Search the Community

Showing results for tags 'dst'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands Early Access] - General Discussion
    • [Griftlands Early Access] - Suggestions and Feedback
    • [Griftlands Early Access] - Localization
    • [Griftlands Early Access] - Bug Tracker
    • [Griftlands Early Access] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Return of Them
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
  • Other Stuff

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included
  • Griftlands - [Early Access]
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Griftlands - [Early Access]
  • Hot Lava
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End



Biography


Location


Interests


Occupation


Favorite Game


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together

Found 148 results

  1. So, same concept, different flavor of paint! Just like my Hamlet thread: And my ONI thread: It is time, for me to take up another mantle with this DST beta! ...I'm gonna need some time though to gather up and launch an expedition into the files to see what's new.
  2. (I want to leave a disclaimer here I am not trying in anyway to start a console flame war here.. I am just in general, seriously confused about a few things and would like a little bit of clarity from anyone willing to explain..) Okay so I have a million questions about how people on PC can even play this game without cave content, because from my experience of playing the game on Xbox One it has always played an integral part of the game, a feature that is ON by Default and can never be Disabled.. For my Questions, I will be using WINONA as my example... her Gem-Er-Rator machine is powered by slotting colored Gems into it for power, and these Gems are often and plentiful down in caves where they will literally fall from the sky for “free” during earthquakes.. but up on the surface world.. there are not very many reliable options for obtaining gems. (that I know of at least) So one of my millions of Questions for PC Players is how does someone on PC properly play as Winona w/o caves content? My next question is if Caves Content is tied to other gameplay features such as obtaining Lightbulb, Rock Den Lobster, Slurtle, Slurtle Mounds, BATS, fighting Toadstool, fighting Ancient Guardian, accessing Ruins content and that Ancient P-word Craft Station, Fuel Weaver etc.. Without that content enabled how do you ever craft things like Bat-Bat, Lantern, Shelmet, and upkeep for Winona’s Gem-Er-Rator I imagine would be hard as heck to maintain and keep powered?
  3. - auntie selkie unlike the mctusk family, she Travels in a caravan like igloo across the land sometimes visiting the mctusks for a short while. However if she is in a fight she will use the caravan like a clockwork rook charging into the enemies, if however she is outside of her caravan she will put up a fight using her knitting needles which can be earned and used to make improved hats that last longer, sweaters that can protect yourself from the cold or can be used to knit new pockets in a backpack. - rockodiles these creatures hold still to install the illusion that they are boulders, once a creature is near by they will snap into action and pounce on the prey, They are usually located on the rocky biome near the ocean. - turkey vulture A slightly larger gizzard and a more hostile gobbler, the turkey vulture is a hoarder of both meat and berries and nothing will stop it from taking meat from drying racks and taking berries from ice boxes. If it were to be attacked by the player it’ll chase after them and throw the food they stole at the player - seal eel When winter hits they come, the seal eels come in packs and will go into cookie cutter’s salt formations and will feast upon them and will relax on the salt formations until spring. They are neutral creatures however if you mine the salt formations they are reclining on they will attack in anger
  4. I want to start this post off by saying that I am a completely unbiased gamer, and as such, I want to bring ideas and suggestions into the game that benefits ALL Players of every skill level.. Things that will Allow YOU to choose how easy or how hard your game actually is. I will start by first providing the following image pulled from DS Reign of Giants Edition for IOS Smartphones. 1-As you can see in this image players can make freezing to death during winter optional, allowing them the freedom to play and enjoy Winter exclusive content without dying of freezing unprepared for Winter. 2- players can also toggle rather they die or not on having a completely empty stomach. 3- Players can turn OFF Terrorbeak & Crawling Horrors 4- or turn Sanity management off completely.. The Top 4 choices are for NEW players to enjoy CASUALLY playing and enjoying the game without too much stress of death. But option 5?? Spawning into the world with an ALREADY overall reduced Health Core? this is something for players seeking even MORE Challenge.. and somehow it’s not an option in the console game? I have talked a great deal ever since I joined these forums about hoping that Klei will utilize this world customization menu to its absolute fullest potential.. But I don’t think I have ever went into great in depth detail as to what EXTENT I would like to see these menu’s be overhauled. And I’m not just talking about additional world Gen settings like Archipelago worlds (Which lots of people seem to want) I mean MUCH more in depth stuff. You can currently turn off Beefalo, you can turn off Beefalo Mating.. so why can’t there be an Additional option added here that lets you choose rather or not you can Shave a Beefalo of it’s wool? This may sound STUPID but when I first started playing DS I thought the only way to obtain a Beefalos wools was through killing it.. it was only later that I found out that there were less life threatening hassle free ways of doing this. However IF this option was added in it would make something thats become trivial In collecting winter hats a little more difficult in acquiring again. There is options to toggle more, less, or NONE for Butterflies (the one food source every character except Wormwood and Wigfrid can Benefit from eating) But why does it have to be limited to the character I choose to play as for things like rather or not eating food heals me? Where is the option for “Does eating food heal HP?” Yes/No. Butterflies could have more toggle for options like Heals Only Hunger, Heals Only Health, Purely Cosmetic, Random. Then I could play as WENDY but with WORMWOODS Challenge of eating food not healing Me. We can now host games where the weather season and season lengths are mad unpredictable chaos... but I want more then that, I want mad unpredictable times of day.. Imagine being able to toggle an option for rather or not Deerclops drops it’s Eye upon Dying Yes/No/Random. Or if you had control over the structures players could build in THIS World you set up “Can Players Build Ice-Flingo-Matic? Yes/No “Can players build Bird Cage to feed Monster Meat to trapped bird for infinite supply of eggs?” Yes/No. we have the option of making certain bosses spawn more, less or not at all.. But we do not have an In-Between choice of selecting if that boss has Higher, Default, Lower Health. Players Abusing 3 Ice as Crockpot Filler? Toggle Ice off & problem solved. The TL:DR- THIS Menu has all the potential in the world to make this game thoroughly enjoyable for players of ALL Skill levels around the world solely based upon all these wonderful options they could Apply to their world prior to hosting it. This game can be as Easy or as Hard as you want to make it through this Toggle Menu... ”Your World, Your Rules” (Please feel free to add your OWN additional Toggle Option Ideas here.. I would like to hope that with enough suggestions from people of varying skill levels that THIS will be the biggest thing Klei can do for us, because this makes the game thoroughly enjoyable for everyone playing regardless of their content skill level, or character choice.)
  5. Okay, I know that Wurt was released recently (not even a year), but, in my simple opinion, I think she needs some buffs. I know that every person who works in this game, works hard, and this is incredible. I really like Klei, I already bought other games from this company and I also bought skins, because I feel they deserve all of this. Asking for these things makes me feel like an idiot, but I think it’s worth the intention, at least try I thought of some things that are very simple, she already has good perks. First of all, I do not speak english cuz i'm no a native, so... Let's begin: (the last one may be overpower, but she can be more useful for teams) *** When attacked, nearby Merms can defend Wurt by attacking the enemies. This can be available when there is a King Merm alive in the world. Why? Because Merms are better than nasty pigs. This is a way to prove that. DEATH TO ALL PIGS *** Because of her skin, tools and weapons cannot run of her hands when she's watered -- already implemented -- and with the screams of Moose/Goose -- not implemented *** When she's being watered, she gains sanity, but when the mark hits more than 20/25 points, she starts to losing it (too much water is bad) *** this is kind a change, but the marks of danger (tentacles) can be read in red instead of white, it's bad to see in winter. *** Wurt can hammer down swamp houses without being attacked by Merms. *** Wurt can take Reeds with her own hands (or shove, but maybe don't make sense cuz anybody would do that) and she can put other place, but in the marsh biome. Or, maybe she can craft instead of moving. WHY WOULD I BE DOING THIS IF WURT WAS RECENTLY ADDED IN THE GAME AND BUFF'S IDEAS ARE MINIMAL? cause i'm looking for the perfect Main character, and I think Wurt is the one (LOOK MY PROFILE ICON, I LOVE HER), I think she deserve more! PRAY FOR WURT sadface
  6. Before RoG was a thing, DS was fun little game; it now expanded into a huge universe, with several DLCs and multi-player fan base, aka welcome here! As the devs kept delivering the much promised content updates, performance and optimization is now needed more than ever. I feel my computer slowly heating up, and sometimes even have to close my Chrome/Firefox so the game could run more smoothly. Klei recently addressed this issue partially with Texture Streaming feature; they enabled a lot of performance optimizations before, like reducing built-up trash stuff in the World etc. Worked wonders! There is something even better now (link below), which will deliver smoother game play experience via both reducing RAM usage and optimized GPU usage. Please check out. It has been tested for over 4 years and was hid from us since it was a technology from the far East, China. To use this mod, you simply download a .zip, put it in the proper folder, and create a "desktop icon" (not needed for Windows) for the game. How does it work? Casual players probably doesn't care, but most of DS/DST are written in a language called Lua. There was been major updates to the language itself (from 5.1 to 5.3), and the machinery that allows Lua programs to run in our computers (LuaJIT). This "mod" uses the second. The hope is that, once enough users rely on this, Klei may as well incorporate this to their code base. Thanks to the developer @PaintDream, the whole thing is licensed freely so incorporating it into DS/DST will be a breeze. Strange New Powers we have!
  7. Hello! For the first time I am creating a topic on this forum, I hope I did everything right. I am from Russia, but I try to learn English Here I will post my drawings on the theme of the game and I will try to do it often =) Very soon, the New Year and we have already decorated Christmas trees and lights on them ... and Willow too
  8. I really love the art style of the game. I even watched all of Klei's Art Stream and Doodle Jam. I know that I am not able to achieve the classic sketch style (i'm a mouse user ) but I'll just keep on practicing since we are on quarantine and I got a lot of time. I'm only doing this to enhance my skills and for my portfolio. Here are some concepts that I made. If you got any ideas, feel free to reply!
  9. I know that my posts here on these forums are going to always be meet with the Confused react emote from loyal followers who love to confused react my posts But HOPEFULLY with some (very poorly put together) Images showcasing the HOWs & WHY it should Work that maybe even they will actually like this post. If this type of content is NOT for you please do explain why.. don’t just confused react everything, Your confused reacts could potentially be what makes Klei think that the Idea is Bad and they should never consider it, which would be overall BAD for the people who actually DO Like the ideas.. With That said- I have been playing a heck of a lot of Don’t Starve Single Player.. and there are challenges IN Dont Starve Single Player that Simply Are not in the SURFACE World of DST (not counting Cave Content because many people can’t play Cave Content..) All of these things server as a “Progression Blockade” a specific Area within the game that you can not by pass without first meeting specific requirements in doing such. DST... has very few of these preventing players from simply running from Biome to Biome in a straight line without a care in the world. These Things are Warrior Pig Chokepoints as seen in Image 1.. Limited Movement Mazes full of Hazards, as seen in Image 2.. Insanity Obelisks that could only be raised or lowered by being Sane/Insane as seen in Image 3.. And last but probably my favorite Entire Biomes that are extremely Deadly Without wearing protective Head Gear as seen in Images 4 & 5.. I have listed in the images ways that I feel these things COULD exist in DST.. but these are only Images, Only KLEI Developers know if any of this is actually possible. Now that the Ocean itself is fully sailable Klei is probably thinking that there’s no way to incorporate things like the Trapped Maze but.. here is an Example of how it COULD work in my head (I give credit to this idea to @Hornete for suggesting Whirlpools in their thread)
  10. These are obvious and I'm putting them here just in case they haven't been suggested already: - Add some kind of cure to plant disease. I should not even have to explain why. - Make the "Geometrical placement" mod a vanilla feature of the game - it's virtually used by every serious player, and console players cannot use it because it is a steam mod... I don't even play on console and I feel bad for console players.
  11. So as we all know now there’s Another QoL update coming Next Month and Mr Jason said now is the time to ask for our QoL wishes for said update. So with that being said I would love more toggle options prior to hosting a world, being able to choose “Random” for Day Time Lengths, Hound Attacks, etc. Or being able to turn OFF certain features that just don’t interest me- like Boss Fights (all Bosses like Bee Queen, Malbatross etc) the ones that have no toggle options currently. In addition- I would like that the game recognizes that I’ve turned off certain features and therefore adjusts itself to accommodate for that (for example if you turn of Summer Season, you can never complete Pearls Shack Upgrades due to the ingredients needed being plucked from blooming summer cactus.) Or if I turn OFF boss content I can turn ON more of something else like Map Hazards. I also would like to see more utility within this same toggle choices menu- that lets YOU the player customize your game experience to play how YOU want to play.. For example giving an option to Butterflies- Heal hunger only, heal health only, heal both, Random, purely cosmetic etc.. Food & Sleep Should have toggle option for rather or not they heal Health Points.. meaning you could play as Wendy and still need to craft healing items to heal HP. The ability to turn OFF Cave Content and Skittersquid so you can not obtain ingredients required to make a Lantern with in the “Lights Out” Server choice.. it almost defeats the purpose.. Tiny stuff like this goes a long way in making the game more enjoyable to those seeking more challenge. Archipelago World Gen Setting... I have a BOAT now let me sail between Biome to Biome for Resources.. please <333 Since I’ve talked (to death) about these toggle options before I’m sure the devs have heard everything I’ve said about them already so I’ll just move to the next QoL stuff I’d like to see.. A few extra perks in Characters Willow- Nightmare fuel.. the one resources she’s good at farming should be able to refuel her lighter. Winona- Trusty Tape should be able to fix burned structures and the Spotlight could use a buff of some sort. Last but not least, I would love an option to be able to “lock” skins & Pre-select belongings prior to loading into the game So for example I don’t ever accidentally unravel something I wanted to Keep, and I can enter the Constant with Ashley already equipped instead of defaulting Bernie. I guess that’s all I could realistically hope for out of a QoL update but I know most of these things are unlikely to happen. Just thought I would get my requests in now before the Devs start working on it!
  12. Personally I don't play wormwood in DST, but I do like his old design and I hate seeing interesting content go to waste, so that's why I ask for his old development art to become a skin in DST, it would both be an interesting skin and save time because most of it is already finished. Klei had most likely even planned for this version of Wormwood to enter DST because this sprite sheet has the sprite for the bonesaw emote from said game. To be frank though they had scrapped this version of Wormwood because they didn't like it so the chances of my suggestion coming to fruition are low, which is fair.
  13. When was the last time you built a night light for the light it provides, and not simply for decoration? I have been playing DS/T since 2015 and have never used it it for light. People don't use them and almost completely forget about them because they're simply not worth it. Now don't get me wrong, it only takes 8 gold nuggets, 2 nightmare fuel and 1 red gem to craft, which is not expensive - but they use nightmare fuel as ... fuel. They don't provide heating or cooling either - unlike the (endothermic)fire pit. To put it into perspective, 1 nightmare fuel will make the night light burn for 175 (almost 3 minutes) seconds. This light cannot be switched on/off, drains your sanity and is confined to where the night light is built. A lantern lasts for 7 minutes and 48 seconds, can be switched on/off to save fuel, can be moved wherever you want, held in hand for traveling in the dark, or even left on the ground for light while working. Not to mention light bulbs (used to refuel lanterns) are way easier to get than nightmare fuel (at least in DST - I am aware that nightmare creatures drop NM fuel in solo DS at the end of the nightmare cycle, which makes NMF extremely easy to get lots of). So here is my suggestion, which I think would make this item worth crafting - instead of requiring NMF as fuel (like regular fire pits) they could drain a player's sanity in order to fuel it (similar to how the lazy deserter drains sanity when you "touch" it - and the fire wouldn't get fueled after your sanity reached 0, obviously.). This would be great because it would allow the night light to be used for farming NMF by keeping your sanity low. Not to mention that characters with high sanity / sanity restoration (such as Maxwell) could use them in their bases. That's my QOL suggestion, I think it's an interesting twist on an old, outdated structure that might bring it the love it deserves. Please let me know your thoughts or ideas on how my suggestion could be further improved. Much love to the KLEI team, thank you for taking suggestions and listening to your fans <3 !
  14. So recently before troubled Waters, I built a bunch of Boats around the Sea Rocks to make a sea base, and then when the Troubled Waters update came out. Seedweeds coincidentally spawned on top of the rocks and I was goofing around a bit there and... Poof! There he was. Sorry for the weird mic quality, I just wanted to share my experience with the RockJaw Shark cause it was alot of fun honestly, even though I was NOT at all prepared for this moment. XD
  15. I love Winona, and I play her all the time! Though sadly the mark she left after her rework dropped was... well, unremarkable. It really makes me sad because I love to play as her, her upside of quick crafting is very handy throughout the game and catapults are really fun; the idea of a machine doing something for me is very appealing. Sadly, even with these upsides of Winona, it is very obvious that she still suffers from many problems that bring down her enjoyability as a character. Winona has had three major issues for me since the rework: Winona's general purpose is there, but is not expanded upon as there is not much to the character. The catapult is still the only useful machine Winona owns. Oh and there's one other I think? Winona's downsides in general. I am not going to be "fixing" Winona; instead, I would like to steer people into the right direction on how it could be done. Parts are in order. Winona's Purpose: We should lay down of what gameplay changes Winona should even bring. To me, Winona should be a very powerful addition to a group, but at a cost. I like high resource high reward characters like Wurt and believe Winona is on that track. However, there is really only one resource that you need a lot of right now, rocks. This is not a bad thing and is very noticeable in groups, but the amount needed as of now for catapults is a tad bit too much. To attempt to not completely nerf this intense resource usage; I think instead of one resource being needed, rocks, it should be spread out to other resources; for catapults, maybe more twigs. And for other machines, spread those out as well. But not enough to make machines too easy to make. There is a delicate balance. New Toys: This next part is as simple as this; Winona needs new machines. The ideas above are mostly for how Winona will change gameplay, which is important, but addressing those gameplay changes is equally as important. Now, Winona's Catapults are a great place to start to look at a base design for new machines as these are amazing to begin with. The catapults are very, very costly but give good reward. They allow for a base part of the game, grinding out large amounts of mobs, to be much easier. Perhaps going off of base parts of the game for new machines is the way to go; maybe new machines are made to be able to get basic resources easier. Or continue to go off her fighting capabilities and add machines that introduce a new convenience in fights. Perhaps single-target and multi-target focused machines? (Though these may be veering into a bit too specific.) A Downside: As of now, Winona pretty much has no downsides. Now, having her eat everyone's resources is a decent step, but this is mostly her in the background downside. Having this be her main and only downside would be pretty boring for a character. Now, really in this part here there are so many ideas to be added here, but for me, a Winona downside(s) should not completely change the character, like only eating veggies/meats. Perhaps a more minor, but still glaring downside, such as monster characters not being able to interact with pigs/bunnies is more suitable. It could have something to do with her machines, her crafting speed, or maybe even the darkness? Again, many things could be added here. And, well... that's mostly my peace on Winona. I'm not looking for Winona to be one of the best, I just want to see Winona as a fun character with some downsides and upsides that add something new to the players' experience! Anyway, these are to me how I think Winona should be viewed before adding new, big changes to her. A discussion on possible new Winona additions/changes/buffs/nerfs/etc is welcome!
  16. The DST Skins Checklist has been designed to help you more easily keep track of your DST skins collection. This can be done by manually checking off items or by directly syncing the checklist with your inventory on Steam. The layout is fairly rustic, but it lets you view, filter, and search the skins you own, have duplicates of, or are missing in the game. All save data is stored locally on your computer (in your browser's Local Storage). The checklist is a single HTML file (images are all embedded) and can be used online or from your desktop: Checklist: https://dst-skins-checklist.firebaseapp.com/ HTML File: https://dst-skins-checklist.firebaseapp.com/download For best compatibility, open the file using Google Chrome or Mozilla Firefox; some features may not function properly in other browsers. Updates: 07/16/20: Version 1.10.19 - New skins (from DST 07/16/20 Patch) added 06/15/20: Version 1.10.18 - New skins (from DST 06/15/20 Patch) added 05/28/20: Version 1.10.17 - New skins (from DST 05/28/20 Patch) added 04/23/20: Version 1.10.16 - New skins (from DST 04/23/20 Patch) added 04/01/20: Version 1.10.15 - New skins (from DST 04/01/20 Patch) added 03/20/20: Version 1.10.14 - New skins (from DST 03/20/20 Patch) added 03/19/20: Version 1.10.13 - New skins (from DST 03/19/20 Patch) added 01/31/20: Version 1.10.12 - New skin (from DST 01/31/20 Patch) added 01/23/20: Version 1.10.11 - New skins (from DST 01/23/20 Patch) added 12/12/19: Version 1.10.10 - Updated image for Winter Warden Boots (as changed in DST 12/12/19 Patch) 12/12/19: Version 1.10.9 - New skins (from DST 12/12/19 Patch) added 12/05/19: Version 1.10.8 - Updated the Hallowed Nights 2019 Event end date (as announced in DST 12/05/19 Announcement) 11/22/19: Version 1.10.7 - Fixed a display bug for the Distinguished multi-filter and added in missing multi-filter options 11/21/19: Version 1.10.6 - New skins (from DST 11/21/19 Patch) added 11/06/19: Version 1.10.5 - Weaveable filter and filter preload from URL query string added 10/24/19: Version 1.10.4 - New skins (from DST 10/24/19 Patch) added 09/26/19: Version 1.10.3 - New skin (from DST 09/26/19 Patch) added 09/19/19: Version 1.10.2 - New skin (from DST 09/19/19 Patch) added 09/12/19: Version 1.10.1 - Fixed a display bug for old saves (from before Version 1.8.29) that contained duplicates 09/12/19: Version 1.10.0 - New skins (from DST 09/12/19 Patch) and syncing with Drops Reset Countdown data file added 08/15/19: Version 1.9.10 - New skin (from DST 08/15/19 Patch) added 07/25/19: Version 1.9.9 - New skins (from DST 07/25/19 Patch) added 07/17/19: Version 1.9.8 - New skins (from DST 07/17/19 Patch) added 06/27/19: Version 1.9.7 - New skins (from DST 06/26/19 Patch) added 06/17/19: Version 1.9.6 - Updated descriptions of non-marketable event skins 06/06/19: Version 1.9.5 - New skins (from DST 06/06/19 Patch) added 05/08/19: Version 1.9.4 - Updated names for 3 skins (as changed in DST 05/08/19 Patch) 05/07/19: Version 1.9.3 - New skins (from DST 05/07/19 Patch) added 03/28/19: Version 1.9.2 - New skins (from DST 03/28/19 Patch) added and updated rarity order to match game 03/07/19: Version 1.9.1 - New skins and rarities (from DST 03/07/19 Patch) added 02/28/19: Version 1.9.0 - Column sorting, multi-filters, tooltips, and skin type column added 01/24/19: Version 1.8.29 - New skins (from DST 01/24/19 Patch) added 01/09/19: Version 1.8.28 - Updated the Winter's Feast 2018 Event end date (as extended in DST 01/09/19 Announcement) 12/19/18: Version 1.8.27 - Corrected the Winter's Feast 2018 Event end date (to 01/08/19) 12/06/18: Version 1.8.26 - New skins (from DST 12/06/18 Patch) added 12/03/18: Version 1.8.25 - Updated the rarity of 5 skins (as changed in DST 12/03/18 Patch) 11/22/18: Version 1.8.24 - Updated the Hallowed Nights 2018 Event end date (as extended in DST 11/22/18 Announcement) 11/19/18: Version 1.8.23 - New skin (from DST 11/13/18 Patch) added 11/13/18: Version 1.8.22 - New skins (from DST 11/13/18 Patch) added 11/08/18: Version 1.8.21 - New skins (from DST 11/08/18 Patch) added 10/26/18: Version 1.8.20 - New skin (from DST 10/26/18 Patch) added 10/26/18: Version 1.8.19 - New skins (from DST 10/25/18 Patch) added and filter layout changed 09/29/18: Version 1.8.18 - New skins (from DST 09/27/18 Patch) added 07/18/18: Version 1.8.17 - New skins (from DST 07/18/18 Patch) added 07/07/18: Version 1.8.16 - Updated the Gorge Event end date (as extended in DST 07/06/18 Announcement) 06/18/18: Version 1.8.15 - New skins (from DST 06/18/18 Patch) added 06/14/18: Version 1.8.14 - New skins (from DST 06/14/18 Patch) added 03/01/18: Version 1.8.13 - Updated the Year of the Varg Event end date (as extended in DST 03/01/18 Announcement) 02/23/18: Version 1.8.12 - Fixed a save import bug from Version 1.8.10 02/13/18: Version 1.8.11 - Updated active event rarity skins for the Year of the Varg event (as enabled in DST 02/13/18 Announcement) 02/11/18: Version 1.8.10 - Fixed incorrect rarity of two skins and checklist versioning scheme changed 02/09/18: Version 1.8.9 - New skins (from DST 02/09/18 Patch) added 01/11/18: Version 1.8.8 - Updated name of Magnificent Fuelweaver Ornament and image for Wes's The Roseate skin (as changed in DST 01/08/18 Patch) 12/24/17: Version 1.8.7 - Corrected the Winter's Feast 2017 Event end date (to 01/08/18) 12/19/17: Version 1.8.6 - New skins (from DST 12/18/17 Patch) added 11/28/17: Version 1.8.5 - Updated the Forge and Hallowed Nights event end dates (as extended in DST 11/28/17 Announcement) 11/09/17: Version 1.8.4 - New skins (from DST 11/09/17 Patch) added 10/30/17: Version 1.8.3 - New skins (from DST 10/30/17 Patch) added 10/26/17: Version 1.8.2 - Fixed incorrect image for Wendy's The Challenger skin 10/26/17: Version 1.8.1 - New skins (from DST 10/23/17 Patch) added 09/13/17: Version 1.8.0 - New skins (from DST 09/13/17 Patch), skin tags, and collapsible headings added 05/18/17: Version 1.7.7 - New rarity modifier and skins (from DST 05/18/17 Patch) added 04/28/17: Version 1.7.6 - Updated name of Ancient Explorer to The Ancient Explorer (as renamed in DST 04/28/17 Patch) 04/27/17: Version 1.7.5 - Updated skin names (as renamed in DST 04/27/17 Patch) 04/25/17: Version 1.7.4 - New skins (from DST 04/25/17 Patch) added 04/24/17: Version 1.7.3 - New skins (from DST 04/24/17 Patch) added 04/22/17: Version 1.7.2 - New skins (from DST 04/21/17 Patch) added 04/18/17: Version 1.7.1 - Updated rarities of skins (as changed in DST 04/18/17 Patch) 04/10/17: Version 1.7.0 - New skins (from DST 04/10/17 Patch), new release filter, and duplicates total tally added 02/14/17: Version 1.6.2 - New skins (from DST 02/14/17 Patch) added 02/08/17: Version 1.6.1 - Corrected the Year of the Gobbler 2017 Event end date (to 02/13/17) 01/19/17: Version 1.6.0 - New skins (from DST 01/19/17 Patch) added, reward progress bar added, and save import method changed 12/21/16: Version 1.5.4 - Corrected the Winter's Feast 2016 Event end date (to 01/05/17) 12/19/16: Version 1.5.3 - New skins (from DST 12/19/16 Patch) added 12/15/16: Version 1.5.2 - Corrected the Winter's Feast 2016 Event start date (to 12/15/16) 12/09/16: Version 1.5.1 - New skins (from DST 12/08/16 Patch) added 11/25/16: Version 1.5.0 - New rarities/skins (from DST 11/24/16 Patch) and skin set detection added 11/14/16: Version 1.4.3 - Updated name of Beeyonet to Bumble Spear (as renamed in DST 11/14/16 Patch) 11/08/16: Version 1.4.2 - New skin (from DST 11/08/16 Patch) added and Steam Inventory syncing method improved 10/21/16: Version 1.4.1 - Corrected the Hallowed Nights 2016 Event end date (to 11/08/16) and event detection prompt added 10/19/16: Version 1.4.0 - New skins (from DST 10/18/16 Patch), dynamic tallying, skin search, and version checker added 09/18/16: Version 1.3.2 - Fixed syncing issue for WX-78 Elegant skins 09/17/16: Version 1.3.1 - Fixed syncing issue for Nightdress (known as Nightgown in some countries/regions) 09/03/16: Version 1.3.0 - New skins (from DST 09/01/16 Patch) and duplicates detection/sorting added 07/25/16: Version 1.2.0 - Steam Inventory syncing via JSON text added 07/23/16: Version 1.1.1 - Skin colors now use Steam item tags as an identifier (instead of description text) 07/11/16: Version 1.1.0 - New skins (from DST 07/07/16 Patch) and save import/deletion added 06/20/16: Version 1.0.0 - Initial release on Klei Forums Other Tools: DST Armor Breakage Calculator: https://dst-skins-checklist.firebaseapp.com/armor A tool to calculate the number of hits different combinations of head and body armor can take from a damage source before it breaks. DST Daily & Weekly Drops Countdown: https://dst-skins-checklist.firebaseapp.com/drops A countdown timer for when the daily and weekly skin drops reset in the game. It will automatically adjust to your local timezone. DST Tradable Duplicate Skins Matcher: https://dst-skins-checklist.firebaseapp.com/match A tool to find and match tradable duplicate skins between two Steam Inventories. It will match tradable duplicates from one inventory with unowned skins of the other. Original First Post:
  17. Hi everyone! I'm Anialina, I draw DST Survivor's comics, some quasi-lore comics and couple of arts in my free time. I just thought I'd share them. Feel free to suggest some ideas for the comics. ENJOY! 1. The one when Woodie found a worthy opponent: 2. The one when Warly had nothing to eat: 3. The one when Webber wanted to be a chef: [EDIT] unfortunately it's impossible to embed the whole images as they are too long - it's necessary to click and zoom :<
  18. So I have a solo world, only about day 100 so far, but I haven’t been able to easily kill any bosses so far (or kill any period). I’ve tried fighting Deerclops (I’m playing on winters feast so deerclops is a little bit more difficult), Bearger, and Moose Goose so far, but even as I plan ahead to what I want to fight next I notice it’s going to be really difficult. Most tips say get some friends, but I don’t have PS+ so this is not an option for me. I’m fine at just plain kiting most of the time, but looking on the wikis most giants would take very large amounts of time to kill just using a spear, or even a ham bat or bat bat. I see a lot that an easy way to kill giants is putting them to sleep/freezing them and then using just enough gunpowder to almost kill them, but I honestly don’t want to have to make hundreds of gunpowder (if that’s even possible) just to get the drops. If the only way is gunpowder, sure, I’ll bust out the monster jerky and torches, but I’d like to know if anyone has some good tactics, traps, ect. For killing the bosses before I go ahead and spend countless hours burning my world to a crisp. Thanks for reading! Toodles Doodles
  19. I know that this could be imposible to do because of licences and some legal problems that could arrise but making a workshop for the game would be awesome. A lot of people could just share their ideas and concepts like new skins or even gameplay modification. In response to what's the difference between "chesse" and "cheating" it doesn't matter, you just have to enjoy while playing without teassing others.
  20. Well with the forum going mostly crazy with character rework suggestion threads, And with me being bored out of my mind with nothing to do except wait for my Xbox to finish installing the various updates it’s going through... I have decided to do something different & make a new biome suggestion for DST, this Biome is in the ocean at Sea.. And reintroduces... Shipwrecked Mob- The Stink Ray. Okay so here’s the gist of everything- I’m playing the newly released Hamlet DLC on Xbox One, and in Hamlet there are biomes that are hazardous to step foot in due to the air being highly toxic... I loved this and want it in DST ASAP... This is where Stink Ray come in.. When a chunk of the moon crashed into the Oceans Stink Ray began to evolve and Mutate from the moons energy, their body now glistening with Shattered shards emerging out of them, and their gas has become highly highly toxic, Stink Ray populate this area so much that the entire biome is filled with a Lime green Erie ghost-like foggy acid cloud hovering overhead, Sea Barnacles.. Stink Ray, Corroded down pirate ships, hidden treasures, limpets can all be found within this biome, But there’s a catch.... Just like playing Hamlet, you need protective clothing to traverse through the toxic biome, and your boat will very slowly start to corrode over time, needing occasional repair patches to continue traversing through the intoxicated gassed out waters, there’s no telling what else is in this ghostly fog.. but the newly mutated Shattered Lunar Stink Rays dominate this area, you stand higher odds of finding sunken treasure in this biome due to all the fallen ships who attempt to pass through it’s waters but never made it back out..
  21. Introduction Hello everyone. I hadn't seen any tutorial dedicated to this topic. At the start I need to state that I am pretty lame in everything associated with modding, so don't expect sophisticated solutions. This tutorial is simple yet effective, I have to agree that it could be better but as I have said, I am just simple man. I have used my old projects to explain you the scheme of your custom follower. Template is based on this: Main Part To make functional follower you need to introduce the follower's: - main script [creature.lua], the corpus of you follower - anchor [anchor.lua], I have called it this way, because it attaches and provides easy summoning of the creature to your DST world - brain [creaturebrain.lua], yep, that's the brain, every action you require from your creature belongs to it - stategraph [SGcreature.lua], this file gives your creature ability to perform any visible action, because it's connected with animations and their realizations Locations Main Folder -> scripts -> prefabs -> [creature.lua] Main Folder -> scripts -> prefabs -> [anchor.lua] Main Folder -> scripts -> brains -> [creaturebrain.lua] Main Folder -> scripts -> stategraphs -> [SGcreature.lua] How to make mine template yours ? That's simple! Follow me this way! At the start, change my names [name.lua] into yours. [taern.lua] That should be your character's name. into local common_postinit = function(inst) goes inst:AddTag("summonerally") Add this tag to prevent summoned creature from attacking your character and vice versa. and local master_postinit = function(inst) goes inst:AddComponent("reader") It will let you read books, which is crucial for this method of summoning follower. [creature.lua] Change name 'creature' into yours follower's name. Using Ctrl+F in Notepad++ as shown in ESCT tutorial by Dragon Wolf Leo. That's your follower's appearance [Main Folder -> exported -> creature] You can call it what you want to, but it must match [name in exported] and all other references in whole mod to work properly. [anchor.lua] Change name 'anchor' into your summoning item. [creaturebrain.lua] I am not sure if changing CreatureBrain name will affect anything but just to be sure you can try. function CreatureBrain:OnStart() local root = PriorityNode( { WhileNode(function() return IsNearLeader(self.inst, KEEP_WORKING_DIST) end, "Leader In Range", PriorityNode({ IfNode(function() return self.inst.prefab == "creature" end, "Is Duelist", PriorityNode({ WhileNode(function() return self.inst.components.combat:GetCooldown() > .5 and ShouldKite(self.inst.components.combat.target, self.inst) end, "Dodge", RunAway(self.inst, { fn = ShouldKite, tags = { "_combat", "_health" }, notags = { "INLIMBO" } }, KITING_DIST, STOP_KITING_DIST)), ChaseAndAttack(self.inst), }, .25)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Chopping", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.CHOP) end)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Mining", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.MINE) end)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Digging", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.DIG, DIG_TAGS) end)), }, .25)), Follow(self.inst, GetLeader, MIN_FOLLOW_DIST, TARGET_FOLLOW_DIST, MAX_FOLLOW_DIST), WhileNode(function() return GetLeader(self.inst) ~= nil end, "Has Leader", FaceEntity(self.inst, GetFaceTargetFn, KeepFaceTargetFn)), }, .25) self.bt = BT(self.inst, root) end Those lines inside of this chunk must match your prefab's name. If it won't match your follower is not going to perform those actions (fighting,mining,chopping,digging) ex. 'Creature' =/= 'creature' and your follower will not dig out objects in this case. [SGcreature.lua] Change name 'creature' into yours follower's name. If you want your creature to be non-humanoid you can play with stategraph to match your animation's frames, but I don't know how to achieve rewarding results. [modmain.lua] PrefabFiles = { "taern", "taern_none", ------------ "creature", } Change name 'creature' into yours follower's name one more. Add this: Assets = { Asset("ATLAS", "images/inventoryimages/anchor.xml"), Asset("IMAGE", "images/inventoryimages/anchor.tex"), Asset("ANIM", "anim/creature.zip"), } This will make your item [anchor] avaible to craft and use. Just remember about CAPITALS. GLOBAL.STRINGS.NAMES.ANCHOR = "Anchor" GLOBAL.STRINGS.RECIPE_DESC.ANCHOR = "Allows you to summon your custom creature into this world." GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.ANCHOR = "Is this a Ouija board ?" local anchor = Ingredient( "anchor", 1 ) anchor.atlas = "images/inventoryimages/anchor.xml" local anchor = AddRecipe("anchor", { Ingredient("feather_crow", 2), Ingredient(GLOBAL.CHARACTER_INGREDIENT.SANITY, 20), Ingredient("goldnugget", 4)}, RECIPETABS.WAR, TECH.NONE, nil, nil, nil, nil, nil, "images/inventoryimages/anchor.xml") You will need to create additional: - [Main Folder -> exported -> anchor] for your item if you want to see it in game. - [Main Folder -> images -> inventoryimages] and place your 64x64 icon of item TEX and XML. Change names in XML too. Appendix So everything beyond 'vanilla' tutorial is added by me to make your life easier. If you have created your first custom character you won't have problems with distinguishing extraordinary files connected with custom follower. I have attached my template just few lines under this block of text. Have fun with your digital friend P.S. I know my english is not perfect, but I think it's pretty understandable. Well if not just write a comment below and I will try to help you the best I can Download the template here -----> Taern - Follower Tutorial.zip
  22. Hello everyone! Lately i've been wondering about alot of different scenarios to kill certain bosses. I was wondering how the elephant cactii from Shipwreck would fare against Bee queen. Using Kynoox's mod the "Architect Pack" i was able to make that scenario a possibility! The video down below gives you the informations you need to reproduce this technic. In my opinion, it comes back to the same efficiency as a tentacle trap of Wickerbottom! So ya this video is more of a test, i wanna see if people actually enjoy those kind of alternative! I won't always be using mods (if i do, it will only be to get content from other dlc) and i'll try to find the weirdest technic out there! "What if that worked?". It's gonna be a bit like a myth buster with only good outcomes x) On this feel free to comment down below, any opinions are welcomed and have a wonderful day!
  23. Hello friends of the constant, recently a character named Walter has been added into the game giving us slingshot rounds. A thing that has been added to the game are slow down rounds which give us the ability to slow down enemies, which Gives Walter a better chance to shoot and hit enemies, but the only problem I have is that there's not really a timer or a particle effect letting you know if the enemy has been slowed down or if it's about to run out. And that is a huge thing especially if the mob surprises you with out of nowhere speed while you're still expecting it's slower speeds. What I suggest is maybe an icon or effect, such as pointed down arrows circle around the target, (to look as if they are weighing down the creature) and dissappear one by one as the slow down timer goes down. I'll try to draw it later, but I want to see what you guys think of this?
  24. I would’ve caught this Sooner had I been playing Wendy instead playing as Wortox & cleaning my world of people who join, fail & never returns leftover items I came across Abigails Flower, So I light a campfire & proceed to attempt to burn it away, Realizing that adding Abigails flower to a burning flame was no longer even an option! Thinking maybe only Wortox could not burn it I exit that world & load my Wendy save & sure enough.. Wendy can No longer Carelessly throw Abigails flower over into a raging flame while trying to Return Abigail to her flower. Why was this very important thing not mentioned anywhere in any of the patch notes? #WendyMains (This was a problem playing on a console.. to return Abigail into her flower required pressing Left on your Directional Pad, Pressing Left on the Dpad used to also carelessly throw the flower into a campfire if you happened to be standing too close to it.) Now it’s not an option, Thank You Klei!
  25. It is possible that thia idea was already suggested but anyway. I suggest that implementing an alignment tool for console cold improve the game because putting structures with a console controller isn't the most confortable thing. This can be implemented in the option menu like little big planet game does. Thanks for your attention.