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Found 93 results

  1. It's been while since we had a chance to see what others are working on in their worlds so here's a new base showcase thread. This could be megabases, efficiency bases, aesthetic bases, automated bases, landscaping or turf changes, or any other project you think is neat and want to share.
  2. Another art thread

    After exploring the forums, learning the basics, and getting a mental image of Wes and Wigfrid getting kinky seared into my mind (thanks a bunch Minespach) I've decided to settle down and create my own art thread. I'm expecting it to get like, 5 followers. And yes, I know it's so original, and has never been done before. Answers to questions nobody's asked yet, and never will thanks to this handy and convenient answer section : How frequently will you post? I dunno. Probably barely ever. I might get into the habit of posting. That's a big MIGHT What will you post? Mostly Don't Starve / Don't Starve Together custom Brickheadz, but also some other fanart. Mostly other fanart now that I think about it. But what the "I know for a fact kids go on this forum so I'm not gonna swear" are Brickheadz? https://www.lego.com/en-au/brickheadz But what is fanart? https://en.wikipedia.org/wiki/Fan_art Here, have a Winona for your troubles: Just ignore the corner where the background is falling off, that didn't show when I took the photo
  3. Klei said they were going to introduce new biomes to DST. But what are you planning on doing, everything seems to have already been done pretty much, if we account for all single player DLCs and the past events, so I'm really unsure. But I recently had the idea of a mines biome, where you could mine up a lot of gold and even gems, which could be like a partial cave biome but on the overworld. You could make tracks with mining carts to keep your stuff in, with some set pieces that already exist may be. It could be a third desert variation biome. Perhaps it could have sand storms as well during summer, but have an incentive to go there during the season?
  4. WorldGen PlsDelet

    Version 0.9.0

    6 downloads

    This is the first release of my mod that edits the world regeneration for tree saplings and such. The issue arose when I noticed people (specifically streamers) build a mega base, or a relatively big base, they decorate it, make roads, etc.. then one evergreen tree sapling or a twiggy tree sapling spawns next to the road and ruins the aesthetics. Many people opt into turning world regeneration off from the get go, while others forget or want the regeneration of specific items. All in all, this behavior is mostly unwanted, so this mod solves this issue. It has options to choose from, whether you want to completely turn off tree spawning or if you want to keep it but in a controlled state. Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1685222366 This is my first mod, so let me know what you think, if you face bugs, or if you have any suggestions. Cheers.
  5. Winona had some interesting changes, though I don't think Klei had a good enough of an idea of what they were doing when they tried to provide good changes for the character. Won't dwell on it too much, but I think it's best if Klei follows these 4 points for characters: 1) A unique upside mechanic that will keep the player playing the character on a regular (e.g. my suggestion for Winona for instance was allowing her to craft things with half the cost as well as harvest things twice as quickly). 2) Upside that would allow the character to be useful for the team regularly (e.g. Winona's machinery already is, and some have suggested that her tape should repair armor and weapons as well). 3) A downside that is significant, but not unbearable (e.g. Winona's downside was too unbearable, but now it's almost insignificant, so having a bit more of a balance between the two would be great. I previously suggested he having x1.5 hunger drain by default and when she would reach ~50 hunger not only would she craft slower, but would also harvest slower and move slower, plus if she had the half resource crafting mechanic, that would disable as well until her stomach isn't so empty. This can be very dangerous of a downside at times, particularly if you stay in ruins for too long or are being chased by something, but wouldn't be so bad as to be too difficult to play as regularly). 4) The character should be fun to play throughout (e.g. Wickerbottom is a great character, but because of how demanding her perks are, it really doesn't become so fun to play as her). On another side of reworks, some people have suggested the idea of reworking bosses, and I completely agree with the idea. Damage sponging is never really fun, and gameplay gets dull when the outcome of the battle is mostly based on whether you have enough weapons, armor and healing foods and not much else. That is, if you fight without cheese methods and just brute force them melee style. For me personally, Fuel Weaver has been the most intense of fights, despite him having only like what, 16000 health compared to some others? Sure there are cheese methods, but they aren't so easy to set up as some other bosses, and even if you take that out, the battle is still quite intense for 1 or 2 players at least, and a lot of it is due to the fact that the boss was designed with difficult to dodge attacks in mind. For this reason, I think it's a good example of how to go by designing a well thought-out boss fight. However, because of cheese methods like using lureplants + houndius shootius, that should also be taken into mind as well and the weaver himself could have some tweaks to the fight (e.g. allow him to attack lureplants and such if they are in the way of a target, make his bone cage fully cage you when you are near an indestructible object/edge of the map). So here are some points that I think, and I'm sure at least some others would agree are good trains of thought for making a well rounded battle. 1) Make it more about the attacks and defenses the boss has, not the health. Too many bosses are just a grind of hitting it without even that much dodging till it is dead. Dragonfly and Toadstool in particular are prime examples of this, and in fact, these two bosses have a lot of potential for a lot more kinds of deadly attacks! Dragonfly could use some form of fire breath attack for one, while toadstool could not only byte at players, but use its tongue to take out items from player's inventory to chew them up, may be their equipped helmet/hat or chest armor, without which the player could be gobbled up instead. Just throwing that out there. Some bosses could be more fun if they had deadly attacks, even if they just had like 5000 or 10000 health, provided it's done well. Antlion doesn't have a lot of health, but because the fight is so deadly, it's not a boss you can always beat as easily as a tree guard (whom too should probably have some extra attack added to make them harder for professionals, while keeping it at a steady difficulty for newer players). 2) Put some focus on tuning the power of cheese methods. If someone finds one, it may be some strategy to beat the boss, but may be not make it completely useless. Players for instance have used pan flute to get dragonfly out of its enraged state. While pan flute is meant to be quite powerful, it's a bit too powerful. A wrong way I think of going about this would be making dragonfly immune to its effect. So may be dragonfly instead could stay in enraged state even when set to sleep, meaning it is still useful for giving time for players to prepare for when she wakes up, but she may still be in enraged state after waking up. 3) Walls and structures bosses/mobs can't move around or destroy. This would be part of the above point, but because it's so widely used for so many cheese tactics, I think it deserves its own point. Walls and fences are often something you can use to give way too big an edge in the game. Dragonfly's larva are a prime example. Because most mobs go around walls if they can, you either need a full set of walls around your player or around the mob that you want to abuse the AI of to keep in tact. I think that AI for moving around walls should be a bit different, so that a mob would attack walls or try to get over them instead of going around them, if it's a relatively long line of walls. Then walls become a bit more useful in the conventional defense sense and less so when it comes to a pen that had been designed to abuse AI for a much easier fight. It would mean that putting some walls around your base is a good idea, as some hounds will be stopped by walls around and would have to chew their way through, instead of having every single hound AI around them and come in through the openings. May be larva could jump over tier 1 walls, but would attack them if they are above any other height and even if it's like a line of 8 or so walls that the player is behind and not just a full pen. On top of that, structures like end tables should be something even some regular mobs should attack, like werepigs, if they are in the way of getting to their target. Goose too is a boss that can be penned behind some walls, though her main issue is lackluster attacks. It would also be great if mobs even like spiders wouldn't just attack walls for no reason, just because they are there. 4) Meleeing all the time isn't necessary a good thing. The primary resort in combat for pretty much everything is a strong melee weapon (e.g. dark sword, tentacle spike, thulecite club, morning star situationally), but that's pretty much all the fights. There are so many weapns in the game that aren't being taken use of that could be used a lot more particularly for boss fights. Weather pain became much more desirable of a weapon when Toadstool and Fuel Weaver were introduced. You don't necessarily need these weapons, but you will have a bit more of an interesting fight and be given an edge when using Weather Pain during the fights. Some weapons that could be used more include darts, particularly the fire and sleep kind (but normal tooth and electric darts too), gunpowder (it's really only used for taking off a lot of health from a boss, but may be it could be used in some other forms for the fights?), fire staff, bee mines and tooth traps (tooth traps have a use, a way too powerful one, of killing hound waves, but it would be interesting if we could use them in some form during boss fights) and cat-o-three tails. You could may be even think of ways to make some not-so-frequently used items like one man band or the belt of hunger to be useful! May be some boss could have an attack that would involve draining player hunger? 5) Don't just have optional bosses all around. Fuelweaver was set up nicely as there's a very good reason to fight him. He is technically optional, but progressively so. Dragonfly for instance isn't really that much, at least not after the first fight, if you think the furnace blueprint is necessary. I previously had the idea of toadstool being in a new purple mushtree biome, where some mushtrees would look exactly like his mushroom he holds out, instead of it being so obvious as to where he is. May be in some form, you could get stuck in the biome and would need food and wood to get out, but that would require chopping down trees, and in one of the spots, but different every time, inside the biome, a mushtree would be toadstool instead. It would keep the game intense and encouraging while still remaining optional in a sense. Or perhaps the toadstool could linger in one of the existing biomes, and have the mushtree on his back look exactly like ones generally in the biome? Of course, there would be a lot more tweaks needed for this, in particular if you are trying to find him intentionally, but for game immersion this kind of a set up could work really well design wise. Dragonfly too seems way too optional, and it would be great to see her at times roam about in the world tracking players, being the boss of summer again. For me personally, ant lion just doesn't fill the role as well. The main issue of having optional bosses is you keep content away from a player who is not inclined to face a challenge. Having a server reset because you were too dumb to approach a boss nest is too high of an unnecessary risk. But if the boss comes for you, and then goes, you are always on the edge. People like to megabase, and you probably would still be able to regardless of the challenge, but should that always be the incentive? Never really understood why we should be encouraged to create large elaborate automative farms, like gekko grass farm, instead of having some way of taking use of an item or a mob situationally to fill that role, like having lazy forager for picking up lots of items for you. It keeps things more compact, gives more room for the natural world and could keep the player from going insane if things go just a bit on the wrong side of what they want to happen, especially when there's so much more griefing potential from having a large base, as opposed to a relatively small one.
  6. Hey, guys! I have a big, but very strange problem with my DST server. My server was with auto event at settings, but after reinstalling the windows system and after coping setting my old server to new slots my server become server with winter feast event only. How did it hapeened? Can I fix it?
  7. I don't know what is going on, but I have not had a 5th drop at all. I got 4 skins and then ever since have not got a drop. Anyone else has this issue?
  8. I have 800 hours in don't starve but I don't know much about DST, would prefer to play with someone I can learn from that also has a good amount of time to play. I stopped playing after Klei added Dragon Fly just because I'm more into solo play. But I'd really like to unlock skins and also experience all the new content in DST. I'm fine playing with up to four people, it's my favorite number (lol) and I don't want chat to get too overwhelming. So if you have friends, they are welcome. Please have a decent mic and Discord! I'd prefer people around my age, no younger than 18 please, I'm 24. I work night shift but this week I'm working mornings. I'm off today so I'll be on till about 11PM. My time zone is EST, Florida. If you play with me you're required to use geometric placement and shovel up tree stumps. Sorry, I just can't stand seeing those around, and I can't stand berry bushes placed all weird etc. I'm willing to remove some mods or retweak if you feel like some options aren't necessary. But I don't want to add anything else, I will consider it though. I don't like using anything too game changing. Tweaks: No Disease... Caves Enabled (Obviously) Mods: Restart (Used for when they add the new characters and we want to try them out, we can switch to someone else, no abusing it though.) Status Announcements, Global Positions, Wormhole Marks, No thermal Durability, Ice Fling Range Check, Food Values, Geometric Placements, DST Where's My Beefalo, Waypoint, Combined Status, Smarter Crock pot If you want to message me elsewhere Discord is: Ruby#9226 Steam: http://steamcommunity.com/id/rubythelegend/ I also play Dead By Daylight a lot as well, if you play both, it'll be a bonus for me. I'm always looking for friends on both games.
  9. 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: 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 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. Original First Post:
  10. I'm trying to make a helmet type item that when it gets destroyed it drops an item. (either to inventory or on ground) I've been inspecting DST's script files but if I recall correctly, there isn't an item in-game that does this. Is something like this even doable? If it's not, Maybe rather than hit durability I could use usage fuel durability. But again, can this be used to drop an item? Sorry if I'm not making much sense, I'm unsure how to word this out properly.
  11. I have custom sounds for a mod I am working on. All sounds work as long as I remap them as seen here: However I can't call the sounds directly from the banks on servers with caves enabled, and I'm not sure that they work for other clients even with caves disabled. I have 2 sounds I have tried this on, one for cooking a rabbit: And one for when poop spawns: Neither of those two sounds, no any other sound called that way, will work. This even includes sounds I have not modded in. I have the ("dontstarve/creatures/leif/livinglog_burn") sound programmed to play when you burn poop, but it doesn't work. However with console I can play them remotely and locally with no issue. (this plays the sound) I feel like I am missing something obvious here. In all honesty, everything I know about programming in Lua has come from trial and error and by just reading code. I would appreciate if someone could help me out with this, thanks.
  12. He is pretty adorable, his perks can help the others more than himself (free vegetables, plenty of living logs). I know we have mods but I would love to see an official statement about that
  13. I was making a custom character mod for DST following the steps on this link http://dont-starve.surge.sh/ Everything was going fine until i got to the "Compiling Art" topic, I did everything he said and when I opened the game to test the mod the game crashed everytime i clicked on "Host Game" or "Mods", I dont have any other mods for DST so I know the problem comes from the one I'm making, I didn't wanna start making the mod all over again knowing that the same thing could happen and I really wanted to play with my mod. here is the game log: [00:00:00]: System Memory: Memory Load: 50% Available Physical Memory: 4025m/8154m Available Page File: 3704m/9434m Available Virtual Memory: 3946m/4095m Available Extended Virtual Memory: 0m [00:00:00]: Process Memory: Peak Working Set Size: 31m Working Set Size: 31m Quota Peak Page Pool Usage: 264k Quota Page Pool Usage: 262k Quota Peak Non Paged Pool Usage:19k Quota Non Paged Pool Usage: 19k Page File Usage: 6m Peak Page File Usage: 6m [00:00:00]: PersistRootStorage is now APP:Klei//DoNotStarveTogether/ [00:00:00]: Starting Up [00:00:00]: Version: 305472 [00:00:00]: Current time: Sun Feb 17 17:34:42 2019 [00:00:00]: Don't Starve Together: 305472 WIN32_STEAM [00:00:00]: Build Date: 3753 [00:00:00]: Parsing command line [00:00:00]: Command Line Arguments: [00:00:00]: Initializing distribution platform [00:00:00]: Initializing Minidump handler [00:00:00]: ....Done [00:00:00]: Steam AppBuildID: 3503077 [00:00:00]: ....Done [00:00:00]: PersistUserStorage is now APP:Klei//DoNotStarveTogether/ [00:00:00]: Fixing DPI [00:00:00]: ...Done [00:00:00]: THREAD - started 'GAClient' (892) [00:00:00]: CurlRequestManager::ClientThread::Main() [00:00:00]: Mounting file system databundles/klump.zip successful. [00:00:00]: Mounting file system databundles/shaders.zip successful. [00:00:00]: Mounting file system databundles/fonts.zip successful. [00:00:00]: Mounting file system databundles/anim_dynamic.zip successful. [00:00:00]: Mounting file system databundles/bigportraits.zip successful. [00:00:00]: Mounting file system databundles/images.zip successful. [00:00:00]: Mounting file system databundles/scripts.zip successful. [00:00:02]: ProfileIndex:5.17 [00:00:02]: [Connect] PendingConnection::Reset(true) [00:00:02]: Platform: 1 [00:00:02]: THREAD - started 'Ping Job Thread' (9656) [00:00:02]: Network tick rate: U=15(2), D=0 [00:00:02]: Authorized application C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\bin\dontstarve_steam.exe is enabled in the firewall. [00:00:02]: WindowsFirewall - Application already authorized [00:00:02]: THREAD - started 'StreamInput' (1380) [00:00:02]: loaded ping_cache [00:00:02]: Offline user ID: OU_76561198225107968 [00:00:02]: SteamID: 76561198225107968 [00:00:02]: Failed to communicate with routing cluster 'ggru'. [00:00:02]: Failed to communicate with routing cluster 'ghel'. [00:00:02]: HardwareStats: OS name Microsoft Windows 10 Home Single Language version 10.0.17134 architecture 64 bits platformSpecific SP 0.0 CPU numCores 2 features SSE,SSE2,SSE3,SSSE3,SSE41,SSE42,AVX name Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz manufacturer GenuineIntel clockSpeed 2601 RAM megsOfRam 8192 GPU name NVIDIA GeForce GT 640M driverDate 20170501000000.000000-000 megsOfRam 1024 refreshRate 59 videoModeDescription 1366 x 768 x 4294967296 cores driverVersion 22.21.13.8205 [00:00:02]: cGame::InitializeOnMainThread [00:00:02]: WindowManager::Initialize [00:00:02]: CreateWindow: Requesting 1366,768 - 5/6/5 - -1/-1/-1 - 0 [00:00:02]: Failed to communicate with routing cluster 'iad'. [00:00:02]: CreateEGLContext: 12 configs found [00:00:02]: 0: 8/8/8 - 0/ 0/ 0 - 0 [00:00:02]: 1: 8/8/8 - 0/16/ 0 - 0 [00:00:02]: 2: 8/8/8 - 0/24/ 0 - 0 [00:00:02]: 3: 8/8/8 - 0/24/ 8 - 0 [00:00:02]: 4: 5/5/5 - 0/ 0/ 0 - 0 [00:00:02]: 5: 5/5/5 - 0/16/ 0 - 0 [00:00:02]: 6: 5/5/5 - 0/24/ 0 - 0 [00:00:02]: 7: 5/5/5 - 0/24/ 8 - 0 [00:00:02]: 8: 8/8/8 - 8/ 0/ 0 - 0 [00:00:02]: 9: 8/8/8 - 8/16/ 0 - 0 [00:00:02]: 10: 8/8/8 - 8/24/ 0 - 0 [00:00:02]: 11: 8/8/8 - 8/24/ 8 - 0 [00:00:02]: WindowManager::SetFullscreen(0, 1366, 768, 60) [00:00:02]: GLInfo [00:00:02]: ~~~~~~ [00:00:02]: GL_VENDOR: Google Inc. [00:00:02]: GL_RENDERER: ANGLE (NVIDIA GeForce GT 640M) [00:00:02]: GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249) [00:00:02]: GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249) [00:00:02]: THREAD - started 'WindowsInputManager' (6700) [00:00:02]: OpenGL extensions (19, 19): [00:00:02]: GL_ANGLE_depth_texture [00:00:02]: GL_ANGLE_framebuffer_blit [00:00:02]: GL_ANGLE_framebuffer_multisample [00:00:02]: GL_ANGLE_instanced_arrays [00:00:02]: GL_ANGLE_pack_reverse_row_order [00:00:02]: GL_ANGLE_texture_compression_dxt3 [00:00:02]: GL_ANGLE_texture_compression_dxt5 [00:00:02]: GL_ANGLE_texture_usage [00:00:02]: GL_ANGLE_translated_shader_source [00:00:02]: GL_EXT_read_format_bgra [00:00:02]: GL_EXT_robustness [00:00:02]: GL_EXT_texture_compression_dxt1 [00:00:02]: GL_EXT_texture_format_BGRA8888 [00:00:02]: GL_EXT_texture_storage [00:00:02]: GL_OES_get_program_binary [00:00:02]: GL_OES_packed_depth_stencil [00:00:02]: GL_OES_rgb8_rgba8 [00:00:02]: GL_OES_standard_derivatives [00:00:02]: GL_OES_texture_npot [00:00:02]: GL_MAX_TEXTURE_SIZE = 16384 [00:00:02]: GL_MAX_TEXTURE_IMAGE_UNITS = 16 [00:00:02]: GL_MAX_RENDERBUFFER_SIZE = 16384 [00:00:02]: GL_MAX_VIEWPORT_DIMS = 16384, 16384 [00:00:02]: GL_MAX_VARYING_VECTORS = 10 [00:00:02]: GL_MAX_VERTEX_ATTRIBS = 16 [00:00:02]: GL_MAX_VERTEX_UNIFORM_VECTORS = 254 [00:00:02]: GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4 [00:00:02]: GL_MAX_FRAGMENT_UNIFORM_VECTORS = 221 [00:00:02]: 4 compressed texture formats [00:00:02]: texture format 0x83f0 [00:00:02]: texture format 0x83f1 [00:00:02]: texture format 0x83f2 [00:00:02]: texture format 0x83f3 [00:00:03]: Communications with routing cluster 'iad' established. [00:00:04]: Ping measurement completed [00:00:04]: Ping location: gru=46+4,scl=171+17/98+4,lim=189+18/128+4,iad=138+13,atl=149+14,ord=159+15/152+13,okc=166+16,lax=204+20/193+14,sea=207+20/201+13,lhr=242+24/210+13,fra=233+23/228+13,sgp=373+37/376+28 [00:00:04]: Renderer initialize: Okay [00:00:05]: AnimManager initialize: Okay [00:00:05]: Buffers initialize: Okay [00:00:05]: cDontStarveGame::DoGameSpecificInitialize() [00:00:05]: GameSpecific initialize: Okay [00:00:05]: cGame::StartPlaying [00:00:05]: LOADING LUA [00:00:05]: DoLuaFile scripts/main.lua [00:00:05]: DoLuaFile loading buffer scripts/main.lua [00:00:05]: taskgrouplist: default Together [00:00:05]: taskgrouplist: classic Classic [00:00:05]: taskgrouplist: cave_default Underground [00:00:05]: taskgrouplist: lavaarena_taskset The Forge [00:00:05]: taskgrouplist: quagmire_taskset The Gorge [00:00:05]: running main.lua [00:00:05]: loaded modindex [00:00:05]: ModIndex: Beginning normal load sequence. [00:00:06]: Event data unavailable: lavaarena_event_server/lavaarena_achievement_quest_defs [00:00:08]: LOADING LUA SUCCESS [00:00:08]: PlayerDeaths loaded morgue 6252 [00:00:08]: PlayerHistory loaded player_history (v2) len:6628 [00:00:08]: ServerPreferences loaded server_preferences 2 [00:00:08]: bloom_enabled true [00:00:08]: loaded saveindex [00:00:08]: OnFilesLoaded() [00:00:08]: OnUpdatePurchaseStateComplete [00:00:08]: Klump load on boot started. [00:00:08]: Klump files loaded: 0 [00:00:10]: Load FE [00:00:10]: Load FE: done [00:00:10]: THREAD - started 'FilesExistAsyncThread' (12040) [00:00:10]: FilesExistAsyncThread started (20447 files)... [00:00:10]: OnLoadPermissionList: APP:Klei//DoNotStarveTogether/client_save/blocklist.txt (Failure) [00:00:10]: OnLoadPermissionList: APP:Klei//DoNotStarveTogether/client_save/adminlist.txt (Failure) [00:00:10]: OnLoadUserIdList: APP:Klei//DoNotStarveTogether/client_save/whitelist.txt (Failure) [00:00:10]: [MOTD] Downloading info [00:00:10]: SimLuaProxy::QueryServer() [00:00:10]: ModIndex: Load sequence finished successfully. [00:00:10]: Reset() returning [00:00:13]: [MOTD] Downloading image for box1 [00:00:15]: [Steam] Auth Session Ticket requested... [00:00:16]: [Steam] Got Auth Session Ticket [00:00:16]: [MOTD] Done Loading. [00:00:17]: [200] Account Communication Success (3) [00:00:17]: Logging in as KU_qaTCHkft [00:00:18]: There is no active event to get the status of. [00:00:18]: loaded inventory_cache_prod [00:00:18]: loaded inventory_cache_prod [00:00:20]: Getting top mod details... [00:00:21]: unexpected end of data If someone knows how to fix this please help me!
  14. Wigfrid is based on the Nordic/German legend of Sigurd/Siegfried (“Sigrid” in danish & norwegian, “Sigfrid” in swedish & spanish): warrior who gains more strength from dead enemies´s essence (That´s why Wigfrid gets Health and Sanity by killing others). https://en.wikipedia.org/wiki/Sigurd In the first adventure, he managed to kill the dragon Fafnir (thanks to strategy and father´s old magic sword) and end up making contact with the dragon's blood. Due this event, his skin became hard as the dragon´s one, making him “invulnerable” basically. Yet, Sigurd had a weak point: his back still having a place not touched by Fafnir´s blood. The cuase of his death: fatally wounded in that zone by a battle spear (yes, Battle Spear). Theres diverse versions about the life of Sigurd/Siegfried, but all share common points (and final death): Sigurd grew up in the forest, having a appreciation for the nature. -“I feel at höme in the wööds.” (Wigfrid, when examines Evergreen) -“A wönder öf the woods.” (Wigfrid, when examines Glommer's Flower) Fafnir's blood not only affected Sigurd´s skin, the contact with the lips & eyes made him able to comprehend some sensations of the animals (especially birds) and feel empathy about them: -“Raven friend.” (Wigfrid, when examines Crow) -“This bird knöws aböut the cold” (Wigfrid, when examines Snowbird) Sigurd used some pieces of Fafnir to make his helmet and armor (for have extra protection by dragon´s magic properties): “The unicorn is what protects you” (Battle Helm´s description) -“The pöwer öf the unicörn is great.” (Wigfrid, when examines Battle Helm) ¿Why Wigfrid have a Unicorn exactly? In some legends, the unicorns acted as enemies of dragons, being the opposite. Sigfrid is male and use dragon´s powers & Wigfrid is female and use unicorn´s powers. So, ¿Her old-self (Before wigfrid) was vanished completely by her new-self (After wigfrid)? No, that´s still inside (Wigfrid recognizes "modern things" yet) and guides her current personality: -“It's a stuffed bear.” (Wigfrid, when examines Bernie) -“Cööking utensils dö nöt interest me.” (Wigfrid, when examines Beaten Beater) -“Tea is a luxury that warriörs cannöt afförd.” (Wigfrid, when examines Leaky Teacup) “The valor and confidence of a valkyrie didn't always come naturally to Wigfrid. She cultivated her strength and persona over many years through sheer force of will.” (Vignette´s description)
  15. So I'm working on making code for a character a friend of mine is making where the character is not able to equip any torso clothes or even craft them, but he's able to craft backpacks and armors and can also use them. The equipping part is done, but the problem I'm having is with the code for removing recipes, as I'm trying to remove the recipes that do not include the backpack tag, do not count as armor but also are body slot items. However it keeps giving me an error in the line with removing the recipes and says that components is a "nil value". The removal of recipes code: -- Removing every clothing recipes that exists for this character inst.components.builder.ignorelist = { } function inst.components.builder:AddIgnoreRecipe( recname ) self.ignorelist[ recname ] = recname end function inst.components.builder:RemoveIgnoreRecipe( recname ) self.ignorelist[ recname ] = nil end local old_CanLearn = inst.components.builder.CanLearn function inst.components.builder:CanLearn( recname ) local ret = old_CanLearn(recname) return ret and self.ignorelist[ recname ] == nil end for k, v in pairs(AllRecipes) do if IsChestClothing(v.product) then inst.components.builder:AddIgnoreRecipe(v.name) end end The code that crashed the game: local function IsChestClothing(item) if item.components.equippable and item.components.equippable.equipslot == EQUIPSLOTS.BODY and not item:HasTag("backpack") and not item.components.armor then return true else return false end end Thanks in advance!
  16. Hi everyone, I have been working on project that includes weapon which makes enemies fall asleep after hit. I had searched through game files and I haven't found any code lines to make my effect based on luck. I mean that I don't want this effect to occur everytime character hits with the weapon. So maybe you know method to cause sleep on attack every few hits. This is the code: ------sleep local function sleepattack(inst, owner, target) if not target:IsValid() then --target killed or removed in combat damage phase return end target.SoundEmitter:PlaySound("dontstarve/common/blackpowder_explo") if target.components.sleeper ~= nil then target.components.sleeper:AddSleepiness(100, 15, inst) elseif target.components.grogginess ~= nil then target.components.grogginess:AddGrogginess(100, 15) end end Thanks in advance and have a great day/night
  17. Hello! If you are reading this and want to help, thank you! Basically I have made a custom character with the DST extended character template, however i do not know how to code the perks i want. The perks are gain higher damage, speed, and health the lower sanity you are. And the other perk i need help with is that the character gains more stats from sleeping, but uses less hunger. Thank you for helping!
  18. DST Art!

    I know the quality isn't great... But trust me it looks alot better in person! DANG PEBROT YOU LIKED THAT FAST!
  19. So I was trying to get a new version of my mod to use in play, it's called Kar, thing is, I had an outdated version, which I deleted in the mods folder, I probably did something wrong, and It may require some more explanation, but long story short, my updated character mod is not being shown in the game (despite being shown in the autocompiler ) and TWO outdated versions of it appear in the game (ahh it's multiplying!) I'm not any decent at computer things, so I definitely did something wrong, can anyone help me pinpoint to what that is??? I'll give you any information you need, here are two images that should describe what's going on, to a small degree: The in game copy of two outdated versions. The current state of my mods folder Pls send help ;-;
  20. This has bothered me ever since the Year of the Pig started. Being a skin collecter on console dst is an absolute nightmare..... elegant skins are SO rare, spools are hard to get, and it's overall just not fun..... The event chest make it a little easier but then Year of the Pig comes along an no chest..... Klei releases ALL forge skins, and skins never seen before and then expect us to be able to get them? I earned all 4 presents this week and got 3 commons and 1 classy..... That's unreal theres absolutely no way I can get the skins I want... Klei all I ask is just make like the 3rd and 4th present be more rare items like the 3rd is classy and above and the 4th (which takes FOREVER to get) distinguised and above. Klei please make the skin system better for us console peasents....
  21. Hey everybody. We have discussed this and we agree with you. We have been cranking away at things to prepare for everything we announced recently and didn't put proper consideration into this. @PeterA has setup the chests to begin dropping tomorrow afternoon. We will also keep these chests on an extra week to make up for lost time. Our apologies. Thanks for calling us out on this so we could get it fixed up for you. Klei has listened to our issues and It's going to be fixed tommorow! Thanks klei!
  22. Present Drop Skins!

    I'm going to be bringing back the skin forum that I created awhile back where you share the skins you've gotten! Just post a picture, or tell us down bellow what you have gotten from this years presents! So far this week I got 3 commons, and 1 classy >:( NOT HAPPY
  23. Heard the news for the 2019 content updates. I am excited. Wortox will be an interesting addition to the DST cast. If the other three new characters have not already been chosen, then I very much hope that Warly will be one of them. I believe he is by far the best-suited to DST of all the DLC characters who have not been added already; his perks and drawbacks are interesting (his portable crock pot would be incredibly useful to a team) but not to the point of being game-breaking.
  24. So I recently got a new computer, and DST works flawlessly, yet I can't seem to transfer my save file, I copied and put my entire dst folder on a usb stick and transferred it all over to my new computer, yet it doesn't appear there. I really don't want to start over, we're now pretty far in. Any help is appreciated!
  25. I was thinking of really fun event like you notice halloween has like table where you make elixirs and christmas event where you can make christmas trees and decotate them. So when i playied one day Hamlet i noticed you can make blunderbus and put like gunpowder in it and shoot everything. And i was like thinking like imagine if this was in thanks giving event if it was thing. So new skins would be like for 6 characters as we have seen they do for every character like who of them have more the thanks giving vibe in. Like wigfrid would look cool as native american. Wickerbottom as old lady with that canadian farmer dress with white pad on head. Dont hate me but i was thinking of Event skins for that only can be made in this event like farmer top hat skin and native american feather hat. If people vote “YES or NO” ill make list who want it as normal elegant skin. And i was thinking only EVENT items you can make is Blunderbus in weapon list using gunbowder to shoot with it. And i was thinking it would be one fun way to hunt gobblers in that season xD. And second EVENT item was maybe thinking of Hunter hat. That gives a more bigger chance for gobblers to spawn like the feather hand gives more spawn rate for birds around you. And thrid item or thing i would call it. only EVENT!! “ A FAKE GOBBLER” like you make sign alike thing but just a same size like gobbler made of boards and baddly drawn gobbler on it, that attracts other gobblers like they stand watch it when they close it. xd And i was thinking like some normal skins for items for weapons or items or hats. One weapon i was thinking Wigfrid spear maybe pls like wickerbottom got book skin but i was thking wigfrid battlespear skin that is like native american style with feathers and weird drawings on the wood section of spear like yellow, red and white lines. and second skin i was thinking too for her battlehelmet xd i was thinking that her viking pride is still in her that she has that normal helmet look of her still but would be cool the helmet has like native american drawing on it like the spear and have like lot feathers around and the old horse on front her too sill but just lot feathers around helmet. bec i was thinking of Historically that Viking were actually first people who were in North America and have actually met the tribes too. So thats why xD Whats funny i was even thinking maybe we could get in that update like maybe new bird for cage not for event but for content. I was thinking of an “OWL” no joke an Owl. Like he would be like half hat and half egg giver, like you put her in cage and give food and she will have that same domestication ratio, you feed it like 30 days. No joke 30 days and you will get her for ever domesticated and what. What would she do? You can take her on and she first will be in you pockets but you can move her on hat slot and boom she sits on your head. When you die she flews away up and goes back to bird cage if you have more bird cage she will choose witch one she goes but she can still die if nobody comes for her. Her domestication ends when she dies like when out side she flyes awa but when in cage she cant get out just dies in there. And one help with her would be hunting bunnies when you take her put on your head and when you are in view on screene with her she goes automatically hunt the bunny down and comes back you and see you got free food in you pocket. EDIT: I forgot one thing i wanted to mention how to get the Owl. Put like 1% of getting him from choped tree and she will be on ground jumping on back like all other birds when they on ground. Plus shegives eggs in dusk and night time only at day time she sleeps.