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Found 7 results

  1. I am wondering what would happen if you hit maxwell with the divining rod in your hand but I don’t want to go through the trouble of adventure mode again. Does anyone know what happens?
  2. Hey everyone, I love DST, and have some great ideas for stuff to add to it, ranging from very easy to "I have absolutely no clue where to even start". It's a lot for one person, especially when that person is still very new to coding. So, I figured I'd ask for help turning these items ideas into things that everyone can enjoy. Get in contact with me here or on steam if these sound like something you'd like to see too. Having other people working with me is always great motivation. Throwable Weapons For starters, Rezecib made spears throwable a long time ago, and I decided to extend that to every other weapon in the game. If you can hold it, you'll be able to throw it........eventually (except ranged weapons because usually there's a mod for alternate modes already, and I don't want to ruin those). The current standing of the "Throwable Weapons" mod (found here) is that while most of the weapons I have worked with eventually worked properly, several didn't. There are no animations for anything except the spear, as I have no clue how to make them, I can't get the lantern to work if my life depended on it, and I'm still trying to figure out how to work with mod weapons that have configurable uses. In addition, I'd like to eventually look into a stun function with the bug net and fishing rod, as that would make sense in certain situations, and makes throwing them more useful, as you only get to throw them once. It could also use new art for the mod preview, maybe some screenshots, and some coding in the description to make it more appealing. I already made SW weapons compatible too, though the coding for the mod doesn't seem to work in DS, so another thing could be adding those weapons to DST. If you want to help with this, get in contact with me and I can add you as a contributor on Steam. Horzine Syringe I have a few ideas for this but haven't even started looking into it. I'd like it to be a sentient being, using quotes from the game (if that's allowed, I don't know the rules), but there are so many ways to approach this, from making it into a syringe gun (but minus bullets), to allowing perks for healer characters (through tags I guess), and then there are all of the crafting recipes and reload options. My one thought was to have it jam after it runs out of ammo and then the quote would be "You could always complain to Horzine". Challenge Worlds/ Adventure Mode An adventure mode mod doesn't need to replicate the DS adventure mode. It's a different world now anyway, right? I've been forcing my group to use the teleportato mod by Serp (found here), but there's limitations like not being able to decide what the next world will be, not forcing players into caves, and it doesn't play nice with custom world gens like Desert Enhancement and Megarandom. So, I thought about making the challenge worlds as loadable presets first, and then figuring out how to chain them together to make campaigns of sorts. This is where all my crazy ideas come into play. I've seen Serp and a few others working on a quest API, and I think it would be awesome to have different ways to obtain the teleportato pieces rather than just trying to locate them each time. What if a certain condition had to be met to obtain the piece, or to obtain a blueprint for the piece? What if the teleportato pieces were replaced with scrolls or something that told you how to actually obtain them? What if other game modes were incorporated like the starving floor and hunt modes (though edited a bit to make it work with this)? There are so many options from how many pieces have an objective tied to them, to the difficulty of each objective ("Survive X Days" VS "Defeat the Dragonfly" VS "Reset the Ruins") to which worlds can be chosen, to which mods are used. And if it's made as an API, everyone can add challenge worlds and their ideas to the mix. How I could see this working is that each world gen is tagged with numbers that determine when it can appear in the sequence of worlds that must be overcome. There doesn't need to be a proper boss fight at the end or anything. I think adventure mode mods haven't become a thing because it's hard to replicate the DS version and find a fitting end to it.
  3. I decided to write a story about adventure mode Hope you like it, and please give me some feedback Chapter 1I had it all… I was king in a world created by myself, but I wasn’t the highest ruler. I still had to answer before my so called friends: The shadows… I wasn’t allowed to leave; I was a prisoner Recently I discovered a way to release myself of this prison! I created a portal (some call it a door) to the world I habited… But They found out, and I spent 2 weeks in pure agony as a punishment. But 2 weeks is a lot of time to think, and soon I thought of a way I could escape! I had to build the door. But the door couldn’t lead directly to me! So I made 5 more worlds. They (the shadows) would think that I was just messing with my victims, and when They do find out what my real plans are, I will be already free!! I made three first possible worlds. One where’s eternally winter; another where the weather is always cloudy with a high possibility of precipitation; and an archipelago, full of dangers and beauty. The fourth world was a peaceful and tempting land, but I knew my victims wouldn’t stop. In the fifth world Day never comes, so it’s eternally night. It’s harder to find food and the pieces. The sixth world is my world, the world where I’m prisoner. I can leave for brief moments, but at a terrible cost… Every time I leave They hurt me in ways I didn’t think were possible! There was only one way that allowed advance to a new world: they had to assemble a machine, whose parts are hidden, somewhere in the land.So I did it all… But so They wouldn’t get suspicious I had to perform! I would act like I don’t want them to advance to the next world. I would pretend that the fourth world was an attempt of persuading them to live in that world forever, when actually I know they would never do that, because they hate me, as I hate Them.
  4. Hope that this was enjoyable. Don't forget to leave feedback as it's always helpful!
  5. This is my first try going into Adventure mode. I had only ever found Maxwell's door once and I don't think I had the divining rod when I did. We start off on The Game Is Afoot and having not read anything about the different worlds I was in for a big surprise being met with winter.Thanks so much for watching and don't forget to say how bad I am and leave any tips!
  6. Hey, ^^I decided to try out the Adventure mode. I'll be live streaming it, so feel free to join in. I read the chat while playing so if you want to say or ask anything, giving great advices on what to do, feel free to, :DI'll start the livestream in a few minutes.http://www.twitch.tv/ambaaahcast
  7. So while I enjoy the idea of adventure mode, I feel it has some serious issues, I know its in development and will be much more fleshed out in the future, and that is why I am posting this to share my ideas because I have many and I am curious to see what other people have to say too. So here is my biggest complaint- The wooden thing is WAY to easy to find, this is mainly because all the pieces are near each other and if you spend a day looking for it, chances are you will find it. This would be fine for world one and two, but for world 3 and onward I feel the pieces should be spread to being on a different island each, and in 4 or 5 some if not all the pieces are being guarded or carried by some kind of large threat, like a spider queen or something (there would be a clear indication that the mob would be holding the piece of course) This would make the adventure more eventful and longer-next is a more obvious change, I feel as worlds go on they should become more unexplored and barren. To the point where world 5 does not even have things like pig villages or lush forests. And what mobs you find there peaceful desperate and hostile, and have more hound attacks more often, Like in world 3 its every 5 days, and world 5 its every day or every other day.-I also feel spiders should get more and more feral as you continue, In early worlds they are fine the way they currently are but in later ones make spider warriors spawn 90% of the time instead of normal spiders, and then possibly in world 5 they just never sleep and remain a constant threat.-Later worlds should also have much more night time threats, Things that you have to defend your fire from (I know we got the night hand now but that's only when insane and could you imagine dealing with both hands and some kind of hostile monster? Nights would sure be much more eventful) Also make it much less safe to go off with a torch or mining light in later worlds, considering as of now there are no real threats out there-The crawling horrors are said to be from another world right? So I think it would be cool to see them spawn quicker and become more hostile in later worlds, like in world 5 make them hostile once insanity has reached less than 80% or make them hostile all the time (I think that would be a little over kill) - This is a more lesser thing but I think it could be interesting, what if say around world 3 or 4 you had to fight the wood thing is some way shape or form, I do not know if this would work out to well considering the game does not have the best combat (But that's fine considering I know that is not the main focus of the game), But I feel if done right it would be really cool and could test the player mid way through. Perhaps just have it defended by a circle of Tentacles while having a projectile attack, does not need to be to complicated if done, that thing just always looked menacing to me-And lastly I would like some kind of final showdown with Maxwell in some way shape or form, Perhaps a wave of enemies or some kind of boss fight, or one last world where its a survival game between you and him with the scales tipped in his favor, like he has a revolver if you get to close, Guard hounds and perhaps slight manipulation of the world around him. And if you beat him you could get some kind of great reward for the next new game you start (would only apply once, adventure mode would have to be completed again to start a new world with it again) Like a revolver that hits like a tentacle or spear from a distance, but requires amo that is a bit hard to craft (Like 15 charcoal and some other things to make 4 bullets)So that's what I would like to see, I am sure some of these are ideas every one has thought of but just felt like putting them out there, Love the game currently and I am sure I will love it even more with what ever choices the developers make