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Oxygen Not Included

Found 11 results

  1. Hey! I'm happy to release v1.0 of Tools Not Included! https://ToolsNotIncluded.net The site currently features a seed browser (we're at almost 27 500 seeds and rising!) and a mod to upload them from the game. All you need is install a mod and hit 'Upload' in the menu - and it will upload the seed with all geysers, planets and some more details to the website! As of v1.0 release (7.01.2019), debug mode is no longer needed, but seeds uploaded via the manual mod need to be fresh, within 60 seconds of their creation, due to the type of data it gathers about the world (mass of elements in starting biomes for one) Automatic mod aka the Seed Miner NEEDS to be removed during normal play -- I suggest you keep it in a separate folder and swap when needed -- and runs the game in background continuously uploading seeds - great way to join the contributors. Please note the automatic version is experimental, crashes from time to time and by no means is perfect yet -- with further feedback it'll be improved. Refer to https://toolsnotincluded.net/seeds/modinfo for detailed mod info and installation manual. I am planning on expanding the seed browser with display of the new data it collects, as well as adding new tools to the site Please report issues to the issue tracker here: https://github.com/Cairath/tools-not-included/issues Discord: https://discord.gg/7wNFaVd (for people interested in the development of my mods or website, or help with modding in general) Happy seed hunting! Enjoy Changelog: 27.01. 2019 'Reset all rules' now correctly resets also seed number For seeds collected since 7th Jan: Added a world and geyser visual map Added world element composition - total masses in starting biome and all biomes Added biome size list 12.01.2019: Added an 'exactly' rule comparator for planet and geyser counts rules Brought back the possibility to reset all rules at once Ability to import/export rules using a generated code Minor styling changes 8.01.2019: re-uploaded mods with a hotfix that prevented connection to the server 7.01.2018: The entire front-end rewritten The seed browser filter has been expanded with a custom rule builder Seed details page shows a star map Various performance improvements From now on, two mods will be maintained: manual and automatic. Automatic version (aka the seed miner - not suitable for playing, seed uploading only) works in background and automatically generates and uploads new worlds without interaction. For more information please refer to the Mod Info Page Mod versions 1.0a(utomatic) and 1.0m(anual): Mods do not require debug mode anymore Collecting data about world element composition Mod version 1.0m: As a thanks for sharing, the mod will display a list of geysers in game when you upload a seed. Constraint: uploaded worlds need to be within 60 seconds of their creation and with no cells dug out. December 2018: Updated roughly 1000 seeds so that there are no more seeds left without geyser detailed statistics or lack of Oil Reservoir info 23.11.2018: mod version 0.4 - hotfix mod version 0.3 mod collects data about planets and geyser locations. nothing is done with them yet, but will be! 21.10.2018: mod version 0.3 (the new version of the mod will notify the player in game if it becomes out of date) support for oil reservoirs 19.10.2018: Initial demo release
  2. So recently previously working mod code has stopped working. Now, the game crashes (veggies.lua} when this runs. There is no line 351 in veggies.lua [00:00:07]: scripts/mods.lua(220,1) Mod: waiter-381565292 (Waiter 101 v5.0x) Error loading mod! .../common/dont_starve/data/scripts/prefabs/veggies.lua:351: variable 'MakePlacer' is not declared LUA ERROR stack traceback: =[C] in function 'error' D:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/strict.lua(23,1) D:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/prefabs/veggies.lua(351,1) in function 'MakeVeggie' D:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/prefabs/veggies.lua(357,1) in main chunk =[C] in function 'require' D:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/../mods/waiter-381565292/modmain.lua(242,1) in main chunk =[C] in function 'xpcall' I'm sure this had to do with the inttroduction of Wormwood since he can now plant seeds anywhere... It appears Klei has changed the way the game determines crops resulting from seeds,,, but I cant seem to figure out how to fix it. There appears to be a function in seeds.lua that looks into Veggies.lua ...\common\dont_starve\data\scripts\prefabs\seeds.lua I think I would need to insert/append my data into the Veggies.lua VEGGIES table.. ...\common\dont_starve\data\scripts\prefabs\veggies.lua The code below used to inserted new crops that could grow in farms from seeds. With this disabled, seeds planted in farms no longer have a chance to grow these crops. My knowledge of Lua is limited, so anyone who can advise on this, I would appreciate it. Thank you.
  3. I was playing in a world as Wigfrid, and I soon found a desire for some variety in my diet. (Bacon and Eggs, while efficient, gets boring after a while.) So I browsed some meat-based recipes, and decided to make some Fish Tacos. Luckily, I always plant seeds in the farms around the Metal Potato Thing, so corn proved to be easily obtainable. But soon, I desired more. I set up 9 farms and began farming corn. I fed the crops to my bird, and this gave me many crop seeds, The corn ones I have planted, while the others I have stored for future planting. I have discovered that I somewhat like farming, even though Wigfrid reaps no direct benefits from the harvest.
  4. so i'm minding my own business when these two red bees comes out of nowhere and starts to chase me i'm unarmed and if i stop to build something i'll get stung so i leg it (they should change the name of the game to don't starve and run away like a little girl screaming) run passed a spider and for some reason the bees go after the spider instead night falls so i build a fire and spend the night watching a mass of spiders (they seem to have come from nowhere) fight a s#!t load of bees and by morning all thats left is a no. of stingers,monster meats and web and a bee that ignored me, all good next day i see a three pigs all by themselves in the forest so i give them one of the monster meat each and off we go we spend the day mining on the outskirts of a grassland forest. it gets to dusk and as the pigs are panicking i build them a fire, that done i see a lone bee fly by on its way home and as i now have a spear i introduce the bee to the pointy end bad idea, over come the swarm i quickly build a torch in case i need to leave the camp site and do the run circles around the fire in the hope of not being stung to death, i see a spider scuttle past and after yesterday i try to palm the bees on to the spider did not work. instead the spider comes after me and he has friends so i'm back to running around the fire and rocks to keep some distance, while running through the rocks i get the attention of a two tall birds but as they are lagging behind the bees and the spiders i'm not that bothered night falls and bugger, its a full moon so i'm doing the RALALGS manoeuvre being chased by bees, spiders, two tall birds and three werepigs thanking the gods that the torch got a buff in the last update when i make the mistake of thinking to myself at least it can't get worse when i hear them.. hounds now its only day nine and the first hound spawn but still. i'm yet to find a swamp or beefalow which is how i normally deal with hounds but this time i don't need them, this time a hound is mans best friend the hounds quickly get bored of chasing me and bite the nearest thing one bites a spider the other a tall bird. the dead spider drops a monster meat which draws in the werepigs who then when the meat is eaten go after the bees and spiders one moment i running for my life then the next i'm eating popcorn watching a massive bust up i take a moment to refine the rocks i mined that day to cut stone, build a wall around the fight(it was on one of those little bridges so its only two walls) due to their numbers the bees win which was a bonus as it meant i got all the drops but i gave me an idea THE THUNDER COLOSSEUM tina turrner optional fence off a area and place things like bee boxes, spider eggs and maybe a pig house or two if i can i'll place it near a corner of a coast so when hounds spawn they spawn inside the fenced off bit just wondering have i missed anything to put in, beefalow and treeguards are a bit to strong and if tentacles learn to respawn in a later patch i probably build in in a swam as this is the most i've written since i left school i'm of to kill things
  5. Thinking about the foods already available in the game I came across the idea of trail mix; Berries and seeds, nothing more, nothing less. It could be made in a crockpot as a slightly better alternative to carrots or berries.Any ideas?
  6. On one of McMatthews threads on the "Plauge Doctor" someone went into plants an herbs and if eaten would have differnt effects.
  7. I log into my playthrough of around 36 days, my new record since I bought the game only 5 days or so ago. I go in, and I've set my camp up decently close to 5 or 6 spider dens. Not close enough that they come in my camp at night, but so I can farm them if I wanted to. I built 2 bee mines, 4 fire darts, had 2 pigs with me, and I was wielding a tentacle spike along with my log suit. Much to my surprise all 4 of the nearest dens became spider queens, I managed to kill 2, then night came and I retreat to my camp. After much kiting and the use of my meat effigy, I kill the third. Day has come and the 4th spider queen is still infesting my camp, I have no food, weapon, or armor. I don't want to lose all the stuff at my camp either. I suit up with a fresh log suit, retrieve my extra tentacle spike. The queen has summoned 4 warrior since my departure, after I finally kill them I go in to kite and kill the queen. I imagine she was almost dead because night rolls around again, and I finally die. Not a rant, just wanted to share my adventure of the new patch before the balances. I know they didn't balance spider queens, but since my world was an old world all my spider dens were synchronized and 4 spider queens mauled me. It was a good run though, now I get to try out a new character and see if I can't beat 38 days! =)
  8. First off, let's talk about birds... 1. They land on top of seeds and can easily be farmed for their feathers and/or their meat. 2. If you don't even want to kill them, they'll repeatedly land on a seed, and if you're next to it, they'll fly away, sometimes dropping seeds, making them easily farmed. Secondly, seeds... 1. Seeds have an incredibly high drop rate and when cooked over a fire, you can live off of them. You will never need another source of food. So... The solution? I believe that the birds new to have their AI fixed a bit so they won't land if the player is within a certain distance of them, and the seed drop rate should be lowered, as well as how much health and hunger they replenish. I believe all three of these values should be lowered quite a bit to make the game much more balanced. Seeds are way too easy to farm and live off of.
  9. hey, I have been fostering several smallbirds. I feed them my seeds or berries but it seems that they get hungry pretty fast and I get run out of seeds. Did any of you guys find what else they eat? I usually give crops to caged birds in order to get seeds, but it is really hard to feed them all even with the turbo farming plot. Anyone has suggestion?
  10. UPDATED BY COREY: Over the past few months, we've quietly added in some new people onto our team who said Don't Starve multiplayer can be a thing; after a couple of months and an office-wide session of multiplayer Don't Starve, we were convinced that it was worth exploring and bringing it to our community. Learn more about it in our official announcement! ORIGINAL POST BY KEVIN: There has been a lot of talk about adding a multiplayer or co-op mode. I’d like to give our official response to this suggestion, and clear up any confusion that people might have. As you can see from the game’s roadmap, our vision for the game does not include network play. We have promised our players an awesome single player experience, and we are devoting all of our time and resources towards fulfilling this promise. We are even committing to six months of continued support after launch, so that we can make the game even better. Don’t Starve was designed and implemented as a single-player game. At the code level, you have to do things a lot differently if you want to play over a network. If we were to implement multiplayer now, we would have to re-architect all of this code, which would have unavoidable spill-over effects for the single player experience. This would make it harder for us to fulfil the promises that we’ve made, and compromise the overall quality of the game. This is an amazing community, and we really value your feedback, as you can see from our constant updates and hotfixes. We have discussed and debated multiplayer A LOT within the studio. In the end, we have concluded that we can make a better game, and better support the community, if it remains single player. This is why we are not planning on adding multiplayer or co-op to Don’t Starve. Now let’s get on with making the best single player game we can make!
  11. Hello there, One functionality that might be kind of cool is if worlds could be retained after death, even if you make a new world. Just the seed would be saved. The benefit of this is if you play a map you really like and die, you can play a new one if you want but come back to the older one later(maybe after you have forgotten). Usually, I play a new world each time but it sucks to give up a cool world seed forever just because you don't wan't to play in it again right away. Thoughts anyone?