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Oxygen Not Included

  1. Decided to make an art thread for my stuff, I may have an old forums account but I’m not an expert on navigation so please be patient with me <3 First piece is something I made for the WX rework, enjoy!
  2. Halloween is fast approaching and after being continuously disappointed with the lack of cool skins for Wendy’s Sisturn I decided to make my own- I can’t draw so this poorly edited image is just going to have to do. Combine this: With THIS: And you get THIS: Bonus points if you actually have a creepy long haired girl and her hand coming out the bottom portion of the well. Please Klei?? I’ll love you guys for the rest of my life if you did this! #Hallowed Nights.
  3. Now maybe it’s my own fault for expecting something bigger.. but I was incredibly disappointed with Moon Quay Island when I finally found it.. (which took about 3/4 real hours sailing..) Its just that the island is so very very small.. like there’s little reason to want to go here and explore- yes.. the “Curse” is a fun unique gameplay element but.. As you can see here the update has all this cool stuff- It’s just jam packed in one little island that leaves the player little room to move around, dodge/kite or explore.. The freaking Catcoon biome (I forget what it’s actually called) is more interesting and unique- it’s huge.. there’s lots of trees, and there’s Catcoon Dens which you can rummage through to get whatever they stole from you back. I would absolutely love it if this island could be made larger using the same things shown in the above link, such as a make the biome at least as big as a standard “land” biome like the Beefalo Savannah or Catcoon biome.. spread the Monkeys and their huts out a bit, fill the map with the Sandy beach turf, the Palmcone Trees, the Crustashine critters, and Banana Trees, maybe you can even have X marks the spot treasure hunts appear on their own Island that would give the player a reason to WANT to become Wonkey to explore the Island as a Monkey without you know.. getting mauled/robbed all the time by them? In my current game this island is small (this could be due to how it retro fits..) and because it’s small it’s just a small area full of Monkeys that will completely rob you blind in a few seconds.. Hamlet had POGS and Shipwrecked had the Primeapes that would also do the same thing… except- Those islands were bigger and gave the player room to explore, dodge, kite or simply avoid them… This one however (which again could just be how it retro fits as I’ve yet to try generating a new world to see if it’s any bigger..) is too small to do much of ANYTHING on.. Don’t get me wrong, I absolutely love the new game mechanics, the craftables and all the resources, biome features- but what I don’t like is that its so jam-packed in one tiny area. Where as.. if the beach were larger you could do things like put X marks the spot treasures on the island, or make it so the new Polly Rogers bird can spawn and land on the Moon Quay islands Sandy turf when you wear the Polly Rogers hats (like how when the player builds a Scarecrow it makes canaries spawn instead of Crows) Giving the Island itself unique features besides becoming a Monkey.. or resources spewing out an unnatural portal to want to frequently Revist the area.
  4. Well I’m surprised that no one has made this thread yet, in the Wickerbottom update thread the klei devs tease at what’s coming next. And that's all for now. On to the next update! Unfortunately, I can't share anything about this one yet, there is still work to be done backstage. But - we'll make sure to share something well before showtime Some people tend to think this is a tease for Maxwells rework (the main evil dude/demon that’s been kidnapping everyone and will no doubt have the heaviest lore drop reveal) because of the wording “Backstage” & “Showtime” But at the same time Klei named the content updates “Setting the Stage” Updates.. so the next update could also be the 2nd out of 3 planned Setting the Stage Updates, this However I find to be somewhat unlikely due to us just recently getting a “Setting the Stage” update Curse of Moon Quay. I kind of figured before we got another setting the stage content update we would get another QoL before then, since there’s also 2 of those left in the 2022/Q1 2023 Roadmap. As always, Klei’s roadmap plans are subject to change at anytime they desire doing so- but for now this tease is what we have to speculate on & So I have decided to create this poll so everyone can vote on what they feel the next update will be.
  5. So, same concept, different flavor of paint! Just like my Hamlet thread: And my ONI thread: It is time, for me to take up another mantle with this DST beta! ...I'm gonna need some time though to gather up and launch an expedition into the files to see what's new.
  6. My first post here! Working on sth for Don't Starve's whole character cast, including our DST's main antagonist ;^)
  7. Hi hello been a while! I figured I would uh post my silly Lore and headcanon musings here if that's alright! Spoilers inbound! So uh to begin.. After chewing on the lore and updates and such, I have some theories that Wagstaff is either on earth or on the flipside of the constant? The inconstant?? It is likely connected to or on the Moon! And we're going to see the story come full circle by the end of his meddling with powers he does not understand! Here me out... From the metheus puzzle murals the first ones lived on the surface worshiping the moon (I think). It likely gave them blessings and such but they desired perhaps more control or maybe in getting their offerings accidentally discovered the power of the darkness/"them". I speculate the eye from the underground portal is "them", though this isn't entirely confirmed but heavily hinted at with the portals boss. Back on Wagstaff; the moon storms let his projections manifest, and they fade out when interacting with the constant (like when we play as him). So he goats the player into building a machine to summon a powerful uhhh moon creature??? The moon obviously knows of and dislikes him as we see from it's anger at the machine and it's birds trying to take out his hologram building the machine. He's learning too much perhaps? I think we can safely confirm that the moon energy he gathered gives his holograms entry to the constant through that portal in curse of moon quay. As they go out overtime, he has to replace them, and they seem to be powered with moon energy. That's what leads me to wondering if he's in inconstant. Or maybe he is simply on Earth and looking to draw power from the inconstant and the constant and merge them into maybe the most powerful force in the universe to harness and use on Earth as he does make comments implying that! Okay yeah it's probably that but we shall see! I'm curious how he even discovered moon energy in the first place really... The moon and the darkness/"them" are possibly opposing forces such as the moon keeping the darkness/"them" from releasing and destroying all. Like an act of balance. In the forgotten knowledge update Charlie is wanting to get to the sealed portal; possibly to open and take the power for "them"/as "them" (she do be kinda possessed). Leading back to the theory of using/merging the powers creating unspeakable things... Which Wagstaff is likely after and wishing to harness himself and use on Earth. I feel like we're going to end up making a full circle here, and Wagstaff wanting to harness "them" energy and powers will lead to him being the cane lord (Metheus?) and Wilson being the torch lord (Cyclum?). I mean, Wilson was always introduced holding a torch. And Wagstaff uh... is old and needs a cane?? Hah So anyway that's my lore rambles so far uh let's get to headcanons! - Maxwell and Charlie potentially had a thing? Come on, they're so cute together pre constant! The notes she wrote and him protecting her when she goes in his house with all the strength he can muster through the photo... I like to speculate she was into him and he was into her, but for her protection kept her at a distance. There is so much angst potential here; she is (rightfully) very angry at him from all that transpired as seen in her hidden response dialogue to him, and it's very possible "them" latched on to that "darkness" in her otherwise kind heart and got to her. Potential Maxwell trying to save Charlie from "them" like come on it would be glorious please Klei aaaaaa - Winona had a cute gf and they were very nice together, it's practically confirmed. (Okay but in all seriousness her falling on her knees when the factory explodes was a pretty intense reaction so I'm feeling lovers here personally. Close friends is fine as well if you headcanon that though!) - Wortox is a gamer. I have more but it's almost 3am so I will get back to you all on that, thanks for reading!
  8. So! I'm sure a lot of people have noticed by now, and if you've missed out, there's been a huge datamine of content galore spurring from Don't Starve: Newhome. I'm creating this thread to make space for people to gather and post about all the awesome content people may dig up from said datamining, and from future datamines as well. Some things of importance I want to note is that there is a large mix of RoT/DST/SW/HAM/all that jazz here, and I'll be sure to make it clear which is from which when uploading, so no fret! Something I do ask is that you be respectful of Klei's decisions in not using some of this content. As awesome as some of this stuff may look they always have their reasons not to go through with it! Now, the difference between this thread and Melen's is that this is all dug up from DS:Newhome, you can view their thread here: I'll try and constantly update this thread with new findings. For now, here's some particularly juicy stuff that's been dug up. Also, huge thanks to @Cunning fox, @Asura_Dis, @Hornete, and whomever else helped uncover all of this stuff! Major props to them. (If I forgot someone let me know, I'll edit them in!) Now, onto some cut grotto content. LUNAR GROTTO: (RoT) OCEAN/SEAFARING/WEATHER: (RoT) SKINS/WEAPONS/ITEMS: (RoT/ANR) FLORA: (ANR/RoT/HAM(?)) FAUNA: (ANR/RoT/HAM/SW/GORGE/FORGE) NOTICE: I will not be uploading transparents of some assets like skins. This is out of respect for Klei.
  9. Hi everyone ! I have came across something really annoying and I don't know how to fix it. I think that I tried everything in this case, but if I am wrong and I just overlooked something...well...execute me at the dawn. So, in my mod I created item that is ingredient for other custom items. Generally it's fine, I can see this item (star) on the ground and in my inventory and containers, but one main issue is that I can't see it in crafting tab. All what I see is just name of it (when I move my mouse there) on a empty icon field. If someone here knows the solution or met something like this before let me know. Info: - modmain.lua --STAR Data GLOBAL.STRINGS.NAMES.STAR = "Star" GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.STAR = "A reward for my patience!" GLOBAL.STRINGS.RECIPE_DESC.STAR = "A reward for my sacrifice!" local star = Ingredient( "star", 1 ) star.atlas = "images/inventoryimages/star.xml" local star = AddRecipe("star", { Ingredient(GLOBAL.CHARACTER_INGREDIENT.HEALTH, 200)}, namwar, TECH.NONE, nil, nil, nil, nil, "usmccaptain", "images/inventoryimages/star.xml") Assets Its prefab file is included in PrefabFiles section. Speak of the devil, so here it is. local Assets = { Asset("ANIM", "anim/star.zip"), Asset("ATLAS", "images/inventoryimages/star.xml"), Asset("IMAGE", "images/inventoryimages/star.tex") } local prefabs = { } local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("star") inst.AnimState:SetBuild("star") inst.AnimState:PlayAnimation("idle", true) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "star" inst.components.inventoryitem.atlasname = "images/inventoryimages/star.xml" inst:AddComponent("inspectable") inst:AddComponent("stackable") inst.components.stackable.maxsize = 40 MakeHauntableLaunch(inst) return inst end return Prefab( "common/inventory/star", fn, Assets) Thank you for your time and have a nice day/night !
  10. The Wickerbottom animation was lovely and FULL of juicy lore! Hope you watched it before looking at this comic though, even if the spoilers are brief. Also, I stand for deranged pyromaniac Willow, BECAUSE she's awesome.
  11. I don't post here often, but I really want to share these ideas. So, as a Winona main I have spent hundreds of hours playing this character. I like her a lot and it's sad that she's used as a switch-and-dump character because once you build her catapults, generators and trusty tape, you can use them with any other character. I believe this can be changed without turning Winona into a selfish character (IE making her the only character that can use contraptions) The gist of what I'm about to propose is this (consider this a TL;DR) : 1) Winona is and should remain a support character. She's not supposed to be a damage powerhouse or OP boss killer. 2) Winona should NOT be a selfish character : other characters should be able to use her contraptions, and yet; 3) Winona should have incentive to play actively, not just swapping to build / craft stuff. OK, now to get more specific: For point #1, I think Winona needs some tweaks to her contraptions. The only realy useful one is her catapult; absolutely no one uses her spotlight because of its tiny light radius and disappointingly small range. My suggestions in this regard are: #1A) Buff Winona's spotlight significantly, to the point where it's on par with Wickerbottom's Lux aeterna book (which gives a spawn radius similar to a Star caller staff's and lasts 2 whole days AND gets repaired in the bookshelf). Turning it into another copy of Star caller staff wouldn't make sense seeing as Wickerbottom has that, so I suggest these simple changes to make Winona's spotlight viable in any base (or at least the center of a megabase): -Increase its light radius to that of a lantern / miner hat -Increase its range to that of a lightning rod - Reduce its power consumption : Spending a gem every night for light is too expensive even for late game. One gem should keep it going for multiple nights, but I leave this to the balance team (and ofc to the readers to comment) #1B) Winona needs more supporting contraptions. I have a couple of suggestions and I would love to see what ideas you guys have: - A resource gathering contraption - Either like Hamlet Wagstaff's thumper (which farms trees) or something that picks plants (the way lureplants are used in reed farms, etc). This would make Winona synergize well with Wickerbottom. - Boat propellers - pretty self-explanatory : a boat attachment which grants medium (stackable) speed buff and quick direction change. - Fish zapper - another boat attachment (similar to a Pinch n winch) which, when deployed, shocks nearby fishes which kills them (could work against cookie cutters too, maybe?) pretty unethical, but so is using catapults against doggies for their kidney stones. 2) Self explanatory - all characters should be able to use Winona's contraptions, but not in a way that makes Winona obselete as a main character. This is where point #3 comes in: #3) To incentivise players to play Winona consistently, I suggest the following mechanic : Generator Maintenance. This mechanic makes it so that after building a generator, a 5-day timer starts, after which it become "Faulty" and require maintenance, which involves clicking on the generator and performing a short animation (just like speaking to plants - it takes two seconds and doesn't cost any resources). ONLY WINONA MAY PERFORM MAINTENANCE ON FAULTY GENERATORS. This will give players a reason to stick to Winona (or even play Winona solo), as ran-down generators would have the following (slight) downsides: - Worse fuel efficiency : faulty generators would have the current fuel duration (as opposed to the buffed duration mentioned in point #1B, such as 3 days in the case of a generator wired to a spotlight) - Contraption malfunctions : Winona contraptions wired to a faulty generator would also have suffer slight downgrades: *Catapults would attack 50% slower (so still viable for hound defence if Winona is offline, just a bit slower) *Spotlights would have their light radius reduced to 50% (smaller than a lantern but still bigger than what it currently is. Maybe the size of a torch's) and range likewise reduced (but still big enough to fit a small base). *Propellers (if added) would move the boat slower (but not worse than a regular sail) and lose the quick direction turning feature *Plant collectors (if added) would have their range reduced and pick rates slowed down. *Fish zappers (if added) would have a longer cooldown and smaller number of mobs hit per use. Thank you for reading my suggestions. Feel free to give any criticism or further suggestions on this Topic, I hope Klei devs will take notice of some of these points and make winona something other than a switch-and-dump character. Fingers crossed! - Gabriel, a Winona main (1600+ hours on record)
  12. So...Spoilers for the new Wickerbottom rework, but I just had to discuss it. Can we just talk about this secret room?! The eye symbol?! Is Wickerbottom possibly a part of some secret society? A cult? Or as many people speculated before, a witch of sorts? Anyhow, The fact that she already appears to be aware of the existence of the Constant, knowledge and its creatures, is certainly interesting... To be honest, I already speculated Willow would be behind this. This on the other hand, is some juicy implication to see. This could suggest Willow was at some point involved with dissapearances of the other survivors... Bonus: The Forlorn Doll Easter Egg (Which ironically or not, was the skin that appeared after Willow's rework...)
  13. 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: 09/11/22: Version 1.13.4 - Updated images for 2 skins (as changed in DST 09/09/22 Patch) 09/01/22: Version 1.13.3 - Updated the name of Mind's Eye Life Amulet to Mind's Eye Amulet (as renamed in DST 09/01/22 Patch) 08/30/22: Version 1.13.2 - New skin (from DST 08/30/22 Patch) added and Lunar collection renamed Lunar New Year (as changed in DST 08/30/22 Patch) 08/20/22: Version 1.13.1 - Updated images for 2 skins and descriptions for An Eye for an Eye collection skins (as changed in DST 08/19/22 Patch) 08/19/22: Version 1.13.0 - Updated images for 2 skins (as changed in DST 08/18/22 Patch) and added reskin filter terms to search parameters 08/05/22: Version 1.12.9 - Updated descriptions for 9 skins (as added to Klei Rewards website in DST 08/05/22 Patch) 08/04/22: Version 1.12.8 - New skins (from DST 08/04/22 Patch) added 07/05/22: Version 1.12.7 - New skin (from DST 07/05/22 Patch) added and Emergency Exit skin renamed (as merged in DST 07/05/22 Patch) 06/30/22: Version 1.12.6 - Updated the rarity of the Deck Swabster Tail skin (as changed in DST 06/30/22 Patch) 06/30/22: Version 1.12.5 - New skins (from DST 06/30/22 Patch) added and updated images for 17 skins (as changed in DST 06/30/22 Patch) 06/02/22: Version 1.12.4 - New skins (from DST 06/02/22 Patch) added 04/28/22: Version 1.12.3 - New skins (from DST 04/28/22 Patch) added 04/28/22: Version 1.12.2 - New skins (from DST 04/28/22 Patch) added 03/24/22: Version 1.12.1 - New skin (from DST 03/24/22 Patch) added 03/19/22: Version 1.12.0 - Syncing for very large (up to 10,000 skins) Steam inventories added 01/27/22: Version 1.11.18 - New skin (from DST 01/27/22 Patch) added 12/17/21: Version 1.11.17 - Removed Holly Beard as a Wilson's Snowfall Ensemble piece (as changed in DST 12/17/21 Patch) 12/16/21: Version 1.11.16 - New skin (from DST 12/16/21 Patch) added 12/16/21: Version 1.11.15 - New skins (from DST 12/16/21 Patch) added 11/24/21: Version 1.11.14 - Renamed Meat Bulb to Lureplant (as changed in DST 11/24/21 Patch) 11/18/21: Version 1.11.13 - New skins (from DST 11/18/21 Patch) added 10/26/21: Version 1.11.12 - New skin (from DST 10/25/21 Patch) added and updated names for 2 skins (as changed in DST 10/25/21 Patch) 10/21/21: Version 1.11.11 - Updated names for 30 skins (as changed in DST 10/21/21 Patch) 10/21/21: Verson 1.11.10 - New skins (from DST 10/21/21 Patch) added 09/09/21: Verson 1.11.9 - New skins (from DST 09/09/21 Patch) added 08/13/21: Verson 1.11.8 - New skins (from DST 08/12/21 Patch) added 06/24/21: Version 1.11.7 - New skins (from DST 06/24/21 Patch) added 06/03/21: Version 1.11.6 - New skins (from DST 06/03/21 Patch) added 05/05/21: Version 1.11.5 - New skins (from DST 05/05/21 Patch) added 04/02/21: Version 1.11.4 - New skins (from DST 04/02/21 Patch) added 04/01/21: Version 1.11.3 - New skins (from DST 04/01/21 Patch) added 03/25/21: Version 1.11.2 - Updated the active Twitch skin drops (as announced in DST 03/25/2021 announcement) 03/16/21: Version 1.11.1 - New skins (from DST 03/16/21 Patch) added 03/11/21: Version 1.11.0 - New skins (from DST 03/11/21 Patch) and syncing for large (2000+ skins) Steam inventories added 02/19/21: Version 1.10.38 - Fixed a item granting skin bug with the Head Chef's Hat 02/18/21: Version 1.10.37 - Updated the skins that can be redeemed in the Klei Rewards website (as announced in DST 02/18/21 announcement) 02/11/21: Version 1.10.36 - Rarity changed for legacy Lunar New Year Event skins (as changed in DST 02/11/21 Patch) 02/05/21: Version 1.10.35 - New skins (from DST 02/05/21 Patch) added 02/04/21: Version 1.10.34 - New skins (from DST 02/04/21 Patch) added 01/28/21: Version 1.10.33 - Updated the active Twitch skin drops (as announced in DST 01/28/2021 announcement) 01/21/21: Version 1.10.32 - Updated the active Twitch skin drops (as announced in DST 01/21/2021 announcement) 01/14/21: Version 1.10.31 - Updated the active Twitch skin drops (as announced in DST 01/14/2021 announcement) 01/07/21: Version 1.10.30 - Updated the active Twitch skin drops (as announced in DST 01/07/2021 announcement) 01/06/21: Version 1.10.29 - Added Merrymaker collection skins to the Snowfallen Ensemble (as changed in DST 01/06/21 Patch) 12/16/20: Version 1.10.28 - New skins (from DST 12/16/20 Patch) added 12/15/20: Version 1.10.27 - New skins (from DST 12/15/20 Patch) added 12/04/20: Version 1.10.26 - Added the skins from 1.10.25 to the Snowfallen Ensemble (as changed in DST 12/04/20 Patch) 12/03/20: Version 1.10.25 - New skins (from DST 12/03/20 Patch) added 11/26/20: Version 1.10.24 - New skins (from DST 11/26/20 Patch) added 11/10/20: Version 1.10.23 - Fixed a display bug for 2 Classy skins being incorrectly shown in the Spiffy section 10/22/20: Version 1.10.22 - New skins (from DST 10/22/20 Patch) added 09/24/20: Version 1.10.21 - New skins (from DST 09/24/20 Patch) added 08/20/20: Version 1.10.20 - New skins (from DST 08/20/20 Patch) added 07/16/20: Version 1.10.19 - New skins (from DST 07/16/20 Patch) added 06/15/20: Version 1.10.18 - New skins (from DST 06/15/20 Patch) added 05/28/20: Version 1.10.17 - New skins (from DST 05/28/20 Patch) added 04/23/20: Version 1.10.16 - New skins (from DST 04/23/20 Patch) added 04/01/20: Version 1.10.15 - New skins (from DST 04/01/20 Patch) added 03/20/20: Version 1.10.14 - New skins (from DST 03/20/20 Patch) added 03/19/20: Version 1.10.13 - New skins (from DST 03/19/20 Patch) added 01/31/20: Version 1.10.12 - New skin (from DST 01/31/20 Patch) added 01/23/20: Version 1.10.11 - New skins (from DST 01/23/20 Patch) added 12/12/19: Version 1.10.10 - Updated image for Winter Warden Boots (as changed in DST 12/12/19 Patch) 12/12/19: Version 1.10.9 - New skins (from DST 12/12/19 Patch) added 12/05/19: Version 1.10.8 - Updated the Hallowed Nights 2019 Event end date (as announced in DST 12/05/19 Announcement) 11/22/19: Version 1.10.7 - Fixed a display bug for the Distinguished multi-filter and added in missing multi-filter options 11/21/19: Version 1.10.6 - New skins (from DST 11/21/19 Patch) added 11/06/19: Version 1.10.5 - Weaveable filter and filter preload from URL query string added 10/24/19: Version 1.10.4 - New skins (from DST 10/24/19 Patch) added 09/26/19: Version 1.10.3 - New skin (from DST 09/26/19 Patch) added 09/19/19: Version 1.10.2 - New skin (from DST 09/19/19 Patch) added 09/12/19: Version 1.10.1 - Fixed a display bug for old saves (from before Version 1.8.29) that contained duplicates 09/12/19: Version 1.10.0 - New skins (from DST 09/12/19 Patch) and syncing with Drops Reset Countdown data file added 08/15/19: Version 1.9.10 - New skin (from DST 08/15/19 Patch) added 07/25/19: Version 1.9.9 - New skins (from DST 07/25/19 Patch) added 07/17/19: Version 1.9.8 - New skins (from DST 07/17/19 Patch) added 06/27/19: Version 1.9.7 - New skins (from DST 06/26/19 Patch) added 06/17/19: Version 1.9.6 - Updated descriptions of non-marketable event skins 06/06/19: Version 1.9.5 - New skins (from DST 06/06/19 Patch) added 05/08/19: Version 1.9.4 - Updated names for 3 skins (as changed in DST 05/08/19 Patch) 05/07/19: Version 1.9.3 - New skins (from DST 05/07/19 Patch) added 03/28/19: Version 1.9.2 - New skins (from DST 03/28/19 Patch) added and updated rarity order to match game 03/07/19: Version 1.9.1 - New skins and rarities (from DST 03/07/19 Patch) added 02/28/19: Version 1.9.0 - Column sorting, multi-filters, tooltips, and skin type column added 01/24/19: Version 1.8.29 - New skins (from DST 01/24/19 Patch) added 01/09/19: Version 1.8.28 - Updated the Winter's Feast 2018 Event end date (as extended in DST 01/09/19 Announcement) 12/19/18: Version 1.8.27 - Corrected the Winter's Feast 2018 Event end date (to 01/08/19) 12/06/18: Version 1.8.26 - New skins (from DST 12/06/18 Patch) added 12/03/18: Version 1.8.25 - Updated the rarity of 5 skins (as changed in DST 12/03/18 Patch) 11/22/18: Version 1.8.24 - Updated the Hallowed Nights 2018 Event end date (as extended in DST 11/22/18 Announcement) 11/19/18: Version 1.8.23 - New skin (from DST 11/13/18 Patch) added 11/13/18: Version 1.8.22 - New skins (from DST 11/13/18 Patch) added 11/08/18: Version 1.8.21 - New skins (from DST 11/08/18 Patch) added 10/26/18: Version 1.8.20 - New skin (from DST 10/26/18 Patch) added 10/26/18: Version 1.8.19 - New skins (from DST 10/25/18 Patch) added and filter layout changed 09/29/18: Version 1.8.18 - New skins (from DST 09/27/18 Patch) added 07/18/18: Version 1.8.17 - New skins (from DST 07/18/18 Patch) added 07/07/18: Version 1.8.16 - Updated the Gorge Event end date (as extended in DST 07/06/18 Announcement) 06/18/18: Version 1.8.15 - New skins (from DST 06/18/18 Patch) added 06/14/18: Version 1.8.14 - New skins (from DST 06/14/18 Patch) added 03/01/18: Version 1.8.13 - Updated the Year of the Varg Event end date (as extended in DST 03/01/18 Announcement) 02/23/18: Version 1.8.12 - Fixed a save import bug from Version 1.8.10 02/13/18: Version 1.8.11 - Updated active event rarity skins for the Year of the Varg event (as enabled in DST 02/13/18 Announcement) 02/11/18: Version 1.8.10 - Fixed incorrect rarity of two skins and checklist versioning scheme changed 02/09/18: Version 1.8.9 - New skins (from DST 02/09/18 Patch) added 01/11/18: Version 1.8.8 - Updated name of Magnificent Fuelweaver Ornament and image for Wes's The Roseate skin (as changed in DST 01/08/18 Patch) 12/24/17: Version 1.8.7 - Corrected the Winter's Feast 2017 Event end date (to 01/08/18) 12/19/17: Version 1.8.6 - New skins (from DST 12/18/17 Patch) added 11/28/17: Version 1.8.5 - Updated the Forge and Hallowed Nights event end dates (as extended in DST 11/28/17 Announcement) 11/09/17: Version 1.8.4 - New skins (from DST 11/09/17 Patch) added 10/30/17: Version 1.8.3 - New skins (from DST 10/30/17 Patch) added 10/26/17: Version 1.8.2 - Fixed incorrect image for Wendy's The Challenger skin 10/26/17: Version 1.8.1 - New skins (from DST 10/23/17 Patch) added 09/13/17: Version 1.8.0 - New skins (from DST 09/13/17 Patch), skin tags, and collapsible headings added 05/18/17: Version 1.7.7 - New rarity modifier and skins (from DST 05/18/17 Patch) added 04/28/17: Version 1.7.6 - Updated name of Ancient Explorer to The Ancient Explorer (as renamed in DST 04/28/17 Patch) 04/27/17: Version 1.7.5 - Updated skin names (as renamed in DST 04/27/17 Patch) 04/25/17: Version 1.7.4 - New skins (from DST 04/25/17 Patch) added 04/24/17: Version 1.7.3 - New skins (from DST 04/24/17 Patch) added 04/22/17: Version 1.7.2 - New skins (from DST 04/21/17 Patch) added 04/18/17: Version 1.7.1 - Updated rarities of skins (as changed in DST 04/18/17 Patch) 04/10/17: Version 1.7.0 - New skins (from DST 04/10/17 Patch), new release filter, and duplicates total tally added 02/14/17: Version 1.6.2 - New skins (from DST 02/14/17 Patch) added 02/08/17: Version 1.6.1 - Corrected the Year of the Gobbler 2017 Event end date (to 02/13/17) 01/19/17: Version 1.6.0 - New skins (from DST 01/19/17 Patch) added, reward progress bar added, and save import method changed 12/21/16: Version 1.5.4 - Corrected the Winter's Feast 2016 Event end date (to 01/05/17) 12/19/16: Version 1.5.3 - New skins (from DST 12/19/16 Patch) added 12/15/16: Version 1.5.2 - Corrected the Winter's Feast 2016 Event start date (to 12/15/16) 12/09/16: Version 1.5.1 - New skins (from DST 12/08/16 Patch) added 11/25/16: Version 1.5.0 - New rarities/skins (from DST 11/24/16 Patch) and skin set detection added 11/14/16: Version 1.4.3 - Updated name of Beeyonet to Bumble Spear (as renamed in DST 11/14/16 Patch) 11/08/16: Version 1.4.2 - New skin (from DST 11/08/16 Patch) added and Steam Inventory syncing method improved 10/21/16: Version 1.4.1 - Corrected the Hallowed Nights 2016 Event end date (to 11/08/16) and event detection prompt added 10/19/16: Version 1.4.0 - New skins (from DST 10/18/16 Patch), dynamic tallying, skin search, and version checker added 09/18/16: Version 1.3.2 - Fixed syncing issue for WX-78 Elegant skins 09/17/16: Version 1.3.1 - Fixed syncing issue for Nightdress (known as Nightgown in some countries/regions) 09/03/16: Version 1.3.0 - New skins (from DST 09/01/16 Patch) and duplicates detection/sorting added 07/25/16: Version 1.2.0 - Steam Inventory syncing via JSON text added 07/23/16: Version 1.1.1 - Skin colors now use Steam item tags as an identifier (instead of description text) 07/11/16: Version 1.1.0 - New skins (from DST 07/07/16 Patch) and save import/deletion added 06/20/16: Version 1.0.0 - Initial release on Klei Forums Other Tools: DST Armor Breakage Calculator: https://dst-skins-checklist.firebaseapp.com/armor A tool to calculate the number of hits different combinations of head and body armor can take from a damage source before it breaks. DST Daily & Weekly Drops Countdown: https://dst-skins-checklist.firebaseapp.com/drops A countdown timer for when the daily and weekly skin drops reset in the game. It will automatically adjust to your local timezone. DST Skin Packs Spool Value List: https://dst-skins-checklist.firebaseapp.com/spools A list of skin packs sortable by their spool value, Steam store prices, and spools per price. Supports 15 different currencies. DST Tradable Duplicate Skins Matcher: https://dst-skins-checklist.firebaseapp.com/match A tool to find and match tradable duplicate skins between two Steam Inventories. It will match tradable duplicates from one with unowned skins of the other. Original First Post:
  14. Hello, my DST is crashing and suddenly shuts down itself. i tried so many things to fix it but it didnt. -I tried to play with no mods -beta version - reinstalled Windows but all this things didnt work at all. When i create a new world my game is still suddenly shuts down itself like 20 minutes later. can someone help me ?
  15. I prefer SW and HAM over RoG and base game. And since DST is basically improved RoG with multiplayer why not make SW and HAM dlcs for DST. It would also be a good way to make some more money. Cause a lot of people would buy those.
  16. People are wanting more stuff for Wortox, so why not add more tiny details that all characters have? (That're mostly forgotten about.) I was thinking something like Wortox doing AOE damage when he lands after a soul hop. Could be as high as 30, or as low as 10 damage. I think it'd be neat to do some kind of damage output when landing on the enemy you're chasing. Something like Mactusk, or maybe spiders could be easier to deal with if you're Wortox. If not that, then possibly damage on take off? Doing damage right as you soul hop instead of landing could mean easier escape if you're being attacked by a ton of enemies and unable to safely escape. I'm making a mod to better demonstrate both ways, and will be posting it to the forums if anyone would like to try it. What're your thoughts on this suggestion?
  17. So one of the recent patches changed the Moon Quay Curse so that all players need to do is Die to remove their Accursed Trinkets and stop being Wonkey. This completely invalidates the Moon Quay Queens Use after you acquire her Blueprints, & it also brings up a whole new list of problems in Multiplayer the game did not have until this change (example: a player joins a boss fight with a Wolfgang as Wonkey but Dies and the Wolfgang now gets passed their curse to become Monkey.) I have thought about it for a bit and I wanted to provide a few alternative solutions. Trinket Rework: instead of being able to acquire multiple cursed necklaces- make the maximum you can carry ONE however with a Durability like wearing a hat, when the player kills a Monkey it starts out at low Durability, (like 1-5%) and if the player kills enough for 10 trinkets it climbs to 100% you can trade banana to remove some of the % faster, OR you can not kill Monkeys for the % to slowly drain on its own over time- Once it reaches 0% the necklace becomes too weak to maintain its grip on the player, and the player can CHOOSE to break the necklace or not to keep or remove the Monkey curse, the necklace is bound to the player like Beefalo is to a Beefalo Bell until the Bond is broken. My second idea was to add a little “newish” content to existing Biomes in the form of a new type of Resurrection Stone shaped like a Banana which would remove the curse and revive the dead player just like a normal resurrection stone does however: these are limited to one use per stone per player and can only be used if your a Wonkey Ghost (yeah bring that back)- so you have just a little bit of leadway to make mistakes and learn your lesson.. this also lets EMPTY areas of the game have some actual usable content.. and makes sense lore wise sense the unnatural portal is spewing random stuff out into the constant like an active volcano. We can call them maybe Banana Slabs?? Lastly- with the changes to Boat Canons dealing 200 damage and intimidating pirates to leave you alone alongside the low % chance to even get pirate raided at all, can we make raids happen anywhere at sea and not just near their respective Moon Quay Island? It just makes sense since they have low spawn rates and can be frightened away. Maybe even add canon balls to Moon Quay Queens loot table, since well I mean they are pirates and pirates traded weaponry and armor for treasure (when they weren’t stealing it of course..) It can just be hard to gather resources for canonballs and if the above change to pirate raids happening anywhere was added, there should be a more casual way to get canon ammo to fend them off. I feel like these suggested changes would help prevent trolling deaths as Wonkey and would give the Moon Quay Queen a “Constant” purpose to the player. Thank You if you took the time to read this far.
  18. I wanted to show my thanks and appreciation to the developers at Klei the people behind the scenes creating the amazing game known as Dont Starve Together, these guys don’t get enough credit for all the hard work they put into each update they pump out and this latest one is no exception- my first impressions of Curse of Moon Quay was that the island was too small and that pirate raids only happen in such a small radius of the island that it still leaves normal boating content feeling bare with no action.. and while those things may still be true- Klei still managed to knock a HUGE amount of things off my personal wishlist in one update. 1: I hate boat bridges I despise how hideously ugly they make my worlds look when people use them, and now there are Grass Boats which decay on their own allowing me to place a Boat bridge to cross a gap then forget about it and leaving it to decay. 2- I probably hate sea stacks more then I hate boat bridges and the new Kelp & Shell Bumpers help me to dispose of those more easily. 3- Lots of people wanted Wilbur as a playable character, we got Wonkey who in my opinion is better than Wilbur (I just like it’s art style) and you can be Wonkey anytime you want if you Murder some pirates. 4- PIRATE Themed content, weapons, Canons, clothing and skins.. I have been pestering Klei ever since I came to the forums for this type of stuff & now that it’s finally here I can shut up begging for it. 5- Boat dock tiles.. I do not need to say much more. 6- And this one’s a big one: PALM TREES IN THE OASIS!! (I can finally die happy now) shipwrecked color sand is a nice bonus. So a quick recap- Auto Decaying Boat bridge, Battering Ram, Playable Monkey character, Pirate skins, enemies, weaponry & clothing, Tiles of land we can place on Water, and PALM TREES and Sandy Turf. From the bottom of my heart, I sincerely thank everyone at Klei who worked on getting all these things I had been asking for for ages into one update.
  19. https://steamcommunity.com/sharedfiles/filedetails/?id=2817531927 Add a keyboard control for jumping down holes and climbing up stairs. Works with: Worm Holes Sinkholes Stairs Big Slimy Pits Time Rifts Customise the key used in Controls Settings in the Options Menu. Also adds a loading screen tip so you never forget which key to press.
  20. Art done by yours truly
  21. So you want to implement a voice for your character mod or import sounds for your items? Then let’s get started, this tutorial was created on the bases of the old tutorial back in 2013 but with don’t starve together coming around it wasn’t really updated to say the least. So this guide will more or less will be an update compared to the previous guide and hopefully be re-edited when an update gives us something new. Before we start a few tools are needed to follow this guide: What’s needed: · Don’t starve mod tools in steam (for FMOD Designer) · Notepad++ or some other coding api · Audacity (for this tutorial, you can use FMOD studio or some other audio editing program but it’s your job to know how to use it) · VLC media player (a converter from non mp3 to mp3 for audacity) · Some experience with dealing with sound files (mainly editing). · Highly recommended to view the getting stared: guides, tutorials and examples. Especially if you’re new to modding as this guide will require basic coding knowledge and patience. · Your own sound files for voice implementation/item sounds. Universally mp3 is used which is fine just one more conversion. · A sort of tool box from the last bullet in links. · Moderate modding experience for sounds on items as you’ll need to make decisions and this is where the files act more like a toolbox. Links: · https://notepad-plus-plus.org/ · https://www.audacityteam.org/download/ · https://www.videolan.org/vlc/ · https://forums.kleientertainment.com/topic/28021-getting-started-guides-tutorials-and-examples/ · Where it originated from: http://forums.kleientertainment.com/topic/27803-tutorial-adding-custom-sound-to-your-custom-character/ · https://forums.kleientertainment.com/files/file/1829-character-custom-voice-tutorial-and-custom-item-sounds/ Important numbers (all values come from wilson’s voice files): · A character’s talk voice will last on average 2 seconds, max 2.5 seconds. I don’t know how to extend the duration just saying it now. Recommended amount 7 sound files. · Emote voice averages 1.4 second. Recommended amount 1 sound file. · A yawn average 1 second. Recommended amount 1 sound file. · A hurt sound .5 second. Recommended amount 3 sound files. · A ghost sound 1 second average, 1.5 seconds max. Recommended amount 7 sound files. · A death voice 1.75 seconds. Recommended amount 1 sound file. · A pose 1.8 seconds. Recommended amount 1 sound file. A carol 13 seconds. Recommended amount 1 sound file. · A eye rub (also called sleepy emote) 0.6 seconds. Recommended amount 1 sound file. A sinking 2.8 seconds. Recommended amount 1 sound file · For a items it’s about 45 seconds max. Video: Character voice (if you have trouble know what to click refer to the pictures, green boxes = point of interest, yellow boxes = important sections): 1. Open the modmain and the first 20 lines should have all the lines of code for your character mod’s voice just replace all “characterprefab” with well your character’s name. If you’re doing don't starve only voice mod you can ignore lines 12-18 unless you plan to make it both don’t starve together and don’t starve compatible in the future. 2. Next open the characterprefab file under scripts-prefabs there will be only be a single line to put into your character lua file. Line 3 is for dst, while line 7 is for don't starve but the note above should be taken into consideration. 3. Alright disclaimer I don’t make custom music so you should have your own source of sounds to implement, most of my voices come from songs from the games I adapt my mods from. That out of the way open up audacity and vlc media player while you’re at it. If you already have your mp3’s ready go down to the next step, or if you have your .wav go to step 5. If you drag your sound file into audacity and get a window pop up then there’s a chance your file won’t come out as good as it should, then that’s why we have vlc media player open. Go to media-convert/save…-file-add…- and find your sound file in your computer. Select convert/save (not the drop down arrow) and a new window will open. Select the drop down arrow next to profile and find audio – MP3, next click browse to put your mp3 sound file, preferably a folder you won’t delete later and rename it to your meaningful name like character_talk1 and such (the name won’t matter). Then click start, if you have more files to convert this will become repetitive real quick as you don’t get all files you added converted in one go. So go back to the window where you add files, remove the top file you converted and keep going till you have all your mp3s set. 4. Note: I’m not much of a sound/signals kind of guy so the next part will only mention bare bones basic options. Now with audacity drag your mp3 onto the grey area and two wavelengths will appear. Here you can edit your sound files by shrinking them, increase the gain by some # dB (units: decibels comes from signals classes), and importantly convert mp3 to wav files. Go down to “Basics and Tips for audacity” and read up on your controls and along that read up on “Important numbers”. If you’re a music/signals kind of person you can use the effect on your menu bar and use fade out on your last milliseconds (by holding click and highlighting the wavelength) of your sounds to avoid the sudden silence at the end of your character’s speech. For beginners you can do an alternative fade out in the next step when I mention optional. When you think you get the right sounds with the right length go to file-export-export as wav- go to where you put all your sound files and save. 5. Let’s open up the characterprefab.fdp in the sound folder with fmod designer and check a few things. You can find fmod designer with directory: C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\FMOD_Designer once you get there use the application: fmod_designer (I’m saying this cause window 8 and above usually don’t know how to open applications any more, what happen to window 7 knowing what application was right for the job???). Alright once open you should go to events and from there open characters-characterprefab if it isn’t open, and click on the events (hurt,death_voice, etc) and go one by one to check for the following settings in the property-value table that’s on the far right hand side. Mode: 3d, 3D Rolloff: Linear, 3D Max Distance: 50. What does this do? We’ll it’s a common error in most mods that you can hear the character’s voice all throughout the world when they speak, with these options it’ll limit it to the maximum zoom out for your in-game camera. Optional (Recommended for beginners): set Fade out time: 150 to match the original’s character’s voice fading when their done speaking. Also it doesn’t sound good when your character’s voice goes dead silence in less than 0 seconds (or sounds that way). 6. After you check that property-value table then let’s start renaming the characterprefab with your character’s name. Click characterprefab, from there look at the property-value table on the right hand side and there should be the option: name, user properties, notes. On name replace characterprefab with your character’s name. Alright once that’s done we got another characterprefab to rename, go to the banks and on the left hand side click characterprefab and look at the far right where the property-value table comes up again. Go to name and rename it to your character’s name, no other options shouldn’t need to be edited unless you know what you’re doing. 7. Once that’s done I’ll say it now: IMPORTANT: Where you keep your sound files is where fmod designer will go to when you build the files, so places all the sound files in one place preferably somewhere you won’t mind them staying and won’t delete them. If you decide to re-edit the files in the future or the files didn’t come out the way to wanted and you delete them/move them, then you’ll have to either: put back the sound files where they were or redo the next step so cluttered desktops beware! 8. Go back to events and click on an event (hurt, yawn, pose, talk_LP, etc), in the center of the window there will be a box titled playlist with rand and sound subtitles there you’ll drag your respective sound files into there. Like your three hurt sounds inside hurt, your seven talk sounds inside talk_LP, and so forth. Optional: You’re free to right click a wav sound and set percentage, to give the chance that sound will play, plus use lock percentage if needed but unlock them when you’re done. Once you filled the events with your wav files (if you used mp3 or another format the game won’t recognize it) press control+B and select the bank with your character’s name on it (aka check the checkbox) and click build and rebuild. If it fails there’s a chance you put a non-wav format file or a wav file is missing. Otherwise if successful it’ll say build took *some sort of time, probably less than a few seconds*. After that’s done keep your fdp file around in case you mess up or need to do re-editing, otherwise cut the fev and fsb files in the sound folder and put it into your mod. You should create a folder named sound in the main directory of your mod and put the fev and fsb files in there. After that that’s all the mod needs and test it out. 9. If you don’t like the way they came out delete the bak file(if it exists), fev, and fsb and re-edit the sound file in audacity and redo step 8 till you’re happy with the way your character sounds. Items sounds (refer to the pictures above if your lost, yellow boxes = important sections, green boxes = points of interest): Note this section is meant for experienced modders as I briefly cover things that weren’t done in the character voice section. If you know how to put a voice for a character then this section is mainly the same and you’ll use the files like a tool box and use some of the lines you need and don’t use the ones you don’t need (like a restaurant menu, “omg there’s a lot of food!” waiter: “yeah just get the things you want, you don’t have to order it all”). If you want to start here just skim through steps 5 through 8 to get some idea of fmod designer otherwise I’ll briefly summarize. 1. Let’s go to sounds-structureprefab.fdp, this file can be molded into whatever you like (weapon sounds, food sounds, armor sounds etc.) but lets go through some small details. Go to events, expand the folder named structure (if it isn’t expanded already) and click event1, under the playback options (next to playlist) the repeating loop has been selected to repeat a single sound indefinitely. You can select oneshot for it to play only once, scrolling down to the very bottom allows you to play the playlist at random, sequential (one after the other) or shuffle, you can also click allow repetition if you desire. Next look at the far right where it has the property-value table and see the following: mode:3d, 3D Rolloff: linear, 3D max distance: 50, and fade out time: 0. The first 2 mention is just setup, the max distance is your main focus, at 50 is about the radius that sound can be heard which is about how far you can zoom out your camera in-game. You can change it to your desired range, the fade out time is the time your sound starts to fade out (again doesn’t sound good when your item goes dead silent in 0 seconds), but if you’re doing repeating loop it probably won’t be needed just pointing it out. The other events are set to oneshot, but if you need more than 3 events then go to the structure folder on your left hand side, right click the folder and click add simple event and give it a name (don’t worry about the template option) once that happens redo the property on that event (mode,3D rolloff, etc.) and set it up to the previously mentioned or your sound will be heard worldwide in the game. 2. Go to banks and select the folder structureprefab, there the property-value table will pop up again change the name as you wish. Notice in the center is where your filename (assuming you put it into the events playlist) with the directory of where it’s getting the sound file from, this should be noted if you comeback to re-edit it or make a mistake. The fmod designer will look at the same place to build the files and if you miss place it… well another headache will approach. So keep the folder somewhere it won’t bother you and you won’t mind it being there. 3. Now then if your not working on structures, then go back to events and click the structure folder and change the name under the value table to whatever you like (if you haven’t already done it). Same goes for the events click it go to the property and value table and rename it. Go to the banks and click the folder and rename it. After that’s done go to the menu bar click file-save project as and rename your fdp file to whatever you’re working with. Save and click control+B, the build project will pop up and your renamed bank should be there and click the check box. The click build and rebuild and your done with fmod designer. 4. Back to the file directory click on modmain, all you need is the assets on the bottom rename the structureprefab to your fsb and fev files (it should be the same as your fdp). And that’s all you need for your modmain, no remaping or extra code just cut it and put it to you modmain in your mod. 5. Now go to scripts-prefabs and open up the prefab you’re working with, is it a armor? A structure? Or a weapon? Well open the one you need and there is your restaurant menu with few default sounds used commonly in those files. Its recommended to read the weaponprefab for one of the notes, otherwise notes have been added to tell more or less what it is. And that’s it for the most part. Basics and Tips for audacity: 1. Your play back options and a record option if you have a microphone (it’s not needed for this guide just letting you know) 2. Your play back level or volume, all you need to know is that you want to avoid getting high levels of volume indicated by the color system (green for acceptable, yellow for warning, and red for high feedback). So it’s recommended to stay in the green instead of blowing out your ears or more importantly other people's ears out at red. 3. A quick menu for cut, copy, paste, trim audio, silence audio, undo and redo. For trim audio your pretty much cutting off the highlighted part (refer to 7) of the sound file out and keeping only that highlighted part. For silence audio is to well silence the highlighted audio, pretty self-explanatory. 4. Your zoom in, zoom out, fit selection, fit project in window, play at speed and playback speed. Fit selection zooms in to the highlighted section (7), and fit in project in window pretty much zoom out to fit the entire sound file. 5. Raise the gain or volume of the sound file, scrolling to the left lowers the volume of the entire sound file and right does the opposite (again don’t blow up your ears). The R and L just shifts the volume to the left speaker and right speaker just like in your car radio settings. 6. It’s a quick play section in which the name speaks for itself. 7. The highlighted section is done by clicking and holding down right click on the wavelength to edit it by using the commands at 3, 4 and referenced at 8. Since you’ll be trying to match the numbers mentioned near the top the start and end of selection but you can change it by pressing the drop down arrow and using start and length of selection to save you some math work. The audio position isn’t too important just where the marker will start to play not much to say. 8. The start time and end time of the highlighted (7) wavelength by default. You can edit by clicking the number place (ones, tens, hundredths, etc.) and typing it in. The drop down gives a variety of options but for the most part start and length of selection will be your go to option. 9. This is a bit advanced for basic needs just match around 44100 hertz (if it isn’t there) to avoid some problems down the road. (I haven’t tried lower or higher that much but using default isn’t a bad idea). · Tip editing (8) the start time will affect the end time making it annoying if you’re trying to move up the wavelength · Pressing file-new is a good way to paste wavelengths that were copyed/cut but beware after constantly using file it’ll crash later down the road. · The quick play (6) will play automatically, just a head up. · Effect on the menu bar has a variety of options in modifying your sound file, the fade out is a option that can be used multiple times to make sounds gradually go to silence vs dead silence right away. Otherwise the other options are bit too advance for me to speak of. · When saving a edit metadata tags window will pop up for the most part it’s not very important and doesn’t require any options to be edited. Just a fancy way of organizing in short, press ok is all you need. · Rebuilding creates a fev file so if you're wondering where it is, you forgot to rebuild. If there’s any mistakes or steps I missed comment below and I’ll make the necessary changes. Changes to the thread may/will be made especially that DST is still developing and chances are more character sounds will be implemented.
  22. Based on a song: "I Hope you Die in a Fire" by Grand Commander.
  23. Hi, im making a tool mod, but i don't rlly know how to make the custom animations in spriter and how to import my assets to it: i want to make some anims like swap_item Interaction when you eqquiped the item in the handslot (like the axe chopping a tree) inventory image and ground image Qs: How can i make the anim assets? How can i import the assets to spriter? and finally, How can i export the anim? Thank you <3
  24. wxwb.mp4 Yeah, I was bored. When you think about it, they both turned inhuman because of Wagstaff, so...
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