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Showing results for tags 'durability'.
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Hi all this is something that has been on my mind for a while. the only exception to this rule seems to be the Beekeeper Hat. It makes sense to me for the beekeeper hat to get buffed in durability because DST has a Bee boss with high damage and a long drawn out fight. But then why is all other armor durability lowered? A lot of DST mobs have more health and thus the possibility to deal more damage, by the same logic applied to the Beekeeper Hat shouldnt all armor have at least their original DS durability and not lowered? I was wondering if the devs ever gave a reason for the durability decrease, besides just making armor more grindy? I know durability can be stacked in DST but does that really make up for the hard decrease? I dont often find myself wearing both head armor and body armor, mostly only with the Bramble Husk to stretch out its meager durability... If the thought was that more people can farm for more armor together, or that more fighters end a fight quicker, why is it only armor that got decreased in durability and not weaponry too? By that same token, if more hands make light work, why isnt everything nerfed in value compared to DS? (food, tool durability, tent durability, sewing kit durability, clothing durability etc etc)
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So, we're trying to make a tool for the player to use, that, when it hits 0% durability, instead of breaking, will go in the player inventory and stay there, unusable until it gets repaired. I'm aware that we'd need to add a repair action, but we're struggling to actually work out how to make this happen. I did find an old thread with some code from w00tydood, but it didn't actually work. Could use a hand here on figuring out how to make this work.
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- tool
- durability
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Greetings everyone.So i have one question.Is it possible to create a code that won't allow some(or even any)broken tool or dressing to be used in craft as ingredient?(For example: a broken pickaxe can be used to make a thermal stone.)I created a weapon that requires tentacle spike in craft and i want to be sure that nobody will use broken spike to make this. I really tried a lot but didn't succeed.
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Hello fellow DST modders, I am in the progress of making a character mod and need some help with the scripting. My problem: One of the character perks is that items have a small chance to instantly break on use (regardless of remaining item durability). I just need a pointer on how to get the and item that the player is currently using and on how to change the durability of the item on use. Thanks a bunch in advance!
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- Help
- Character Mod
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For example, recipe of "yellow umbrella" is gold nugget + umbrella. How make durability of new crafted yellow umbrella the same as one of the ingredient (red umbrella)?
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One of my bee mines bugged out when triggered right in the center of my base and it spawned +50 bees which cause a lot of lag, I managed to move some of them to another island but that's not enough, is there any way I could potentially edit my world to delete them (I assume there are values that corespond to mobs present)? I have a back up before that happened but I made very many changes due to the turf update and it will be a pain to redo it all.
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Hi, I thought the nice would be if you could be cut off from the monsters. I think the barricade is a good idea to secure the base. In my opinion (if one accepts my idea), it should have a level of durability. Here is examples of crafting and picture: Thanks.