is client_only or all_clients_required? Is there any way to know this without actually testing the mod? This is the code. Fairly short, inspired by simplex's "NoMoreWallFing": -- Force attack (CTRL-F) ignores chester/companions/walls -- Thanks to simplex (NoMoreWallFing) local getinfo = GLOBAL.debug.getinfolocal pcall = GLOBAL.pcalllocal function make_no_f_able(inst) local combat = inst.components.combat if not combat then return end combat.canbeattackedfn = (function() local oldfn = combat.canbeattackedfn return function(inst, attacker) if not oldfn or oldfn(inst, attacker) then if attacker:HasTag("player") then local status, info = pcall(getinfo, 4, 'f') return not status or info.func ~= attacker.components.playercontroller.GetAttackTarget else return true end end end end)()endAddComponentPostInit("repairable", function(_, inst) if inst:HasTag("wall") then inst:DoTaskInTime(0, make_no_f_able) endend)AddComponentPostInit("follower", function(_, inst) if inst:HasTag("companion") then inst:DoTaskInTime(0, make_no_f_able) endend)My guess is that it's not client_only, since it changes the "combat" components. Thanks! EDIT: When I was looking for help with the mod Rincevvind posted this: local function DontHitMeWulfe(inst,attacker) return not attacker:HasTag("wulfe") -- return attacker.prefab~="player"end function SomePrefabInit(inst) inst.components.combat.canbeattackedfn=DontHitMeWulfeend AddPrefabPostInit("hound", SomePrefabInit)Is this different?
  2. I bought a DS+RoG 2-pack on Steam a while ago and I was saving them to send as a gift at some point when DST releases, but I'm realizing now that if I send them after DST release they might not get DST for free. Can somebody clarify this for me? Will DS need to be activated on your Steam account BEFORE DST release to be able to get it for free? Or only the date when it was purchased matters? After reading the info on the first post I'm thinking the correct answer would be the former so I should consider finding someone to send the gift before DST release.
  3. You're right, t0panka. Thanks for pointing that out. I somehow missed this part and was still thinking about that part from the faq: "Reign of Giants will not be available for Don’t Starve Together at this time. This may or may not come in the future, we have to see how everything works out." I'm glad for being wrong.
  4. From the sound of it, seems like you are scrapping RoG and going in a different direction with "Through the Ages". Personally I like RoG a lot and I think it really expands the game and brings many new, cool things to the DS world. But considering "Through the Ages" will be free, I can't really complain and I hope it will bring new and fun elements that can give the game more replayability and challenge (like some random danger factors and some ever-escalating threat when you are playing those long games 100+ days). We'll just have to wait and see...
  5. Fightning style - dodge and kite; I try to fight smart most of the time and use the environment to my advantage (getting mobs to fight each other or using companions or the right weapons). I only go for tank 'n spank when I feel comfortable with my resources (can easily craft multiple sets of high tier armor and have plenty of healing options) but still try to avoid most hits, only that I feel more relaxed about getting hit . Mods: RPG HUD Barebones Always on Status Wall Gates Fixed Tooth Traps Minimap HUD More Map Icons Architectural Geometry Relaxed Crafting Food Values Smart Crock Pot Diggable Reeds Abigail Plus Break the Ice Map Radius More Fuel Useful Flooring Boards to Charcoal All of this together with some personal mods linked in signature.
  6. I'm using the barebones version of RPG Hud (no extra inventory slots). Like I said, I like the Amulet and Backpack slots. Swapping items all the time doesn't bring any extra difficulty imo. It's just annoying and tedious for me. Considering the game is easily customizable anybody can adjust and make their own rules. I'm not saying these settings will make the game the hardest or that you have to use the same mods that I do, I'm only providing a template and a concept. People can take some ideas from this and build their own DS experience in a way that is fun for them. I think that's what the game should be about, and it's the only way you can get virtually unlimited replayability from it when you master the default settings and the game gets dull. I'm trying to make the game harder by other means (like 1% extra damage per day for monsters) while trying to eliminate some of the annoying factors and also trying to speed up the game a little bit. I looked at my last games and I saw one of the main reasons I tend to die is getting one-shotted after 100+ days because I didn't have any armor on (either because of full winter clothes, or miner hat + raincoat or something similar in caves). Another thing that I like alot is making gold/flint/nitre limited and scarce on the surface so I have to make caves/ruins a part of my game strategy, because I like spelunking alot, but with normal settings it feels like it's a waste of time going there. Right now I'm playing a slower game where I reverted back to normal damage for player character, default pick action for grass/twigs/berries/etc. and default speed for cutting trees and mining rocks. Everything went really bad for me last game, I opened the trapped chest that made instant Winter, then I tried to hunt for the Winter Koalefant so I could make a puffy vest but instead got the Warg (which in my settings is buffed). I decided to run away, because I didn't have my Dark Sword/ Night Armor with me. But I couldn't shake the Warg off my back and then I died of cold because there were too many hounds and I couldn't make a fire. Resurrected and went back to get my stuff (bad decision) and when I got there I saw the Warg and hounds were attacking my only 3 beefalos in the map and wanted to save them since I had my DarkSword and NightArmor on me (another bad decision). Managed to clear the hounds and the warg but only after they killed the beefalo. I had 1hp left and I died seconds later from cold because in the heat of the battle I didn't see my screen turning icy . It was a fun game overall .
  7. I barely post on the forums in general but I decided today to share this with you. I see posts about world settings quite often and I know many people are interested in refreshing their Don't Starve experience. If you have been playing Don't Starve for a while and you feel the game got boring for you, too easy or just plain tedious, this is for you. This is aimed at veteran players wanting a new and challenging experience. (You can skip to the last part if you are interested in the purpose of these changes and my world settings) ****** At the start I played without any mods or changes, I avoided reading the wiki and tried to discover the game by myself and find my own strategies to survive until I felt I could survive indefinetly. Also at that point, the game started getting boring and with the lack of an endgame goal I lost interest really fast. I think every new player should try a blind, vanilla experience first, and is at least half of the fun, half of which makes Don't Starve so good. The other half would be the replayability given by the easy modding and almost infinite possibilities to make Don't Starve as fun and challenging as you want it. I avoided modding for a long time because I found it tedious and because mainly I like playing without mods. But I loved DS too much and I knew it has so much potential and I could make it fun again if I put my mind to it. I like alot the game mechanics and how fluent the game is. It's also so simple and yet it has so much depth and you can make it whatever you want it to be. ****** This is how I play Don't Starve now... (You can skip to the last part if you are interested in the purpose of these changes and my world settings) ***MODS*** Must have: RPG HUD Neat - I use it mainly for Backpack and Amulet Slots Wall Gates - craftable wall gates Recommended: Minimap - minimap hud Architectural Geometry - aesthetics Relaxed Crafting - Auto-Pause during crafting and placement Food Values - shows info about food when hovering over or and examining Smart Crock Pot - shows result before cooking Diggable Reeds - self-explanatory (requires marsh turf and fertilizer) Abigail Plus (if playing Wendy) - Abigail AI Improvement and Control HUD Buttons Included: Break the Ice - mine the ice that covers ponds during winter (ice respawns 2 times a day) Map Radius - a bit larger map reveal radius to show the amount that you can see More Fuel - many items can be used as campfire fuel or burned to decrease clutter (also honey can be used as Miner Hat and Lantern fuel) Useful Flooring - craftable turfs have different bonuses while standing on them Boards to Charcoal - you can burn (with a torch) boards to make charcoal instead of ash (self-made) ***TWEAKS*** - Damage of all mobs increases by 1% every day (+100% or 2x on day 101, +200% or 3x on day 201 and so on...) - Increased damage of all weapons for a faster pace of the game (about 2x) - Increased damage of Abigail and Maxwell's Shadow Puppets (also increased health of Shadow Puppets to 200) - Maxwell's health is now 100 - WX78 max health, hunger and sanity changed to 250 - Picking of Twigs, Grass, Berries, etc. is now fast (like picking carrots) - Cutting trees is 3 times faster - Mining rocks is 2 times faster - Doubled the hunger rate (need twice the amount of food per day) - Changed fishing (it takes a random time between 15-45 seconds to catch a fish; fish respawns once per day and it can be a maximum of 2 fish in a pond at a time) - Gold Nuggets stack to 99 - Made Bee Mines, Minotaur Horns and Tallbird Eggs stackable to 10 - Increased the health of all armor (about 2x - 2.5x) - Bee Hat absorbs 90% damage from bees - Darksword now drains 1 sanity per hit - Doubled the health of hounds - Increased the health of Wargs to 1000 and damage by 50% - Increased Krampus health to 500 and doubled his damage - Added a small regen to beefalos and Maxwell's Puppets - Also made slight changed to other mobs regen rate - Increased the health of walls (2x - 3x) and made the repair/upgrade of wall more efficient material wise (e.g. 1 rocks repairs the same amount as 1 stone wall and cutstone repairs the same amount as 3 rocks) - Can't give meat to Pig King in exchange for gold (more of a reason to explore the caves) - Full and Medium Stalagmites can drop nitre - Min spawn time for bosses is 10 days (from 20) - Some changes to fertilizers - Adjusted some recipes - Many more small balance tweaks... *All tweaks can be changed to your liking in modmain.lua or theprefabs lua (they can also be easily disabled by adding "--" in front of the line; don't be afraid to fiddle with the settings) THE GOAL: All of these changes are made with the purpose of making the game harder and increasing the difficulty over time, providing more challenge in the late and very-late game. The 1% damage increase each day will eventually make you consider using the teleportato if you want to survive, since the damage of monsters will become too much to handle over time. At the same time many tweaks are made to make the game faster and more fluent by decreasing or removing some of the tedious factors. Together with the world settings, these changes give more of an incentive to explore the caves and ruins for gold, thulecite, the Ancient Guardian's Horn and also an end-game goal to either survive for as many days as possible or jumping worlds to accumulate these precious and limited resources. My recommended world settings: Preset: Default Plus Flint - Less Boulder - None Glacier - Less Footprint - Lots Warg - Lots Spiders - Lots Tree Guardians - More or Lots Poisoned Birchnut Trees - More or Lots Krampus - More or Lots All 4 Giant Bosses - More or Lots Eliminating Rock/Gold boulders makes spelunking (caves) an integral part of the game since you won't be able to progress without the much needed flint, gold, nitre. I also recommend to only set 1 aggressive mob to more or lots (I chose spiders), otherwise the game will actually become easier with the monsters fighting each other and so providing you with large amounts of food and resources without any effort. Thank you for reading. I would also like to know what you guys do to spice up your DS experience. If you are interested in this mod let me know and I will upload it... EDIT: Uploaded the mod @ http://forums.kleientertainment.com/files/file/792-tenshins-tweaks/