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Oxygen Not Included

  1. Guys, is it just me or has Klei fixed the ??? ping problem? If you wait a while, all the pings of all servers will refresh and resolve to a number now, no more question marks for pings, unless the server is extremely far away (greater than around 300-500 ping), then and only then will it have question marks. You can visually see the servers refreshing in the list, and you only need to wait about a minute for it to do so. This is a crazy fix, how is there no news of this?
  2. Hello! I'm working on some ideas for a Character mod for a character from Outer Wilds - known as The Hatchling - my idea is that they have 6 special items, 2 items for each of the 3 main alien races in the game. However, I'm not entirely sure how to implement these, and some of them may not be possible. So I figured I could ask people here about it. THIS THREAD MAY CONTAIN MINOR SPOILERS FOR OUTER WILDS, DO NOT PROCEED IF YOU PLAN ON PLAYING THE GAME. Hearthians Probe Scout - Some kind of sentry, but rather than damaging foes, they either slow or stun them. This would require a lot of balancing, though. Signal Scout - My original idea was that you could place an item into it, and it'll point you toward others, like the Navigadget in Hamlet. (However, I don't have access to the code of Hamlet which might be problematic.) Strangers Artifact - Acts like a torch, but it damages any non-survivors caught in the radius Vision Torch - I have two ideas for this one. Either it would be a torch that reveals your position to the global map at all times, or it would exchange hunger and sanity for HP. Nomai Nomai Mask - Allows survivors to respawn without losing Max HP, (must use an item on it first, maybe a Telltale Heart?) and automatically respawns the Hatchling. Warp Core(s) - A Black and White Warp Core must be placed down, but it will then let you teleport between the two, with a high sanity cost. As for the character themselves, I was looking at a few specific abilities: - A 22-minute timer. when it expires, they are killed and respawn at their Nomai Mask. Upon respawning, it'll fully restore their HP, Sanity, and Hunger. - No sanity drain from ghosts so, are these possible? Is there anything in particular I could use to help me figure out the mod and how to make it?
  3. Just to start off, I absolutely adore the way Winter muffles the game's sounds, same goes to Summer. It's another one of DST's smaller touches that really impact the overall feel of a season. Though, this muffling effect is supposed to apply to music, right? I don't understand why my game no longer muffles the working/combat themes during the Winter, when it did in fact used to. I made sure to check if any mods interfered with this, none so far. Is there a fix to this or is this how things are now? TLDR: Me want muffled music during winter and summer but music no muffle. How fix?
  4. So, DST got a lot of skin collections and big enough amount of characters to wear these skins, currently there are still a lot of cases where some characters don't yet have skin for some collection, for what character and from what collection would you personally want to see skin get added in the game?
  5. I fr don't understand, why?All i found was mentioning of backstage at the end of Wicker's rework post, but i don't see it as confirmation.First of all word backstage can also mean both development of update or making big content update which were described in roadmap as setting the stage.Not only that but on image of roadmap 2022 we got 3 characters on it and 3 reworks promised for this year, these characters being WX, Wickerbottom and Wilson so i really don't understand why everyone thinks that next rework will be Maxwell. Also 1:Apperance of Wilson on every roadmap image doesn't means that now he appeared there just to appear. 2:Even if you think that Wilson rework shouldn't happen and it's bad it doesn't cancel fact of Wilson getting rework anyway.
  6. Is ancient guardian working as intented or is it just me? It was the second time I fought ancient guardian after his rework and the second time I died because of him or rather his tentacles. I was playing on a server and had to go afk so I left the server realtively far away from ancient guardian. When I came back I started fighting him and when I was running away to avoid his attack I was stunlocked by 5 tentacles that spawned in the same exact place. I couldn't do anything and I died. Is this how this boss is intended to work? Am I doing something wrong?
  7. Just a quick question for anyone with the answer. I am going to try and farm Scales soon (Fight Dfly stun her, run away to reset, repeat) but I don't play any of the high dps characters (Wolfgang, Wigfrid, Wanda, Warly, Wendykinda), so I am wondering how to actually stun Dfly for her scales. Considering you need to do 1250 damage in 5 seconds (unless I am mistaken) I would be missing about 250 damage if I just slap Dfly for 5 seconds straight with a Dark Sword. Do I rely on Gunpowder + Ice Staff/Flute, Blowdarts, Waterballoons + Morning Star, Bee Mines (do they work on Dfly?) Before any of you suggest swapping characters via the Celestial Portal, I detest the mechanic and refuse utilize it. I am looking for alternative solutions that is not "Swap to Wolfgang" or the sort. Thanks!
  8. There has been some recent discussion regarding scaling in the game on the beta forums. Figured I would ask here since at least for me the biggest pain for a pure solo player is defeated the Ancient Fuelweaver. So, just gathering some data on if you have or have not defeated the Ancient Fuelweaver at all, alone, or with others. Leave your thoughts and thanks for responding to the poll. Edit: Added 5th question if you think FW should be scaled to player count.
  9. See the title. Main reason I ask is because it requires meat, egg, vegie, filler for 40 hp. If you base next to a Wobster Den you need 1 wobster, 2 twigs, and 1 ice for 60 healing. Considering the ease of gathering twigs and ice I figured that would be more popular? If it is because of speedrun healing then I can understand considering you don't get a surplus of ice till winter. If spoilage time is an issue, using Tin Fishin' Bins to preserve the wobsters indefinitely and ice in an ice box indefinitely are solutions. Cook up the food before a boss fight and bam easy, cheap and powerful healing. Just curious pierogi is strong just seems like Wobster Bisque is underrepresented to me.
  10. So in the DST EULA and as I'm aware, all your other game's EULA it says that I can't use "offensive language during your use of the Game" So does that mean we can't swear your games Klei?
  11. Is wortox overpowered? Mid? Or is he underpowered? I'm really curious as to what people have to say about this. I also want to know why people believe he is/is not.
  12. So now that we have docks and can connect them to the Lunar Island, how do docks affect spawning of land based events? (Deerclops, Bearger, Hounds) If the player stands on a dock are they counted as standing on a boat? If not what happens if a player travels from the dock to the Lunar Island? How are Giant spawns affected?
  13. I was wondering if it is possible in the current version of DST to have a group of client mods that can be toggled as one. I play survival in DST and forge. Each mode has some mods that are mutually exclusive to each other but also some mods that are shared like status announcements, zoom+, and gesture wheel. Each time I decide I want to swap which game I'm playing i have to go through my list and toggle each mod that isn't compatible and keep the ones that I still want which is pretty time consuming, especially for something like forge where you're often rushing to get in the limited player slots. There are also some mods that are more character specific; like the wormwood "Bloomy meter" that I sometimes use. would be nice to just click on a designated group that contains the character specific mods one wants to use. I know currently you're able to star mods to give them priority. But then, of you're starred and non starred groups they're just organized alphabetically and I don't believe there's a way to further manipulate the order in which they appear. If there is, pls tell me, I'd love to know!
  14. I'm making my own character and when i open up the game the mod works but the character appears completely transparent. does anyone know why this could be? I'm unable to find any errors of some kind and this has really ground the development to a halt so if you could help please do.
  15. So I'm screwing around trying to see if DST allows us to make long sleeved shirts, the problem only comes in when you first load up the Custom character mod. It only has short sleeves, and to make them longer it cuts into the files for the lower arms. But some animation looks a tad funky that way. Any tips or tricks how to achieve what I want?
  16. I'd like to override the staff spellcasting animation with the horn animation
  17. im interested in getting more into the technical aspect of creating custom characters (special abilities and items, custom animations, custom pets, etc) but i'm having trouble finding up to date guides/tutorials and i've had zero luck finding any documentation. other than whats in the pinned threads, does anyone have anything that could be of any help? thank you!
  18. How make build.bin for animation?
  19. When I play with friends on the same server, the modification is enabled, but when I play one , my item works. As if the subject does not work, it is as if there is no subject. Here is the item code. local assets= { Asset("ANIM", "anim/wedge_breeze.zip"), Asset("ANIM", "anim/swap_wedge_breeze.zip"), Asset("ATLAS", "images/inventoryimages/wedge_breeze.xml"), Asset("IMAGE", "images/inventoryimages/wedge_breeze.tex"), } local prefabs = { } local function fn(colour) local function OnEquip(inst, owner) --owner.AnimState:OverrideSymbol("swap_object", "swap_wedge_breezes", "purplestaff") owner.AnimState:OverrideSymbol("swap_object", "swap_wedge_breeze", "wedge_breeze") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("wedge_breeze") anim:SetBuild("wedge_breeze") anim:PlayAnimation("idle") inst:AddTag("sharp") inst:AddTag("pointy") --weapon (from weapon component) added to pristine state for optimization inst:AddTag("weapon") MakeInventoryFloatable(inst, "med", 0.05, {1.1, 0.5, 1.1}, true, -9) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.SPIKE_DAMAGE) ------- inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(TUNING.GLASSCUTTER.USES) inst.components.finiteuses:SetUses(TUNING.GLASSCUTTER.USES) inst.components.finiteuses:SetOnFinished(inst.Remove) inst.components.finiteuses:SetOnFinished(inst.Remove) inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "wedge_breeze" inst.components.inventoryitem.atlasname = "images/inventoryimages/wedge_breeze.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst.components.equippable.dapperness = TUNING.CRAZINESS_MED inst.components.equippable.is_magic_dapperness = true return inst end return Prefab("common/inventory/wedge_breeze", fn, assets, prefabs)
  20. Hello. I am going to start off by saying I looked through the thread by PeterA on net_vars. I also tried Googling it but nothing shows up that is relevant or helps me understand any better. For the record, I am still learning LUA, and as such, there are many "complex" things about it that I don't understand. I have looked at LUA tutorials as well but they still somewhat fly over my head because I have no prior coding experience. Regardless, I'm still extremely determined to finish the character mod and have made tons of progress thanks to my friend, @poolcool2. I have been told here that I should learn how net_variables work in order to accomplish what I want to do as mentioned in this thread I made. I am just trying so hard to understand that it's really frustrating having to rely on everyone explaining what every tiny thing is to me in Dummy's Simple English. Though, if anyone knows of any good resources that explains LUA and/or net_variables and what they are/how they work in an easy to understand way, please share them with me too! Thank you and any help at all is greatly appreciated!
  21. How to prevent my character from wearing some hats. My character has horns when he puts on his hat horns are cut off.
  22. I want to make the Spooky Dance in DST but I forgot what tools to use, and how to use them. I am not very experienced in mods, but the only thing I ever was able to make was a song play on loop.
  23. So there was a mod made by a user that put Adventure Maxwell (or Tall NPC Maxwell) in game, but the page to it leads to this: "Sorry! An error was encountered while processing your request: There was a problem accessing the item. Please try again. Here's a link to the Steam Community home page." Did Klei get rid of it? It was a really amazing mod like the Throne you can get stuck on. I just need to know what happened to one of my favorite mods that I liked to use.
  24. I was wondering mod characters that look like the characters from Friday Night Funkin'? I want to be the characters in DST but I cannot seem to find anything that fits.
  25. Hello there (General Kenobi) Every once in a while while generating maps the lunar island will appear either very close to the main land (sometimes even "choking" out a biome causing a thin main land road with two lunar island biomes on left and right) or even connected to the main land by a land bridge. I've looked through some scripts related to either the map gen or the rooms and can't figure out what exactly causes this to happen. Someone on reddit said a few months ago that he looked at the code and that it was a 10% chance for it to be close to the main land and a 1% chance for it to be connected to the main land.. What is the script that allows this to happen?
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