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Found 63 results

  1. (I'm not saying this SHOULD be a thing, just something I thought would be a cute touch, as an idea I'll edit this later based on how people see it...) This might be a bit of a stretch, but what if characters had a favorite food, and a disliked food. As an example. (This isn't for all foods, but just two specific food items for a character each) whenever a character eats that specific food they love, they would say something about it and gain more stats from the food and gain maybe 5 or 10 extra sanity! but when they eat the one food they dislike, they would quote that aswell, maybe gain less percent of the foods benefits and lose maybe 5 or 10 sanity. This could be put for just mainly for only two crockpot foods for each character if you dont want it to affect early game. This could possibly make your choices of food a little bit more strategic and make the characters have more personality.
  2. What is the file path, or where can I find the source code for crockpot food. I have been searching but can not find it. Specifically, I want to find the code for jellybeans. But knowing the code for all the foods can also help with future mods.
  3. I've played ONI on and off for a long time now, but I rarely stick with a colony long enough to get to what you might call the late game. In my latest run though, between wild sources and my own small farming/ranching operations, I have a pretty decent supply of mid/high-tier foods: barbeque, mushroom wraps, a bit of surf'n'turf. Now I'm at a point where I can pretty easily start farming sleet wheat and pepper plants to make pepper bread, and with that, it looks like I'm about to permanently obsolete all the other food. That's sort of a bummer. One of the most common types of thread on the forums here is designs for automated critter ranching and slaughtering. People are always talking about producing meat and eggs. But why? I was looking forward to figuring out my own version of one of those systems after achieving mid-game stability, and I might still do that to produce other resources like lime, but I won't have any use that I can see for the food yield from critters. (I guess it provides a little bit of compost, but I mean for eating.) Not only is there no mechanical incentive to keep making a variety of foods late game, there's actually a disincentive since I'd be sacrificing the morale boost from feeding everyone pepper bread. So even if I want to give my dupes different foods just for fun, I'm paying a price to do it. This seems like a missed opportunity in mechanical terms since it narrows down the scope of the game, and it's fairly counter-intuitive (even "unrealistic" if I can use that word) to boot. IRL, varied diets are important for health and most people would be bored to tears eating only one food forever, even if it was the "best" food in the world. Am I missing something here, or is there really no use for lower-tier food late game? If so, I can think of a few changes to address this issue: Add more +5/+6 quality recipes - could be done by moving existing recipes or creating new ones (eggs are pretty under-utilized!) Flatten the morale bonus in some way (e.g. reduce the number of tiers and distribute existing recipes so we have several in the new top tier) Provide a scaling morale bonus for providing a varied diet that compensates for (or exceeds) the penalty for using some lower-tier foods Personally I think the last one is the most fun, but they could be done in combination. More recipes would be welcome, for sure.
  4. so with wurt, they cannot eat meat, but they get a bonus to all the other food they can eat, what if that was applied to wigfrid, can only eat meat, but that meat is buffed? meat things are generally already good, but meat is a bit harder to come by than other foods, unless you have a meat farm of course. still, i think a perk like that would be a nice addition.
  5. I just lost a colony due to starvation while my dupes let food rot. I'd like to know which settings will prevent this. The situation was with 8 dupes, 8.5kcal of food, and the "Food Shortage" alert. In order to wait until my first harvest, I slaughtered 3 hatches, made bbq, and also made 3 omelettes. I now had 24kcal of food left. I also queued up some harvest of buried muckroot. Some days later, 1 bbq goes rotten. I look in the ration box, and I see 3.6kg of omelettes at 1%. The dupes never ate them, they prioritized digging up and eating muckroot, which doesn't go bad. Food allowances were set to everyone can eat everything since this was day 22. Am I really supposed to micromanage food so that dupes will eat the food that's about to spoil? (How does one even do that?) Do I count out how many calories of omelettes I have, then disallow everything but omelettes to that many dupes, to force them to eat it? I've had spoiled food due to odd food permissions in the past, but only when I have too much food, never too little.
  6. Sponsored by Hydra Facilities - "Hail Hydra" Duplicant Penitentiary - The prison of your dreams I'm so sorry for the quality https://drive.google.com/open?id=16Q4Z8JU40YQKZxNZu-MvT94gkJ17xyV2 How it Works Perhaps someone with more time can elaborate in detail. From what I have observed, duplicants reset their breath meter with a minimum amount of oxygen. The amount they recover is more than they consume. Pretty simple. The only post I could find that mentions anything like it is this one. It seems like it would be common knowledge by now, but I could be wrong. I am not sure if this works without the oxyfern, but I am willing to bet so. The oxyfern's only purpose is to be a companion plant for our dupe. Fix in post (this post) First, I'd like to say https://app.clipchamp.com is the sh****est free online video editor. Obviously there are things wrong with how I tested this. On top of that, I could think of a million ways to improve airflow. The suffocation notification system I was trying to set up did not work for me, but another more efficient idea would be to just use a water trap. I might revisit that idea unless someone like @Samson.ONI wants to take over instead. I forgot to put in that you get 4.67kg of Water per Dupe*Cycle. That number is not accurate, it should be more. I'm pretty sure if I put this on youtube, I will get copyright strikes. I had a lot of fun making this, please enjoy. Banhi was a struggling prison warden trying to make it through life...she will be missed. The prisoner...not so much. Duplicant Penitentiary.sav
  7. There are useful sources for the resources needed for the various food types in the game, but nothing relating to the labor costs of them. So I made my own spreadsheet trying to roughly estimate how much each food source costs in dupe labor to feed your colony. This is only looking at foods that are made exclusively with crops. Also not including pickled meal, since it doesn't change the Kcal of the meal lice, just gives it a longer shelf life. Firstly, for those who don't know it takes 10 seconds for a skill 0 dupe to harvest a plant and 45 seconds for a skill 0 dupe to cook a meal. Extra time has been added to each of these to try and account for travel times for the jobs. Second, while each increase in agriculture and cooking skill gives a work speed increase of 5%, which means at skill 20 it takes them half the time to finish the job, the information here assumes that all jobs are done with skill 0 dupes. That said, it is worth noting that no dupe will ever be able to cook on a grill or oven without at least +2 cooking skill and over time everything will get more efficient as your dupes gain athletics skill. Plants that require fertilization will have a dupe come by every 3 cycles to deliver 3 cycles worth of fertilization to the plant. It only takes the dupe a couple seconds to pick up and drop off the fertilization, but usually there's some travel time involved and dupes will pick up enough to fertilize several plants at once so it's estimated to have an average time of 7 seconds per fertilization. We will also be assuming that any plant that requires irrigation will be inside a hydroponics farm, so it doesn't have to be fertilized twice. The longer it takes between harvests, the less labor dupes need to spend on harvesting the plants and moving the crop to and from storage or the kitchen. The total labor time is the sum of the time it takes to harvest the plant, fertilize the plants, and cook the plants, calculated in seconds / 1000 Kcals. Spreadsheet with data: https://docs.google.com/spreadsheets/d/1Y4I1GvFLBzCMGHsXjA-wddyxH5QXh2UhAR-8iOzoBRA/edit?usp=sharing The clear winner right away is raw bristle berry. That's because it's the only item here that requires no fertilization. Once it's in hydroponics, the only thing dupes need to do is harvest it. Lettuce also does surprisingly well, considering on the surface it looks like it would be a very demanding crop. However waterweed actually consumes very little water and bleach stone for its Kcal, the only real downsides being a short shelf life and taking up a lot of storage space. Berry sludge is the only cooked food that actually beats out a raw food for labor costs, which is mushrooms (also the most expensive raw food to grow in labor costs). Otherwise cooking food always costs more labor than not cooking, though it also almost always costs less resources to use cooked food instead of raw food and always gives better morale.
  8. IMPORTANT: The code should work in both DS and DST, but it was primarily written for DST, so I will leave a disclaimer here saying it might not be 100% the same code that is needed for DS. Please tell me of any problems you run into with these code snippets. How To Use The Examples Below IMPORTANT: The code snippets in the sections below all alter either a character or a food. Look for the parenthesis in the titles for the code snippets to see which type of entity each code snippet is for, and then consult the application methods in this section to apply them to the entities you want (or in some other way, if you know what you're doing). Applying Changes Specific To Your Own Food Item Mod Put the code snippet in the prefab Lua code for your food, at the bottom of the fn function, after adding the edible component to it. Applying Changes To A Specific Food Entity Put this code in your modmain.lua, and put the code snippet you want where the comment says to put it: -- Replace FOOD_PREFAB_NAME with the name of the food prefab you want to change. AddPrefabPostInit("FOOD_PREFAB_NAME", function(inst) -- Put the code snippet here. end) Applying THE SAME Values To Several Food Entities Put this code in your modmain.lua, and put the code snippet you want where the comment says to put it, and fill in the list of affected food prefabs: local affected_foods = { "monstermeat", "corn" } for i, v in ipairs(affected_foods) do AddPrefabPostInit(v, function(inst) -- Put the code snippet here. end) end Applying DIFFERENT Values To Several Food Entities Put this code in your modmain.lua, and change the values in the food_stat_dict. NOTE that this approach needs none of the code snippets below. Just change the values in food_stat_dict. -- food_stat_dict is a dictionary with food prefab names as keys and stat-dictionaries as values. -- The stat-dictionaries have stat-names as keys and the effect on each stat as values. -- If you want a stat not to be affected, you can just omit it from the stat-dictionary. local food_stat_dict = { twigs = { sanity = 10 }, monsterlasagna = { health = 25, sanity = -10, hunger = -10 }, fishsticks = { health = 20, sanity = 20, hunger = 20 }, } for food_prefab, food_stats in pairs(food_stat_dict) do AddPrefabPostInit(food_prefab, function(inst) inst.components.edible.healthvalue = food_stats["health"] or 0 inst.components.edible.hungervalue = food_stats["hunger"] or 0 inst.components.edible.sanityvalue = food_stats["sanity"] or 0 end) end Applying Changes Specific To Your Own Character Mod Put the code snippet in the prefab Lua code for your character, at the bottom of the master_postinit function. Applying Changes To One Particular Character That Is Not Your Own Character Mod Put the code snippet in the prefab Lua code for your character, at the bottom of the master_postinit function. -- Replace CHARACTER_PREFAB_NAME with the name of the character prefab you want to change. AddPrefabPostInit("CHARACTER_PREFAB_NAME", function(inst) -- Put the code snippet here. end) Applying Changes To Several Characters Put the code snippet in the prefab Lua code for your character, at the bottom of the master_postinit function. local affected_characters = { "wilson", "webber" } for i, v in ipairs(affected_characters) do AddPrefabPostInit(v, function(inst) -- Put the code snippet here. end) end Applying Changes To All Characters Put this code in your modmain.lua, and put the code snippet you want where the comment says to put it: AddPlayerPostInit(function(inst) -- Put the code snippet here. end) Making Certain Foods Inedible (CHARACTER) You can extend the Eater:CanEat function of the eater component on your character (or entity), and return false early if it has a certain tag or foodtype, or if it is a specific food. Making All Foods With A Tag Or Specific Foodtype Inedible To make all foods with a certain tag or food type inedible for a character, use this code snippet. You can replace "mushroom" with the tag you want to make inedible or remove the tag check, just like you can replace "VEGGIES" with whatever foodtype you want to exclude or remove the foodtype check. You can add as many of both kinds of checks as you'd like. Now, not all food items have an appropriate tag or foodtype to single them out. In the example above, not all mushroom items have the "mushroom" tag, so if you want to make your character unable to eat more foods incl. all the mushrooms, you can always make a list of inedible food items and keep them from being eaten using similar code. Making Specific Foods Inedible Removing ONLY Negative Stat Effects From Certain Foods (CHARACTER) There are a few ways to go about this. Lets start with the least specific one, since it is the easiest to implement. There is a special function in the eater component called DoFoodEffects, which checks whether to apply any negative effect on sanity or health (so not negative hunger effects) from eating certain food items. If we take a cooked green mushroom cap as an example, it adds health but removes some sanity. We can make that negative sanity not be added at all, while still keeping the positive health effect. To be clear, this code removes all negative sanity and health effects from the foods in the "protected_foods" list, while still allowing any positive sanity and health effects that the food applies. Changing Food Values (CHARACTER) I only recently thought of this "new" solution to this problem. In the past, I have said that you can only "change" food values for your character by manually applying the altered effects AFTER the original food values have been applied by the game. This was because the "oneat" event is called on the character AFTER the original effects have already been added, and I did not see a way to affect this before that happened. But I completely missed this "new" way of changing the food values BEFORE the original food values are applied, so sorry to those people I have given more difficult solutions in the past. Again, we alter a function on the entity, but his time it's the Eat function on the eater component. We intercept the eater as they are eating the food, see if we have a set of special stats we would like this food to have for our character, and if we do, we change the food to have these stats, then eat it, and then revert the food stats back to normal immediately afterwards. Note that the values you enter REPLACE the value given by the food, so they are not an ADDITION. The values you enter, are the values your character will be given from eating that food. Changing Food Values Based On Foodtype (CHARACTER) In the code-snippet below, you will find an example which removes the positive sanity- and health-effects of all foods with the foodtype "VEGGIES", while still allowing negative effects of the foods to be applied. Again, we alter the Eat function on the eater component. We intercept the eater as they are eating the food, see if we have a set of special stats we would like this food to have for our character, and if we do, we change the food to have these stats, then eat it, and then revert the food stats back to normal immediately afterwards. Note that the values you enter REPLACE the value given by the food, so they are not an ADDITION. The values you enter, are the values your character will be given from eating that food. Changing Food Values (FOOD) Changing the stats given by a particular food to all entities eating it is pretty straight-forward. You can set the values to whatever you want. NOTE that if you use this code-snippet to change several foods by using the Applying THE SAME Values To Several Food Entities approach at the top of this post, all the foods in your list will get the same values, which is usually not what you want. See the Applying DIFFERENT Values To Several Food Entities approach above for how to set different food values for many foods at once. I hope this helps some people
  9. So title pretty much sums it up, open for debate, but I have been playing around with hatches, and find the green dudes pretty underwhelming. Supposedly, every hatch has its place, and green ones are supposed to be the source of food/eggs. Wiki even states they're a reliable source of eggs and meat, but ingame, their reproductive cycle is exactly the same as the much more useful Stone or Smooth hatches, the former eat a crapton of overly abundant rock, and the later yield effortless refining of metal, while also contributing eggs and sometimes meat to the mix. So are the green fellas just a failed mutation in the evolutive process? Everything they eat is better used elsewhere, and they don't give eggs often enough to justify the effort of ranching them.
  10. There seems to be a 'default' prioritization where dupes will eat the worst food first and leave morale-boosting food sitting in the larder indefinitely. I would prefer if I was able to tell my dupes to consume the 'good' food in the colony and keep the 'un-tasty' food for emergencies. Also, when dupes eat from 'left to right,' they can consume the ingredients to make the good food even if the finished product is available (unless you forbid everything except the final product). And when there's an increase in kcals from preparing food (like turning meat into barbeque) this eating style decreases total calories available to the colony. I think things would run smoother if dupes would prefer to eat 'the good' stuff first, while still being able to consume 'back-up rations' if it's unavailable. In my current colony, I've planted just enough mealwood to sustain everyone if there's nothing else available. It's an 'emergency supply' of low-cost low-quality food to keep people alive. My colony has 30 Mcal available of real food, but it's still in 'starvation mode' because my dupes insist on eating every last bit of meal lice and nothing else! They're even going to bed hungry, but I think the commutes might also be a factor in that. They might be going to the bathroom first and not having enough time to eat. For now I think I'm just going to have to forbid some dupes from eating any meal lice so that they will actually eat my 30 Mcal stockpile of real food. But if that ever runs out, my dependable old mealwood will be unavailable.
  11. So I'm at a point where I am no longer reliant on Mealwood and disassembled my Microbe Musher. I have an Electric Grill and will later have a Gas Range for food preparations, yet the colony-wide notice is suggesting that I don't have a food source: It looks like the notice is essentially "colony lacks a Microbe Musher", which isn't especially helpful. My recommendation is to change the requirements for this notice from looking for Microbe Musher specifically to looking for any actual food source, which includes farm plots even with no machines to turn the ingredients into prepared meals.
  12. Hello, I have a mod which creates additional food items, however if I try to add spices to them using Warly's station, I end up with spiced wet goop. I have looked at spicedfoods.lua and I cant see any reason for this, but admittedly my Lua knowledge is limited. I had thought maybe adding GenerateSpicedFoods(require("mod_foods")) -- Insert modded_foods into food spicer local function ModDSTSpicer(inst) GenerateSpicedFoods(require("mod_foods")) end AddPrefabPostInit("spicedfoods", ModDSTSpicer) However, this didn't result in any change, either because it doesn't matter, or perhaps is coded wrong. I am at a bit of a loss. Any advice would be appreciated, thank you.
  13. Darh's Mods Pack

    Version 1.3

    1,937 downloads

    This is my tweaked mods pack. credits for their authors. no mod is mine, just balance them, fix, add content.... This pack includes: Default's item pack [<domyślny>] Additional Equipment (fixed, compatible with servers with caves) [Silentine] icepack can be open at the same time as the backpack include bunnyback and houndback from Additional Equipment DS [Silentine] Aditional Item Package (Need Many more ores) [smith3 -- MagVI] include Golden Minecart [smith3 -- MagVI] The Maxwell's Revenge (Many functions disabled but you can edit this for enable) [Don] include Light Spear [Inspector Dave](reworked) fixed year of PigKing incompatibility Steampunk [star -- Hast] Asparagus and Chocolate and Coffee[Keidence -- yuli] [Hast -- Kuloslav][Mert the Türk] Deluxe Cooking Pot [Astro -- Jankiwen] Domestication Fixed [Darcrov] Many more ores(include many mods) Moar Metals [RoG] [DST] [Cr3ePMan -- Globalastick] Tungsten Mod [ outseeker (au) -- Marqson-- Mr. Gentleman --Zarklord] Shadow Tools [FelixTheJudge -- Neu7ral] Expanded Shadow Armory [FelixTheJudge] Lunar Tools [FelixTheJudge] Marble Combat [FelixTheJudge] Felix's Explosive Bomb Pack [FelixTheJudge] Special Saddles [Ryuu -- pinkmollies] 77_Downvest [The77sim3] Mace [Mico] Spiked Mace [Mico] Blood bag [Pirate Joe -- Delicius] Booty Pack [^-,...,-^] (can be open as chest or equiped as backpack) Eelight DST [Globalastick] Lovely Chest (Fireproof) [RiverSwim] Madman's Fighting Pack [star -- Madman666] More armor [noerK -- VaneshKi] More Gold Tools(DST) [JustJasper] Moving Box [Jelly -- Peanut Butter] Notebook [KaiserKatze] Monster Hambat [kasra9400] Battle Horn [Tykvesh] Dining Table [宵征] DST Gesture wheel [rezecib] DST Minimap HUD [squeek] DST Always on status [rezecib -- &nbsp;Kiopho] Extra Equip Slots Increase Storage [Luis95R] koalefant beefstification [imperialistic dog] Simple economy [AppleMomo] Super Wall (Need Many more ores, and icludes New Walls - Reeds, Hedge, Mud, Living and Bone) [DYC] [JustJasper] Your Skeleton Respawn [Беккит]
  14. Custom Farming

    Version 1.2.0

    1,309 downloads

    Grow vegetables and fruits without a farm! How to do it? Create a hoe; Till the ground; Fertilize the soil; Plant a seed! It is possible to grow vanilla plants too! Cook new vegetables in a crockpot. New recipes: Bread (4 wheat); Fruit muffin (fruit, egg, wheat, honey) Tomato soup (2 tomato, veggies, no meat); Onion soup (2 onion, veggies, no meat); Meat soup (2 garlic, 1 additional veggie, 1 meat); Fish soup (2 potato, 2 fish); Pumpkin soup (pumpkin, 1 honey, wheat, no meat) Fruit pie (2 wheat, fruits, no meat) Vegetable pie (2 wheat, veggies, no meat) Meat pie (2 wheat, meat) Fish pie (2 wheat, fish) Sweet turnip (2 turnip, 2 honey, no meat) How to get new seeds? It's pretty simple — new vegetables can be grown from usual seeds. Also you can get specific seeds using a birdcage. Don't like the new farming system? Disable the hoe recipe and grow new vegs on usual farms. Steam links: Together, Single
  15. Version 1.0.0

    977 downloads

    Allows you to cook Warly's special meals with any character. Seriously, there is no reason to lock them.
  16. Version 4.1

    5,244 downloads

    Adds Many additional crock pot recipes. Batilisk wings are made cookable (they count as 1/2 monster meat) Seeds made cookable Cold meat dish included to cool Wigfrid during the summer Candied Bacon included to help Wigfrid with sanity - compatible with Display Food Values and Smarter Crock Pot mods - compatible with Beefalo Milk and Cheese mod (can used cooked Milk in any recipe that requires milk) Please leave feedback if you have any comments, errors, or suggestions Known issues Items don't appear properly in Warly's portable crock pot (will be fixed next update) Some recipes accidentally disabled in Shipwrecked (will be fixed next update) Expect New Changes Soon =-=-=-=- A version compatible with DST is on steam You can download it here - even without a steam account http://steamworkshop.download/download/view/381565292
  17. Food Alternatives to Rabbit?

    this is what i have at the moment ? any ideas of improvments or suggestions?
  18. I've been playing the Beta for a while now and this Winter update is the change I've been most excited for (bring on the difficulty!). I played through to my first winter and found it actually kind of dull, though. Don't get me wrong, preparing for winter was stressful and fun. It made the quite easy "early game" more challenging knowing I didn't just have to survive, I had to prepare, hoard, and plant. Then living through the first 7 or so days of winter and testing my preparations was fun too. But then... It became obvious I had hoarded/planted enough resources to sustain myself at a steady state through the winter. I could replace morsels by boomeranging birds and bunnies, get some berries every few days for filler, and chop enough wood nearby to stoke the fire. These "chores", however, only took about 1/4 of a day cycle. After that, I ended up just surfing the internet, with the game and volume on in the background so I could listen for hounds/eyeclops. This is no way to play a video game! Basically, winter adds much-needed difficulty to the game, but that difficulty is loaded onto summer days, with the actual experience of winter just being mostly tedium. I love the idea of cyclical seasons, but I don't think precisely one half summer and one half winter is appropriate. Even if you can choose long/short seasons when setting up a sandbox game, you're still getting half of your days as extremely long and full of activity (fun!) and half of your days sitting by a fire in the dark (tedious). It would be nice to have fall/spring, where day length is between summer and winter and freezing is a hazard only during dusk or night. Anyway, just my two cents. This game has already returned a great time/$ ratio for me, especially for a beta. I can't wait to see what you guys think of next!
  19. No More Food Rot

    If anyone's interested, I've updated the 'Winter update' food files so there's no rot. I also have instructions on how to get them into your Chrome install.
  20. Bug Submission Please choose a category [Gameplay] Platform [*]Steam Version Number 72968 Issue title Tallbirds won't stop chasing Steps to reproduce Stole the tallbird egg Ran away while tallbird chased me Night came Had to kill the tallbird Tallbird killed me Describe your issue I stole the tallbird egg and the tallbird started to chase me. It didn't stop chasing me and I had to try to kill it because the night came but it killed me I do think this is a bug because the tallbird didn't stop chasing me when I stole it's egg.
  21. Hey there, I am a huge fan of Don't Starve, really like the direction it is headed. I was noticing something though - my main method of restoring sanity aside from dapper hats is eating well-cooked foods. Once you get a recipe that works well for you - in my case monster meatballs - there is little reason to change. I was reading that this is one of the major ideas behind the winter update - forcing players to adapt to new situations - and in that vein I had a suggestion."AW, meatballs AGAIN!?" My suggestion is implementing a system of diminishing returns for food sanity if you don't eat a variety of foods - essentially making your character get sick of that particular food until eventually you get no sanity from eating it, maybe even eventually taking a sanity HIT as you force down another steaming pile meatballs, or kebabs, or WHATEVER. It may make the early parts of the game too difficult - I remember spending DAYS munching roasted berries before I really got the hang of the game - but hey that's what Don't Starve is all about am I right?
  22. Hey whats up guys. My name is AFROMATIC, I just got into Don't Starve a couple weeks ago and have been hooked since. I decided to start a Let's Play Series and I thought I would share it with the Community. Im new to the forums so let me know what ya think and I hope to talk to so you guys. PeaceEP #1 http-~~-//www.youtube.com/watch?v=CaMhPawOj6Y&feature=youtu.be
  23. I've been toying with the idea of giving a feedback after finally finding enough time to play the game again this weekend. So, before the winter update hits us hard, I want to share some thoughts. The game definitely evolved since December, when I started playing, and most of it is in the 'fun' direction, yet is also way too easy to manage, and below I explain why. Keep in mind it's my personal opinion and feedback, not truth I wish to force onto everyone.1. Insanity is way too easy to manage. You can eat some monster meat in the morning, slaughter a few beardlings and then calmly chomp some homemade meals and you're golden. This gives way too much control to the player and such control eliminates the threat element from the insanity. 2. Eating raw meat and fish shouldn't count towards insanity and eating crock pot dishes shouldn't remedy insanity. Sushi is raw fish. Tartar is raw meat. But that's not the only reason. The food counting towards sanity/insanity is the main reason behind point 1. It gives us total control over insanity. Why should this be the case? And why can I go insane and recover as many times during the day as I want to? Woudln't it be harder and harder to crawl from iinsanity back to sanity every time we slip into madness?3. To give some constructive feedback to 1 and 2: the insanity 'recovery items' should be removed (at least to some degree) and the insanity should drop at all times, both at night and during the day (recovery during the day sounds odd to me. You're still trapped and you still have another night to look forward to. If anything that woudl make us go more insane with worry.) Yes, there should be wasy to recover sanity, but not such drastically easy ones like munching a few chicken nuggets MADE OUT OF HONEY AND MONSTER MEAT might I add. Gradual approach of a looming threat is much more stressing than a controlled period of insanity.4. Insanity monsters. I'm very lukewarm about them. On the one hand they're very cool but on the other they're just a cheap death. I'd much prefer them to show up and start following you at sanity 20-30, stick even closer when insanity is approaching and attack when it's at 0 so that I know 0 means monster attack.5. Love the hands that steal fire. Love them.6. Honey is still the ultimate remedy that fixes everything. All 3 meters can be managed with enough honey and a handful of vegetables or monster meat.Tl;dr: Insanity is way too easy to manage in that it's entirely up to the player when he or she gets insane and when to recover from it. Food causing insanity and being a remedy for insanity is bananas and also gives way too much power to the player. It's way too easy to farm beardlings for nightmare fuel by just going insane in the morning and recovering from it by lunchtime or before afternoon tea and scones.So that's my feedback there. Quite eager to hear what the rest of you think about it all.
  24. No one ever talks about yeti boss ;_;