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Showing results for tags 'Loot'.
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I am adding recipes for certain objects, and I have come across a problem. When I add a new recipe for a touch stone, or a merm house the game changes the usual loot that drops to match the recipe. I do not want this to happen as it makes the items drop way better loot than they should. I think it has something to do with lootdropper.lua, but I have no idea how to fix this. Can someone please help me?
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I found this cool mod which changed the hound attacks to goblin attacks. The goblins got a spear as a weapon. The problem I have is that the goblins drop that spear every time. Now I like to change this loot to an different item. I hope i found the right files but don´t know which line I have to change. hounded.lua summongoblin.lua
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Hello, Ive been trying to add a chance for a fruit to drop from lumpy evergreen First attempt: which works for mobs, but apparently not for trees. So I tried this... Which is based on some code provided to me by @DarkXero some time ago... so I was making guesses at how to change it for my needs. And apparently guessed wrong, Nothing appears to crash the mod, but the guavacado fruit also never drops when the tree is cut down. Thanks in advance for the advice
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Here is the code I edited and wrote for changing marble shrub loot tables, but it doesn't work. I can't spot anything wrong with it, and neither could a programmer I talked to, so I thought I'd ask here (the code is place within modmain.lua): local statedataW = { { -- short idleanim = "idle_short", hitanim = "hit_short", breakanim = "mined_short", growanim = "grow_tall_to_short", growsound = "dontstarve/common/together/marble_shrub/wilt_to_grow", workleft = TUNING.MARBLESHRUB_MINE_SMALL, loot = function() return {"marble", "marblebean"} end, }, { -- normal idleanim = "idle_normal", hitanim = "hit_normal", breakanim = "mined_normal", growanim = "grow_short_to_normal", growsound = "dontstarve/common/together/marble_shrub/grow", workleft = TUNING.MARBLESHRUB_MINE_NORMAL, loot = function() return {"marble", "marble", "marble", "marblebean"} end, }, { -- tall idleanim = "idle_tall", hitanim = "hit_tall", breakanim = "mined_tall", growanim = "grow_normal_to_tall", growsound = "dontstarve/common/together/marble_shrub/grow", workleft = TUNING.MARBLESHRUB_MINE_TALL, loot = function() return {"marble", "marble", "marble", "marble", "marblebean"} and math.random() < 0.95 and {"marble"} or {"marblebean"} end, }, } local function MarbleLootW(prefab) prefab.components.lootdropper.statedata = statedataW end AddPrefabPostInit("marbleshrub", MarbleLootW)
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Playing with the idea of a shovel that has a random chance to unearth different gems and stones, maybe up to 3, when used. Would this be possible? I was thinking a chance table like this, but I dunno how to implement it so it's called when you dig. local function MakeLoot(inst) local possible_loot = { {chance = 0.2, item = "rocks"}, {chance = 0.1, item = "flint"}, {chance = 0.1, item = "boneshard"}, {chance = 0.05, item = "nitre"}, {chance = 0.04, item = "goldnugget"}, {chance = 0.03, item = "moonrocknugget"}, {chance = 0.03, item = "marble"}, {chance = 0.02, item = "bluegem"}, {chance = 0.02, item = "redgem"}, {chance = 0.02, item = "orangegem"}, {chance = 0.02, item = "greengem"}, {chance = 0.01, item = "purplegem"}, {chance = 0.01, item = "yellowgem"}, {chance = 0.01, item = "thulecite"}, }
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Currently, I feel there is not enough incentive for use of the scalemail. Its durability is 1800 units of damage, consequently allowing for extended periods of use. However, it is ultimately outperformed by the log suit, providing 80% resistance to physical damage as opposed to 70%. Additionally, when at low durability the log suit can be disposed of by burning it, serving as excellent fuel. This means that, instead of having two slots taken by a piece of armor about to break and its replacement, you can consistently maintain high durability alongside periodic fuel for fires. Scalemail, unfortunately, is comparatively more expensive to craft (and has an inconsistent availability) but absorbs less damage. Another perk of scalemail is its fire resistance. This is rarely useful, as prolonged exposure to fire seldom happens. On the other hand, its ability to ignite attackers often requires remaining aware of resources/structures in the immediate area, which the fire could spread to as well. Overall, it's almost as if the scalemail was designed for future confrontations against the dragonfly, in a continuous cycle of killing and crafting. This is reminiscent of the lantern/miner's hat, bound to use in the caves because of light bulbs and their fast spoilage times. Without a variety of applications it ends up becoming a boring mechanic, seen as more a routine rather than an actual game that's dependent on player input. Perhaps there is a way to incentivize use of the scalemail more than now (e.g. synergy with fire-based weaponry).
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So first I'm going to start with feedback. I love the game. Simple as that. I can deal with the minor bugs (freezing for a few seconds when switching over to day). The new enemy/boss idea I had was... wait for it... SLENDERMAN! Or a Slenderman like entity. He would show up the night after you pick up a certain item. He would attack three different times on that night or the nights after. When you defeat him for the last time he would have some sort of climatic death and drop some sweet loot. So there is my idea. I hope you all take it into consideration because it would be quite amazing.~Love a devoted player of your game..
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I agree with Baconcow. I find it very frustrating that upon death I retain all my science knowledge yet forget the entirety of my so far explored world. Being a lame gamer with unofficial OCD I have spent most of my don't starve gaming days exploring, dying and re-exploring the same territory This frustration has increased proprtionatly with the potential size of the worlds now with the latest update, especially with those amazing wormholes - So cool. But I then saw how far out you could zoom which implies a HUGE world I love this game but no matter how hard I try to ignore the fact that I 'know' what is out there I always end up mapping it out again. I have tried taking screen shots of the map but not knowing when I'm going to die I always have a bit missing. This also increases the rate I die as I end up in a button panic frenzy trying to capture the map before dying so not fighting!! Oh what a sad person I am!! I feel that the map should remain revealed, or at least an option to do that when replaying the same world after death. I don't mind if resources are still shown or not but as they are always in the same place I see no reason why they shouldn't be shown. As I said I love this game and I will still keep playing as I do get further along over time, but progress very sloooooowly due to my cartographic compulsions!! Keep up the excellent work guys. Xan I map therefore I am(p)
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Loot 1. You should be able to place X amount of an item in your inventory, chest, or where ever you want by right clicking or holding right click. Ex. You have 40 flint. You want to put the flint in your chest, but you are going to go exploring and may need the flint. Currently you can either leave it and hope you find some or take it and take up an extra bag slot. This can be frustrating with the small amount of inventory space that there is. Sort of like how it is on minecraft I suppose. 2. You should be able to pick up an item, put it over the fire, right click, and have it cook all of your item. Clicking over and over again can be tedious. Not to mention you can accidentally drop or eat that item. Ex. You pick up some berries, put them over the fire, and right click to cook all the berries. So simple! Opinion Since you will be cooking/researching more than one item the character animation should take longer. The more you are going to cook/research then the longer it should take. Item Suggestions Note: All requirements for each items can be debated. I just sort of made them up on the spot. 1. Pockets "I should fill my pockets!" - Wilson. Yes, yes you should. Pockets can hold 1/10 of what an item would normally hold in a normal inventory slot. Ex. Logs stack up to 20. So you could carry 2 logs in your pockets. (That sounded dirty) Requires (2) pigskin to make. Research is 15. 2. Battleaxe/Sword +More Damage than spear Requires (4) cut stone, (2) rope, and (3) boards to build. Research is 185. 3. Survivalist Pack Basically a bigger backpack. Requires (5) pigskin, (5) grass, and (3) sticks to make. Has 14 slots. Research is 300. 4. Captain's Chest/Big Chest/Large Chest (Just possible names) Requires twice as many materials as a normal chest. Twice the space (18) Research 300. 5. Bow n Arrow Does as much damage as a spear. Research 100. Bow Requires (1) rope and (3) sticks. Arrow Requires (1) stick and (1) flint.
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I think Path of the Mark has the most potential for speed runs. New game plus, no kills, no alarm, and no items were used. It was pretty sloppy but I finished in about 2 minutes and 30 seconds.
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I like the fact that the Pigmen are personalized by having their own names, so I thought why not make it a step further and give them families. Pig houses in the wild come with a Pigman with pants and a Pigwoman with a skirt and a red ribbon on her tail. During the day the Pigman will be wandering about looking for food and the the Pigwoman will be inside the home. When dusk comes the Pigwoman will emerge out of the house and call out to her Pigman that its home time. If the Pigman has died and does not come home, the pigwoman will be sad and will from that day on mope around her house. She will lose her skirt due to neglect. But if both the husband and wife survives, after a few days a Pigbaby will be born. This time during the day the Pigwife will be out of the house caring for the baby. She will act like a Tall bird around their nested egg and if the baby is killed by a creature, she will pursue them to the ends of the earth till one of them dies. If the PigWife dies the husband will also be sad and mope around the house and lose his pants due to neglect. Some time later the Pigbaby will grow to an adult either a Pigman or a Pigwoman neither having pants or skirts. The Pig family will not spawn another baby until their child has found its own home. The new adults will wait around and they will create their own clothing over a period of time but a player can give them the items to speed the process. A Pigman must have pants and a Pigwoman must have a skirt before they are eligible to be a family and only one of them must have a home. When the Pigman has pants he will then go straight to the nearest skirted Pig widow and start a family. Otherwise he will go to the nearest unoccupied house claim it then go straight to the nearest single skirted Pigwoman, bring her back to his house and the cycle begins again. I think this seems more natural than a pig spawning out of a house. There is more meat available but there is also the guilt of breaking a family apart to get some sweet bacon. And their will be more loot types from these three creatures and cosmetic options with clothes. Also it gives the game life as you can come across a Pig couple on their way to a new home to start a family, do you slaughter them for the loot or let them on their way?
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It would be great if you could go into leaderboards and see everyones furthest day in the world, and on your friends list. Heck, it would be great if you could at least see what YOUR personal best is... What do you think?
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After 11 deaths, I have finally survived past day 20 and established a farm/base of operations from which I am now preparing for the winter update. While I was out collecting wood, I usually make sure to plant trees to counter balance the ones I've cut down. This is around day 45. Unfortunately, a Giant Tree became a Tree Guard and a tiny tree became a Tiny Tree Guard. At first I was like awwwwwwwwww the big grown up Optimus Prime is leading his young.. wait... they are coming towards me!!!111 This resulted in a long drawn out combat that lasted the entire day, night, and a part of the next morning as I ran back to camp, lit the camp fire and proceeded to do a dance around the fire while trading blows. The Next morning, the big one suddenly stopped moving towards me and stood in one spot, which I thought was odd. The Tiny one came at me. I dispatched it and it dropped 6 wood and 1 meat. When I went to fight the big one, I hit it once and it died dropping another 6 wood and 1 meat. So, point 1. I think a movement related bug occurred on the big optimus pine. point 2. is the small one supposed to drop the same amount of loot as the big one? I mean the small one took a lot less hits to kill soo...... point 3. Why the heck do optimus pines drop meat if they are made out of wood? O.O that was the feedback, here is a suggestion or two. 1. replace the meat with a lot of pine cones for thematic and ironic purposes. 2. find out how to replicate that movement bug... it did happen right after dawn. 3. have separate amounts of loot for the size of optimus pine. I hope this post has been useful, Thank you.