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Klei Bug Tracker

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Everything posted by XopherPM

  1. It looks like she's exploding out of you, as though... there's a little bit of Charlie in all of us...
  2. Looks like it's 'player_hit_darkness.zip' As far as I can tell it's new for the beaver update.
  3. Not sure what ghosts you're talking about, or if you're proposing a hypothetical mechanic, but this isn't true for the ghosts in DST.
  4. My whole point is that the way most people use 'kite' in Don't Starve does not correlate to how it is used in other games, which can lead to confusion. In WoW for example, if a tank moved out of melee range of a boss to avoid an attack, and then immediately move back in, then I don't think many people would call that kiting. I get your point, but 'run' in that sense implies running away, i.e. disengaging completely, rather than run as in simply moving away briefly.
  5. Well, this got off topic. That's fine though, I think I said everything I wanted to about my problems with the word 'kite'. The difficulty does, and should, get exponentially greater the more enemies you are fighting. The only thing you can really do is try to get their attacks synchronized. Depth Worms are actually one of the easier enemies to do that with because they are so slow, but I guess it depends on what you mean by 'kitable total.' I think the most I've ever fought at once was four, and that was pretty hairy. You can technically dodge ranged attacks, but it's usually not worth the trouble. Unfortunately the most efficient way to fight these is generally tank n' spank. Dragonfly's melee attack in DST can be dodged, in single player you can with a walking cane. Deerclops' attack range can also be dodged, you just have to start moving a bit sooner. If there is no way to predict and dodge a NPC's attack, then the best way to fight it will likely be to tank n' spank (like the enemies with ranged attacks.) Don't Starve's combat may be relatively simple, but at least it's a bit more involved than that. One or two enemies like that would probably be ok, but I'd hate to see it become a trend. I'd like to know how you determined that you are attacking at the exact same time. Like Flare2V said this doesn't really ever happen. Even if you perceive it that way they are probably several milliseconds apart, which is quite a while as far as the computer is concerned. To us it simply looks random, even though it isn't (not like anything in virtually any computer program really is.)
  6. Gotta learn to juke. =P There are block items in the caves and ruins, which are coming soonish. Movement prediction should be a built in option, but not completely disabled. The super fast macro attacks can be a problem that will hopefully get fixed, but you can usually just get behind them before they get it going again.
  7. Heh, when I was a kid we called that a kite-fight. I think the term comes from football and other similar sports. One 'jukes' a tackle by faking out the other player as to which direction you are going. I still think this fits, especially in pvp, but as Kzisor pointed out most people think of 'juking' as something more involved. I totally get this and agree, again it's not a big deal. Word usage evolves, but words are used to convey more complex ideas. I think using 'kite' this way leads to ambiguity. One can defeat a Deerclops by kiting him to a reed trap, or kiting him with blowdarts, or kiting him with a hambat. There's nothing in the word that suggests the large differences in these strategies.
  8. I also come from a MMORPG background, so I find it interesting that I don't see it that way. Maybe using the words 'melee' and 'range' was wrong. I think it's more that I see kiting as staying out of range of your opponent completely, whereas juking or dodging is more about timing. In WoW I would never have considered moving out of melee range to avoid an attack, then moving back in, as kiting. I feel this describes a usual fight in Don't Starve better. I don't play Starcraft. If it's common in games like that to refer to a melee unit kiting another melee unit as a means to defeat it, then I'll just have to concede that my understanding of the term is incomplete.
  9. But you are. You are faking out your opponent (either a player or NPC) by being in range of their attack until the last moment. But fair enough, maybe 'juke' implies more complicated maneuvers. In your hit and run example the melee hit is usually more about getting the monster's attention than doing any significant damage. To me kiting implies that you are more worried about getting your opponent to follow you rather than killing it right there. I don't know if I would consider fighting something exclusively at range as kiting, but it is more similar at least. You make a good point that in this situation the mechanics are the same as fighting melee. Tanking implies simply soaking damage, so I do agree with the term tanking as it is used in DS.
  10. The way people use the term 'kiting' to refer to fighting things in melee in DS has always bugged me. To me kiting requires using range weapons or abilities and trying to stay out of melee completely. In a melee fight I think the term 'juke' or simply 'dodge' fits the situation much better. Because you are intentionally staying in melee range until the last moment of a hit, and then only briefly moving out of range. I get that this has been called kiting for a long time in Don't Starve, and it probably won't change. The problem is that the more traditional use of 'kiting' still has meaning in DS, such as kiting a Deerclops away from your base, or kiting a player with blow darts. I propose people stop using the term 'kite' in reference to using melee attacks and use 'juke' instead. I think the differentiation is important to explaining things clearly. Thank you. P.S. Don't take this too seriously. It does bug me and I wanted to get this off my chest, but It's not a big deal. I also wanted to know what other people thought of this.
  11. Version 0.5


    A simple mod that increases the collision radius of campfires and firepits. The intention is to reduce crowding and to make cooking or adding fuel easier. This mod must be used on the server/host and is not required by clients. You can change the size in the configuration options. I decided to use values of .3 (the game's default), .5, .7, 1, 1.5, and 2. I feel that a value of 1 is a good fit, but feel free to try out different values or change the options to suite your needs. If anyone would like me to code in more options let me know. Trying out temperature options. There is a 'compensation' option for hot and cold fires separately, which *should* make the temperature at the edge of the collision radius the same as if you were standing as close as possible to the fire without the mod. This will increase the temperature further away slightly however. "No" is no change. "Min size" uses the smaller value of the campfire or firepit that you select. "Max size" uses the larger value. Or you can choose a specific value if you'd like. Additionally I added an option to multiply the heat of both fires by a fixed amount. This will probably lead to weirdness, but I haven't tested it out fully. Use this option at your own risk. I initially made this for DST, but thought it would be useful in single player as well. Currently I just made another version for SP (labeled [sP]), so use that one if you're playing regular Don't Starve. If you enjoy this mod, or have any thoughts on improvements please let me know.
  12. Hey Don't Starve people! I'm trying out a Let's Play series with my mod character Woad the Flowerchild. https://www.youtube.com/watch?v=lcIv2ch-lqI&list=PLi-JAaMM_Gl9Ezzh5mqQ56u_OgP2lENyi I'm trying to keep each episode to around 20-30 minutes, and posting a new one daily. Any thoughts are appreciated!
  13. This is amazing, thanks! I didn't know there was a tail in the player animations. Has that always been in the game?
  14. I don't really 'farm' beefalo. If I need a horn or wool I just kill what I need with a spear/spike/whatever. If I need a whole bunch of meat for some reason I use the Old Bell... but I always feel kind of bad after doing that.
  15. I use multiple crockpots (usually just two for me) so that I can cook more than one meal at a time.
  16. Sorry to hear about that Abenlen. Like the other posters have said each individual trap can be unreliable, both because of range and timing. You can try to find the mod people have suggested, but another option is to take a few traps and set them next to some monsters to practice kiting things over them. Spiders would probably be fine, but if you can find some hound dens that would of course be ideal. I personally don't bother with traps until I can make at least 10-20 of them. Until then any dogs I can't kill myself I run through pigs or beefalo.
  17. @AtomicK- You should just need to download the latest version, unzip it, and put the 'woad' folder into your 'dont_starve/mods' folder. If you've done all that correctly there might be a problem with my mod. What version of the game are you using? I only have the game and Reign of Giants from steam, so I can't test it with other versions.
  18. Thanks spencer. I'm saving those rocks for the last. =P I have strip mined two of the caves so far, and will probably need to start on the third soon.
  19. There are some nice base pics here! I thought I'd share some of mine. My 'main' game is with Wendy, I like my base, but it's probably not super impressive considering I have 768 days of work in it. Here's the map of my home area: To the North are my bunnies/spider farm, and pigs and tree farm is South. Neither of those are particularly interesting. West is my giant fighting arena: I put the traps there mostly for when dogs come with a giant, but they make quick work of all but the dragonfly. East is my doggy pit: I don't go there for giants because I'm afraid they'll kill my shootius. This is the center of my main base: As you can see I gave Abby, Chester, and Glommer there own little spot. =P The North entrance: East side with drying racks and a nice shady corner: And my farms to the South: I know... only four farms is lame, but I mostly just use the fruit for emergencies. Also that's my seed fridge, and poop chest. You may be wondering how one gets so many scale chests even after 768 days, well this is what happens when you turn all the giants up to max: I thought I'd take a quick pic of my mod character's base as well, but right as I logged in my first giant showed up. After an epic battle that cost four and a half log suits, two and a half football helmets, most of a spear, fourteen healing salves, ten cooked cactus, and three charges of a pan flute I emerged victorious with six health to spare!: And here's my small messy base in the daylight.
  20. I'm glad you like it greenglacier! And Dryicefox, Coraline looks like it's several steps beyond Wes and Woad in difficulty.
  21. Yes she is intended to be a step above Wes in difficulty.
  22. Version 0.9.1


    This is the beta version of my Don't Starve character mod, Woad the Flowerchild. Woad is intended to be a moderately challenging character. I'm still considering this mod to be in beta (in case of bugs etc.,) but I'm fairly happy with how it plays. Summary: Woad is a vegan, but is known to make exceptions for sweets. She also doesn't mind old food. Woad is a pacifist, and is a bit weak if she has to fight. She hates seeing animals and trees killed. Woad distrusts science, but is comfortable in nature. Woad really loves flowers! Details: Hunger: 100 Health: 100 Sanity: 120 Damage: -33% Calories burned: +33% Negative aura sanity loss: -50% Night sanity loss: -33% Woad will only eat veggies, seeds, and certain meals from the crockpot. Woad's bleeding heart will hurt her sanity, and sometimes health, when she kills things, or even witnesses something getting killed. She will also lose sanity when trees are destroyed. Flowers have a small sanity aura for Woad, however picking them will give slightly less sanity than normal. Woad even loves evil flowers, gaining a bit less sanity from them than regular flowers. Planting flowers (butterflies) and pinecones will give a small sanity boost. Science machines have a negative sanity aura for Woad, and learning things will actually drop her sanity a bit. When resurrected Woad's maximum health is reduced by 20. Some items have a different dapperness for Woad. Of note the garland gives much more dapperness, and most weapons give a negative to her dapperness. Woad refuses to wear shoes! Therefore she has less Winter insulation, but stays cooler in the Summer. Disclaimer: The animation is adapted from Wendy's animations. The code is built on Ipsquiggle's template character. I borrowed several bits of code from VoidPointer's Whimsy the Goth character. Intro video: Possible to do: More speech strings. Clean up some artwork. Tuning.