Auth

  • Content Count

    5380
  • Joined

  • Last visited

Community Reputation

10725 Excellent

About Auth

  • Rank
    Tallbirdologist & Wigfrid Quotologist
...

Badges

Recent Profile Visitors

397689 profile views
  1. Yes, it's safe to delete. I'm not 100% on it but I'm pretty sure that folder is for mods you download from joining modded servers.
  2. It wasn't meant to be taken seriously in base game DS either, dev response from a similar thread in 2014 Posting it just for clarity's sake. It technically never had a serious use besides being "fun", so... I guess it really only goes against it's intended design if you aren't having fun. That being said, a buff or change would be great. It having such a microscopic durability especially, or giving it something like what Mobbstah suggested.
  3. I play it by eating food and avoiding darkness mainly
  4. This. I hate this. A lot. They originally didn't do that, and technically they shouldn't, but there's a slight oversight in how it's coded that causes it to happen. When a tallbird egg hatches into a smallbird, it will stay around its parent tallbird. The tallbird will ignore it, so long as both were loaded at the same time. Do literally anything to unload the tallbird (Including if the egg naturally hatches while both are off-screen) and the tallbird will attack the smallbird. This is because they're just straight up coded to target smallbirds that aren't theirs. Issue being they can't tell it's theirs as smallbirds in DST are told to forget their owner when their owner unloads. While this prevents smallbirds from becoming sad, mindless, abandoned little followers if a player raising them disconnects, this is what causes the hiccup. (I can't say that with 100% certainty, but it's my educated guess) I made a mod that fixes that behavior by just making it so tallbirds don't target smallbirds. If you're playing on Steam and you hate it as much as I do, there ya go.
  5. I'd like to see a new island with monkeys and a killable Wilbur on it. No boss fight, nothing. He just wanders around with the same monkey AI as the others and you can kill him. Take his funny little monkey hat.
  6. If being insane for longer made slightly tougher mobs spawn that reward higher fuel drops, I'd be down. Would make dedicated farming more interesting without making it instantly be even more punishing for new players. And it'd still be able to be avoided by players, and would possibly make new strategies for farming. I still would prefer if they could still just be like, outrun, though. That way it isn't a forced life-or-death situation for yourself every time the server has a ghost. I also do think it'd be neat for more insanity styled mobs. Maybe no functional differences (There's really no need) but new looks to really nail the "You're going nuts" thing on the head would be nice. There's been so many additions of new creatures and mobs lately that giving a few more some insanity versions would be nice.
  7. I kinda like the idea, but a notebook doesn't feel super unique. Big chunks of text to explain lore in exposition dumps or effectively fancily-worded wiki articles are also kinda annoying to sift through in games, at least for me. But this is a good topic to discuss and think further on. I support the idea.
  8. If the celestial champion is meant to be Them, then that's even more lame
  9. IA is designed to mesh both the DST worldgen/gameplay and the SW worldgen/gameplay into the same little bundle. This mod looks to be shipwrecked and shipwrecked only, dropping the standard DST continent and content entirely.
  10. Honestly wish I could react to this more than once, this is probably the best post I’ve seen on the forums
  11. Firstly, thanks for the replies, you three are wonderful Secondly, Lame I get the impression that there's multiple Thems, because the whole world has the whole chess symbolism everywhere so it makes sense that there's a light vs dark shtick as well (also plays on the word Them as it can mean one person or several) The two completely repel each other (or attack each other), one is at the highest point shown (The moon) and the other at the lowest (The ruins, and/or beneath if you count the nightmare fissures), the tragic torch was likely originally lit by lunar energy as well, which is why it held back shadows so well, and there's also two gateways, one in the atrium & one in the archives, likely that they both siphon power from one of the Thems or at least connect to them in some way (Also possible that the archives themselves are what drew the lunar island to land where it did in the first place)
  12. Did Them actually return at any point of "Return of Them" or am I just blind?