piratekingflcl

  • Content Count

    108
  • Joined

  • Last visited

Community Reputation

67 Excellent

About piratekingflcl

  • Rank
    Member
...

Badges

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Enable
  1. If they ever introduce Wheeler and her Pew-Matic Horn into DST, it'll give every item another use as ammunition. Extra Platapine Quills in Hamlet are basically worthless except for inside that gun.
  2. Right now in Don't Starve Together, a Beefalo rider is able to pick plants, grab items off the ground, as well as craft any item they want - all from atop their Beefalo mount. However, single-player has none of those things; which makes the domestication and riding process a much more tedious affair in Don't Starve. It would be nice if those additional improvements to Beefalo riding could be brought over in the next round of QoL updates. The Beefalo Bell would also be a cool item to have, but I also think there could be a lot of problems with adding it as well, so I'd rather the focus be on improving the rider experience to closer match the improved Don't Starve Together version instead.
  3. Sometimes I get so lazy at base upkeep that I just keep a Moleworm burrow in my base and then leave stuff on the ground for it to organize for me.
  4. Having characters that you can switch out of while using their powers to benefit the next gal or guy who comes along is a very Don't Starve thing though, even from back in the original game. I disagree that the ability for people to do all these things are good reasons for not playing a character - when it's a completely optional part of the game, and you aren't forced in any way to utilize it. If I want to play Wurt or Winona or Warly, I can play them because I like their voice/quotes/outfits, not necessarily because I'm concerned with what their crafting tabs give; but if I did decide that I just wanted their crafting recipes in my world for a different character, I also have that option. Should the player's ability to make those choices be more limited to protect the integrity of character balance? Should the focus be on making a character that people like playing? Who exactly are the people that the character is trying to appeal to? How often will this specific thing affect the general playerbase, many of whom probably won't ever change their character with the celestial portal in their entire time playing? There's also going to be an inherent bias on these forums for players who invest a lot of their time into DST. So even if it might seem like everybody is switching characters in every other world on here, there's probably another, even larger part of the game's population who're still struggling to beat their first Dragonfly. For reference, the PS4 version's trophies for Don't Starve Together puts the number of players who've built a Science Machine at around 58%, and the number who've defeated a Deerclops at less than 8%. (But please, Klei, choose Walani for the next character even if she's bad and nobody else likes her)
  5. I'm personally a fan of Ornery Beefalo rushes as any character with default damage or less. It can let you solo quite a few bosses with minimal resources required. I've been doing quite a bit of Beefalo taming recently while I'm trying to get good at solo Wurt starts, and whenever I see the Beefalo starting to display the Default tendency I feel like I'm being punished for not keeping up the Ornery trait.
  6. Any character riding a Beefalo is immune to Ewecus' immobilizing attack. Ewecus actually become one of the easiest mobs in the game to hunt on a Beefalo for this reason, and you can get the War Saddle with almost no prep-time necessary once you've spawned the two Ewecus.
  7. I was testing various items with Wheeler's Navigadget, hoping that one of them would be a quick way to find the Yaarctopus, and I discovered something that might make at least one part of Shipwrecked much easier: One Dodo to lead the way to the other Dodo. Pure scientific genius.
  8. You have this bug backwards. The Ballphin Palace is supposed to only spawn a single Ballphin, but they're currently bugged and will instead cause a large number of Ballphins to appear around them. If you want to instead take advantage of that bug when placing your own Ballphin Palace, you have to place it during the Day, and in such a way that the Ballphin inside won't become distracted immediately upon spawning. If the Ballphin house's occupant enters an idle state, the game will create a Ballphin Pod at its location. Then if you save and reload afterwards, the Pod will activate and start to reproduce during normal Ballphin mating times or mating season (which is Mild season).
  9. I asked a friend and they said that this should be normal behavior. So maybe the bug is that this isn't removed properly? I'm getting like hundreds of Ballphins if I advance a world through their mating seasons.
  10. I noticed something odd during Ballphin testing, and now I figured out more about it. Ballphins created by Ballphin houses have a chance to create a "ballphinpod" when they spawn. This seems to happen every time unless they become distracted before they can create the pod, or if there is already another pod in range. This seems to happen at worldgen, when spawning them through console, and when crafting them yourself and building them. Edit: The pod creates a herd, which will rapidly mate and duplicate in the first season. Using console commands to count prefabs "ballphin" and "ballphinpod", as well as making it the next day through the first mild season, it becomes clear that the Ballphin population rapidly explodes. In the following example, the game starts with 68 Ballphins belonging to 68 Ballphin Palaces, while 48 Ballphin Pods are also present. After a single Mild Season, the Ballphin count goes up to 492, while the Ballphin Pod count also rises to 65. Further Edit: I tried to replicate my results every time and couldn't. The number of Ballphins was very large, but not what I had expected. The population explosion would happen near the end of Mild Season, after Jellyfish Migration, and continued from there. I think I must have done more in the first test to influence the results than I thought, so the repro-steps won't give the exact same result. You have to save and quit after the Ballphins create the Ballphin Pods, then go back to try the test.
  11. Sorry to continually post in my own thread, but I think I may have actually found something that affects the original problem I was having with the Ballphins. From line 235 in ballphinbrain.lua: local root = PriorityNode( { WhileNode(function() return not self.inst.entity:IsVisible() end, "Hiding", StandStill(self.inst)), WhileNode(function() return not self.inst:HasTag("ballphinfriend") end, "Not a ballphinfriend", ChaseAndAttack(self.inst, MAX_CHASE_TIME, MAX_CHASE_DIST)), WhileNode(function() return self.inst:HasTag("ballphinfriend") end, "a ballphinfriend", ChaseAndAttack(self.inst, 100)), ChattyNode(self.inst, STRINGS.BALLPHIN_TALK_FIND_MEAT, DoAction(self.inst, FindFoodAction )), afraid, night, ChattyNode(self.inst, STRINGS.BALLPHIN_TALK_FOLLOWWILSON, Follow(self.inst, GetLeader, MIN_FOLLOW_DIST, TARGET_FOLLOW_DIST, MAX_FOLLOW_DIST)), Leash(self.inst, function() return self.inst.components.knownlocations:GetLocation("herd") end, 30, 20), day, Follow(self.inst, function() return GetFollowTargetFn(self.inst) end, MIN_FOLLOW_DIST, TARGET_FOLLOW_DIST, MAX_FOLLOW_DIST), FaceEntity(self.inst, GetFaceTargetFn, KeepFaceTargetFn), Wander(self.inst, function() return self.inst.components.knownlocations:GetLocation("herd") end, GetWanderDistFn) }, .25) self.bt = BT(self.inst, root) end On Line 244, the Leash to herd function, I tried to comment just that line out and run my test - the Ballphins seemed to function much more normally afterwards. Then I tried restoring it to the original version, and they again experienced their buggy leashing to and fro.
  12. The bugged loyalty time thing might be a separate issue entirely. A Wildbore I had hired on day 1 or 2 teleported with me multiple times, over 20 days later. First on to the ocean after using an Isoscoles Triangle: Then into the Volcano upon my first visit, seven days after that: He was also able to chop Charcoal Trees and produce two Ash from every tree by chopping it twice, despite it dying on the first hit: Ultimately he died to Dragoon punches, so I can't say if he would have teleported back outside with me. It still seemed pretty odd though.
  13. Could the "ballphin_spawner.lua" prefab be causing this behavior? It says something on line 39 like 'if spawned at least one, herd creates ballphinpod'. This could also explain why I've been running into 5 or 6 homeless Ballphins around different Palaces when I visit them in my games. edit: Actually I figured out this particular case; this is caused by their lightseeking response when they panic during lightning. If I happen to pass by during Dusk or Night during a storm, they huddle around the Ballphin Palaces that have the lights on. And despite playing their 'panic' EEEEEK!-lines, they won't actually panic if near a light source, and will even do idle backflips. Maybe even resets their behavior after bugging out? I just saw a few go home mid-Hurricane after "panicking-but-not-really" near a light source, presumably because they could tell the lightning was ending. I'm really fascinated by what seems to make them tick, I hope any of this helps.
  14. I've been surfing with Ballphins a lot recently, and I think maybe they're too attached to their homes. Hiring Ballphins during the day causes them to function very similarly to Pigs. They mine coral (though they don't have any sound for their mining), wander near the player, eat food, and attack enemies when directed to. Homeless and Palaced(?) Ballphins both seem to behave the same way here. Dusk causes hired Ballphins to stop mining coral, and wander much closer to the player. Night does not cause hired Ballphins to sleep or return to their Palaces if they have one. Lightning causes them to panic like Pigs do without light (which is super adorable). However, moving too far away from their home causes their brains to seemingly abandon most of these functions. When this happens, they appear to lose all normal behavior: they no longer work on Coral, no matter the time or weather; they won't play idle backflip animations; they won't stand still, instead choosing to constantly swim back and forth while playing their 'eee-ing' noises every time they do; they seem to be fixated on running back towards the area around their house, but leash to the player at max distance before coming back and starting the loop again. If you let them return to their "home" location, they seem to resume normal function - but they will lose it once more if you wander too far away from their "home" again. This means that they can even be in the middle of their mining function before leashing to their home without reaching the Coral. I'm also not certain about this, but I feel like their loyalty time is extended beyond the normal limits when this occurs. My (anecdotal) evidence for this is that I once had two Ballphins, who I had hired from my palaces near my base, staying near me at night, awake, but upon saving and reloading the game they immediately returned to their homes. Combat functions do not appear to be affected by this bug, though, as they can still be directed to attack targets, and will retaliate to protect the player from enemies. Finding and eating food appears unaffected as well, and Ballphins will interrupt themselves to eat food before returning to their bugged behavior. Panic during lightning also seems to function, although it's a bit harder to tell (they behave kinda similarly, but don't seem leash to the player while panicking). A different bug that I noticed while testing this is that creating Ballphin Palaces at Night causes their occupant to swim far away the next morning, which is sort of the opposite of this problem, but maybe related to their "homeseeking" behavior.