ADM

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Everything posted by ADM

  1. Yeah that would be great to have like at least 5, maybe 10 ? And... what if the community could run some sort of event to make new Walter's stories ? The bests could be added on a future update, a bit like the vignette selections we sometimes have on the forums ! Think that could be a funny idea, what you think of it ?
  2. So I've been having another crash with the mod configs and I'm having the feeling there's nothing I can do about it on my own here : I've also tried to run Gemcore's world seed config, seems to be getting the same result so I'm confident it's a general issue.
  3. I might have an idea here, thing is music in the game is only played when a specific action is started, work themes when you get busy doing something, then the song is different based on the location, season, and bunch of other things, when the action is performed the music will play for a little moment but if interrupted (cause you do something else requesting another music / stop), so most of the time music pass out very fast. So what if we had better music and sound configurations in the game, if you look at the game options there's just settings, then graphics, it surprised before but there is no "Audio" categories, if there was one that would both help to sort options a little better and probably deserve a bunch of new options : Just like, deciding how musics behaves : Should they play longer ? Loop all times until a new one get played ? And maybe control audio of different song categories, I know for example that @Notecja and I would like an option to cut the menu musics exclusively, loops are often a bit short and when I remain around the menu for a long time I just get insane quick and mute the game. xD Just the ability to control music playtime would be a great QoL thing, at least for me, we've recently made a music on one of our mod and I'm a bit saddened I have to keep crafting and cut trees so it plays ^^', It's configurable technically from audio files but would be great if every players could get their preferences at least.
  4. I'm not a great fan of the fx dropping behind you when you walk and all, I rather enjoy the ones that keep floating on a spot and follows you, just like the Corrupted Cane, I'd like a little more of these.
  5. Looks like a repost. I've seen this video 1 time. First Seen Here on 2020-09-21 100% match. I'm not perfect, but you can help. Report [ False Positive ]
  6. If you're on the current beta, presets (I believe that's what you're talking about) are configurables in the worldgen screen, you can save and edit/delete them on the bottom left controls. On the live version however, you can only save and edit the 5 available presets. You'll need to wait for the QoL update for the rest, hope this helps.
  7. When you play on server with caves, the selection of entities will be a little different and doesn't work on most of the entity except around it's collision on the ground, try to select it again from the floor near it's center and it should be working just fine. However if you really can't get the right spot you should get the same result with this command : local TAG = {"migrator"} local exit = GetClosestInstWithTag(TAG, ThePlayer, 100) if exit ~= nil and exit.prefab == "cave_exit" then exit:Remove() end (just go close to the one you wanna delete)
  8. So there we are ! We finally have an OST for Cherry Forest !

    Our new music producer is Potriel, and the background by @Notecja :wilson_love:

     

    Here's our first song, the work theme, there will be a fight track and a new boss theme in the future but probably not before the 1.7 update.

    1. minespatch

      minespatch

      This track wouldn't be seen out of place in Huniepop or Shanghai office simulator.

    2. Clifford W.

      Clifford W.

      Huniepop ?

      I'd rather not think about that game

  9. *Sigh*, guess someone had to do it...
  10. What could be that song at the end ? :distracted:

  11. Hey, so I've been experimenting with all this and I'm sure it's gonna make my mod configs much cleaner, sounds neat. However I'm having some... troubles : -- string file GLOBAL.STRINGS.UI.CUSTOMIZATIONSCREEN.CHERRY_TREE = "Cherry Trees" -- modworldgenmain AddCustomizeGroup(LEVELCATEGORY.WORLDGEN, "cherry", "Cherry Forest") AddCustomizeItem(LEVELCATEGORY.WORLDGEN, "cherry", "cherry_tree", {order = 1, value = "default", world = {"forest"}, image = "images/customization/worldgen_cherrytree.tex", atlas = "images/customization/worldgen_cherrytree.xml"}) -- modservercreationmain FrontEndAssets = { Asset("ATLAS", "images/customization/worldgen_cherrytree.xml"), Asset("IMAGE", "images/customization/worldgen_cherrytree.tex"), } Whatever I've been trying to do there just copy the Starting Season config : its name, image, and options : Something else, I'm not sure if that is my fault or not but whenever I scroll the game crash : (only while the configs have mod options of course)
  12. henlo.

    birb.gif.ad32d6693f4b3848508a90675a93d3f1.gif

    1. bruhmoment23
    2. minespatch

      minespatch

      So wait, you feed the bird meat in the birdcage so you can hatch birds with that hat?

    3. ADM

      ADM

      Uh, yeah ^^ Basically you place an egg on the hat and it will hatch in approximately 1-2 days. At this moment you get from 1 to 3 feathers from the bird, Chaffinches might make a 4rd one but it's from their own behaviour.

      The bird type is random, you can get a canary out of crow egg for example xD
      I could make a fix for that but I'm not a huge fan of the idea.

      You have to wear the hat for it to hatch, dropping it or taking damages breaks the egg and it cancel the progress if you store it for too long.

      There's a lot of other funny features, like nest-less Tallbirds can transform it into a nest if you leave it near them, and I plan to maybe make Tallbird / Lavae eggs compatible too, we'll see :wilson_laugh:

      (It's not a craftable item, more like a rare possible reward from Watchers, the big guardians of the Cherry Forest we're adding...)

  13. So I'm having some crash when I reach the character selection screen when I use one of my mod, I imagine I won't be the only person to get this issue and I honestly don't clearly understand what's wrong from my part as I haven't changed anything on world settings or used what's new on the modding API yet. Maybe this could get fixed from the game directly ?
  14. https://steamcommunity.com/sharedfiles/filedetails/?id=2230181360 Enjoy
  15. 1.png Wouldn't you say it's a fine... Incubhator ?

    1. minespatch

      minespatch

      Would make smallbirds hatch faster.:wilson_sneaky:

    2. Clifford W.
  16. Btw we're looking for some cute name for this bee... you can guess it's a flowery version of the Grumble Bee.
    are we getting a new Bee Queen fight in Cherry Forest ? Yep ! The harder you can imagine.
    So the bees from the cherry forest are called "Hibeescus", the queen is simply "Hibees Queen", easy pun, right ? It's based on Hibiscus flowers, however I have no idea how to make it fit on the Grumble Bees non-clumsily, any ideas ? :distracted:

    1. GetNerfedOn

      GetNerfedOn

      Grum-bees-cus

      Grumblamela

  17. What we expect :

    srtyujnlpu.jpg (sketch by Claire <3)

    What we have :

    beebee.thumb.png.e38e1a7b6666acf81b04ab61e62c49f2.png

    What Klei have instead :

    1.thumb.png.712ec8fa94d9c8c5a86c975a75884b57.png

    What we get :

    1.png

    After some monke edits :

    test.gif

    Better than nothing I guess :wilson_goodjob:

    1. minespatch

      minespatch

      The green feels way more complementary to the red than the yellow. The yellow kind of has a rotting flower feel.

    2. ADM

      ADM

      I've been asking lots of friend about which one is better between the two and the green seems to be much more appreciated so thanks you for that improvement :)

    3. minespatch

      minespatch

      Green just seems to be a way more natural flower color, so just intuition. Glad it worked out.

    4. Show next comments  6 more
  18. Don't you just love when t̵h̴e̷ ̷g̸a̶m̵e̵ ć̴̲̚a̸̻̍n̶̖̐'̷̯͓͝t̶̩̞̓́ ̵̢͍̃h̷̡̠́̇a̵͇̾n̴͖̈́͜d̵̤̝̎l̴͙̙͑͠e̶̹̼͑ ś̷̘̈́̏̓ớ̸̲͍͔̒͝m̴̡̫̰͕͛̚ͅe̶̡̛̽t̷̺̙̹͉͒̍̌̂h̷͙́i̶̧̯͚̿̔̈̃ṇ̷͚̾͐̉͜g̴̨̱͉̿̂̚ ̶͎̝͓̰̂̾͂͠t̸̗̫̟̺͠h̴̛͔̪̒̊̏̀a̸̙̗̙͙̚t̸̹͚̄͋̏ ̷̨͔͓̑̽̆f̶͖͓̹̪̯́͌͐ą̴̮̝̱̥̈́̐͘n̷̛̰̥̦̼̽͐͒ć̷͙͈͔͎͍̐y̵̹̠͒̅͝ ̷̯̈́?̸͕͉̠͚̚

    1.png

    Guess we'll have to cut on the art quality, that's unfortunate :(

    1. Clifford W.

      Clifford W.

      Yea i figured that out too. if you go too high the texture glitches out

    2. minespatch

      minespatch

      The game crashed due to the detail?

    3. ADM

      ADM

      No but as you can see it started to glitch

  19. I got this, I think there's just a problem with the info boxes server.
  20. 1.thumb.png.0731265debf7f3ac0e446bb9cc2ed12e.png

    Game launched with nothing but this, has this happened to anyone else ? I would like to know what this image (middle-up) is linked to but there's no button on it.

    1. Notecja

      Notecja

      Btw. Those are from time when I started to play DST on this laptop - It was around Wendy's rework/Salt Shaker.

    2. Clifford W.
    3. minespatch

      minespatch

      That Wilson art is when the images are getting cued for a new image. It's a placer/. Something a dev explained a while back.

    4. Show next comments  6 more
  21. cute.gif.dfe86d3aa827efcbcc215ac1f8c5d6ed.gif:wilson_curious:

    1. Clifford W.

      Clifford W.

      It looks nice either he could transform upon giving him specific items from the mod.

      or he could change upon entering the biome

    2. ADM

      ADM

      What about... b o t h ?

    3. Clifford W.
    4. Show next comments  6 more
  22. Got the idea from @Notecja screenshot