cezarica

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About cezarica

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Don't Starve Together
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Oxygen Not Included
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  1. What about instead of using nightmare amulets, that are expensive to make in the first place and have a low durability (3 min 12 sec according to wiki), switch to a bone helm? Won't that work as well? Crafting a bunch of Barnies is also silly, 2-3 should be more than enough since you can easily repair them. Anyway, isn't Max the best nightmare fuel farmer? Why bother with Willow?
  2. Missing Glommer

    Hi, we got the flower but there's no Glommer in sight. I tried burning the flower but doesn't get lit. What should I do now? :S
  3. I get it that Willow and Webber have low sanity to say the least, Wendy has damage multiplier nerf but relies on her sister as the damage dealer, Max has low HP but has his minions to do his bidding, Wolfgang has hunger "issues", Wigfried needs to eat only meat products, Wes is for advanced players to say the least with Wolfgang's hunger and Wendy's damage multiplier and finally but not the last Woodie with his "curse" aren't "good" options for a new players, but why not suggest picking WX or Wickerbottom for instance? Wickerbottom not good cos she can't sleep and doesn't like spoiled food? Another reason to pick WX.
  4. You forgot to mention that when Wilson shaves he gains some sanity, not much but some. Anyway, since we are talking about new players I think it's safe to assume they won't be getting a Beefalo Hat, Puffy Vest or Hibearnation Vest any time soon cos requires some know how, so let's assume at best that they would be getting a Winter Hat. Fun fact: Puffy Vest or Hibearnation Vest + Beefalo Hat + Magnificent Beard + fully charged Thermal Stone = roughly 2 days of walking around without freezing at all! Wilson's Magnificent Beard has 135 insualtion points, Webber's Silky Smooth Beard has 101.25 insulation points and Woodie's beard has just 45 insualtion points.
  5. Help for beginners?

    I would rather befriend a catcoon with a stick for a random item than killing it. From my perspective the Oasis base isn't quite a newbie friendly place to camp due to at least two obvious cons: the desert storms in summer and lack of wormholes to get you in and out of there. Fast. Needless to mention that you would end spending a lot of time fishing in the hopes of finding a blueprint to make the goggles so you can freely move around. Hounds attack and you don't have goggles? Good luck with that! Anyway, it really doesn't make any difference if Antlion is dead or alive cos in summer I would honestly rather do some caves spelunking than chilling outside. And if you worry about her getting angry cos nobody is giving her tributes then the clear "warnings" she gives shouldn't be a problem to avoid getting hit by falling rocks. Like I said, I would rather camp near frog ponds and risk getting them agro on me than camp in Oasis. Fishing the entire Summer season in the hopes of finding a goggles blueprint... thanks but no thanks. @Toros Keep in mind that new players don't tend to have the same mad skill set like Joeshmocoolstuff (aka. BluesyBuesy on the forums) that could solo kill all mobs and bosses with his fists if puts his mind to it, but quite the opposite. I get it you are a fan of the Oasis and everything is nice and comfy in there but should look at things from the new player perspective, a player that barely survives Autumn and dies in Winter way before "boogieman" comes to give them their first challenge and be a pesky annoyance.
  6. Help for beginners?

    Oh sorry, guess didn't read the full sentence. Honestly I would not camp in Oasis for two reasons: no tumbleweeds and sand storms in summer, if he reaches it but then that's the last of his concerns. Instead I would make a small settlement close to frogs ponds to catch them with traps and fish. Build a few dry racks and you will have food to last you for a while. Farms are the best way to stockpile and save food that won't go waste for winter, so wouldn't hurt if have a few of those as well. Spring is your friend as stuff in farms grow faster but Summer is farms worst enemy as they wither and catch fire if not "protected" (will leave you to learn the mechanics so won't spoil stuff). Winter is bad too cos farms grow so slow that isn't worth relying of them for food, nor on ponds cos after like 1-2 days are solid frozen.
  7. Help for beginners?

    The Oasis is the only place (above ground that is) where there's no smoldering thus stuff doesn't catch fire in Summer. The downside is that you have to equip Desert Goggles in Summer cos of desert storm.
  8. The v.components.inventoryitem == nil or v.components.inventoryitem.owner == nil seems to do what I wanted. Thanks a lot ptr.
  9. Help for beginners?

    Helicalpuma has a couple of interesting guides on how to deal with just about everything in the game and should be helpful for you guys as new players. Check him out.
  10. Using the prefab.components.stackable.stacksize seems to do the trick as I wanted. [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 16 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 40 [08:07:01]: prefab: spoiled_food | count: 30 Needs more testing I guess.
  11. I tried with: local items = { spoiled_food = true } for k, v in pairs(Ents) do if items[v.prefab] then if v.components.inventoryitem ~= nil and v.components.inventoryitem.owner ~= nil then print(string.format("prefab: %s | count: %s", v.prefab, #v)) end end end or a condensed command to try in console: local items = { spoiled_food = true }; for k, v in pairs(Ents) do if items[v.prefab] then if v.components.inventoryitem ~= nil and v.components.inventoryitem.owner ~= nil then print(string.format("prefab: %s | count: %s", v.prefab, #v)); end; end; end; and the result is: [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 [05:47:49]: prefab: spoiled_food | count: 0 What I'm missing? Is there a way to tell if there's a stack or just one? Edit: Decided to run a little experiment with v:GetPosition():Get() and results are: [05:52:23]: prefab: spoiled_food | pos: 494 [05:52:23]: prefab: spoiled_food | pos: 494 [05:52:23]: prefab: spoiled_food | pos: 494 [05:52:23]: prefab: spoiled_food | pos: 494 [05:52:23]: prefab: spoiled_food | pos: 494 [05:52:23]: prefab: spoiled_food | pos: 494 [05:52:23]: prefab: spoiled_food | pos: 494 [05:52:23]: prefab: spoiled_food | pos: 819 [05:52:23]: prefab: spoiled_food | pos: 819 [05:52:23]: prefab: spoiled_food | pos: 819 [05:52:23]: prefab: spoiled_food | pos: 819 [05:52:23]: prefab: spoiled_food | pos: 819 [05:52:23]: prefab: spoiled_food | pos: 819 [05:52:23]: prefab: spoiled_food | pos: 800 [05:52:23]: prefab: spoiled_food | pos: 800 [05:52:23]: prefab: spoiled_food | pos: 800 [05:52:23]: prefab: spoiled_food | pos: 800 [05:52:23]: prefab: spoiled_food | pos: 800 Dose this mean that basically i got just 3 stacks somewhere? Sounds a bit impossible to say the least... I use Point(v.Transform:GetWorldPosition()) to get the exact X, Y and Z coordinates of portal in one of my custom commands but can't get it to work in here for some reason. :S
  12. By count I meant to see how many times a certain prefab exists in the world laying on the ground. For instance if there are more than let's say 10 rot I want to remove them all.
  13. I want to filter out and get a list of things that aren't part of any container, I mean that are on the ground. From here I want to get the amount of said prefab and eliminate them if are beyond a certain amount specified for each prefab in particular. From what I read on "Relational Operators" the ~= is exactly what i needed as it " Checks if the value of two operands are equal or not, if values are not equal then condition becomes true." In my case I want to check if v.components.inventoryitem is nil and v.components.inventoryitem.owner is nil as well. Now, how do I count them? Apart adding the prefabs I want in a local table and loop trough it and increment a number that is.
  14. With == nil doesn't seem to be working but dose with ~= nil. local items = { spoiled_food = true, twigs = true, cutgrass = true, boneshard = true } for _,v in pairs(Ents) do if items[v.prefab] then if v.components.inventoryitem ~= nil and v.components.inventoryitem.owner ~= nil then print(v.prefab) end end end This is the code I'm using and want to do something to clean the world of junk.
  15. And what if I want to see only the stuff that isn't part of some inventory, be it player inventory, his backpack, lureplant, chest, and so on?