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      Physical Megapack Disc Issues   04/16/2018

      Today we released the Megapack retail eddition to store shelves on Xbox One and PS4.  YAY! Except. Something happened, and it seems the disc for the PS4 version only contains Don't Starve Together, without the original Don't Starve and DLC.  We don't know quite how this happened. We don't know exactly the extent of the issue, if it's all discs or just some; but we're talking to 505 Games to figure out exactly how this happened and what can be done to correct the issue. So just hang tight. As soon as we know more, we will let you all know.  We're very sorry for the inconvenience.   For questions or concerns, the forum discussion can be found below:   

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Found 78 results

  1. There's so many things that are so dull to do after a while just over and over again. This includes: * Picking up a bunch of items * Refining a bunch of items * Harvesting a bunch of things < lureplant * Resetting traps * A bunch of rot, stingers and other items that nobody wants It takes so much time to do all of this. This is unnecessary grind, honestly. And the ridiculous truth is, it all CAN be made less grindful. - Lazy Forager has always been about you being lazy to pick up a bunch of ****. It feels like it's a bit too slow to pick up items, as it feels like you should just be able to walk over a certain area of like 10 items and all of it should be picked up - How about if I could just specify an amount of a certain item I want to craft and then craft it? Or may be if I'm near a crafting machine that requires prototyping it, I could craft a whole bunch of it? Would give use for the machines for people on Survival/Endless servers where only a few friends play if they get to a point where they are able to craft everything too! - Here's a very easy solution that will make the game harder and make hound attacks more intense than just being a boringly necessary chore to deal with; increasing the distance that traps can be set between one another. And may be also making players trigger them? - How about a tag of the level of value an item is, which would specify whether it would disappear (if unstacked) from the ground? People say they like this game so much because of so many hours they pour into the game. I'm gonna bet you, at least half of that time is just spent doing menial crap instead of adventuring, pleading for your survival and exploring. Picking up resources isn't menial if you don't have to do it repetitively every now and then for 10 goddamn minutes. Should be in Suggestions section probably? Klei doesn't care about that section. Are there any other things that feel like grind in the game that you just can't stand that I might have not mentioned? What solutions would you propose?
  2. I tried it out and it doesn't heat up the player in DST. Is this a bug? Wanted to ask, may be I don't understand its mechanics correctly, but the wiki explicitly states that it does: http://dontstarve.wikia.com/wiki/Spicy_Chili
  3. Hi guys, I would like to port some characters from mods of DST to the original DS for me and my girlfriend. I have some knowledge of programming and editing, Where should I start looking? Thank you very much for your time ^^
  4. I personally have shifted to mainly using WX due to the overarching traits being highly positive when playing, specifically to yourself; eating gears to restore stats, high stats overall at full upgrade, good for speeding through the game when you have a walking cane/lazy explorer and a magiluminescence on, and even more so when charged, and the ability to eat any stale or spoiled foods without consequence seems like a really great way to go by. All that for barely any damage while fully soaked (which I honestly think should be made more lethal tbh). Where as Wickerbottom, while the most powerful character in the game, has some rather annoying downsides. They are not too bad, but can still be a bit annoying. Most players I play with don't main Wicker at all, it's really Woodie, Wigfrid or Maxwell that seem to be the ones to be picked because they are more fun to play as, and so charges for a WX player are harder to come by. A lot of the tasks that Wicker covers are more like chores: * Charging WX players, because they want to be charged * Growing crops so that lureplants can eat them in order to farm them (i.e. grass, ) * Putting down tentacles in places to farm stuff for loot and possibly some bosses as well * Spawning birds constantly for farming Krampus sacks There's nothing in particular that would make things more interesting, just less tedious, and even then, it's still tedious quite tedious Maxwell technically does chores too, but the way it's integrated via the puppets makes it a lot more fun. Same with Woodie and his faster chopping speed and werebeaver form. So, does anyone actually love to play as Wickerbottom, or do you play as her, whenever you do, just to take up the space of sacrifice " for the greater good"? If so, is there anything fun that you can actually do as her? I personally find her boring to play as, even if she is the most powerful character in the game.
  5. Me and some friends decided to help others get trophies and get help by experienced players. Discord: https://discord.gg/DQPE2Xh I hope you ALL enjoy. Polls for new names, I've decided to not just have PS4 players!
  6. Klei Page Error

    Anyone else have this error?
  7. Just looking to buy the game for a friend.
  8. Putting DST in DS I've come to accept and actually like the idea of DST acting as a separate sequel game. SW didn't get to be standalone, because as it showed, at least the vocal players on the forum would prefer and were expecting an "expansion" to be a DLC, so, after a slight delay on the deadline, SW was integrated as a DLC instead of a separate game. If I'm honest, with the Shipwrecked case, I was really expecting everything to be put together, like RoG had it coming, with a mainland perhaps and islands around, or the world being split into multiple islands, some large, some smaller. But alas, we got something rather strange... Probably something to talk about in another topic for another time. DST, because of its multiplayer aspect overtook DS and now the single player game doesn't get as much attention. We are awaiting a new DLC, but the old issues are still prevalent and stuff feels incomplete. The decision to make DST standalone was due to it being easier to implement as a standalone, from what I recall. But never-the-less, the case I want to put forward is that because there's a split between DST and DS, all of these issues arise that just get in the way of development for either one or the other. Klei has plenty of other projects, so having one less game to worry about as a separate game that is supposed to still fall in line with an existing game could be a bit of a relief in the long run. Some potential benefits to do this: * Everything becomes compact and easier to work with in the long run. * More frequent updates, patches, possibly for everything. * May be single player worlds could be shared with others, if they don't become corrupted. * Other DLC integration with Together would be not only be less work, but would be made to work with multiplayer right from the start. * Modders will only need to create one mod, consistent with the game, and make it compatible for whichever version is possible or they wish to without reprogramming a new copy. * Player-base won't really be split in any regard. You'll be playing Don't Starve, with friends, by yourself, with or without other DLC that you own as you wish. Issues that could occur from doing this: * Will take time to put the two together. * At this point, it would be even harder to put DST as a DLC for DS. * Saves may become corrupt. * Questions of "but how will this be handled" will need to be resolved in one way or another * Mods may need code adjustment to make sure stuff doesn't crash in the short term I personally think now, that the positives outweigh the negatives in the long run, because if we don't want to see one side of a game being left behind, this may seem like the reasonable path to take. --------------------------------------- Surveys On another note, since Klei seems to get information from what players are interested in mainly on the forums, I think there's something that they could do to get more input from the broader fanbase, and that's creating surveys and advertising them in the games. They could even ask about what players outside of forum think about putting the games together, to see what their broader audience thinks of this.
  9. I had an idea of adding recipes to my mod, but I don't know how to add custom recipes to already existing tabs. I don't want to make a custom tab (to not clutter up the sidebar for them) and I was wondering if there's a way to do that. To be more specific, I'm planning on adding some dress items to the dress tab and want to know how to incorporate those into that tab. Any help would be appreciated.
  10. We are a Don't Starve Together community, bringing together players from around the world to enjoy one of the most outstanding survival games of all time. Playing Don't Starve Together together is what we do. Website: https://d3a7.link/web Discord: https://d3a7.link/discord Steam: https://d3a7.link/steam Have fun and don't starve alone!
  11. Another art thread

    After exploring the forums, learning the basics, and getting a mental image of Wes and Wigfrid getting kinky seared into my mind (thanks a bunch Minespach) I've decided to settle down and create my own art thread. I'm expecting it to get like, 5 followers. And yes, I know it's so original, and has never been done before. Answers to questions nobody's asked yet, and never will thanks to this handy and convenient answer section : How frequently will you post? I dunno. Probably barely ever. I might get into the habit of posting. That's a big MIGHT What will you post? Mostly Don't Starve / Don't Starve Together custom Brickheadz, but also some other fanart. Mostly other fanart now that I think about it. But what the "I know for a fact kids go on this forum so I'm not gonna swear" are Brickheadz? https://www.lego.com/en-au/brickheadz But what is fanart? https://en.wikipedia.org/wiki/Fan_art Here, have a Winona for your troubles: Just ignore the corner where the background is falling off, that didn't show when I took the photo
  12. HEY! YES, YOU! Do you have a bizarre urge to ship characters from your favourite video game into cute (or positively horrifying) couples? Well, then this is the thread for you. Make fanfictions! Draw art! Argue about waifus! And most importantly, try not to get this topic deleted because you said that the baby beefalo has a small ! Note: Some stupid shipping thread is not to be taken seriously in any way, shape, or form. You have been warned.
  13. Whenever i attempt to scroll down either mod list, it keeps resetting back to the top of it. Why is this happening and how can i fix it ?
  14. OwO

    Version v5

    33 downloads

    Steam Workshop Version: http://steamcommunity.com/sharedfiles/filedetails/?id=1319195170 Replaces the letters R and L with W Also replaces a bunch of other stuff This replaces every existing text and every text that will exist including player names, chat messages, mod descriptions, console log, and etc There's a configuration option that you can enable if the game loads too slowly with this mod enabled Behaviours: - Replaces l with w - Replaces r with w if it's not at the end of a word - Replaces th with f if it's at the end of a word - Replaces love with wuv - Replaces per with paw - Replaces you with u if it's in a pronoun - Replaces various faces like : ) and xD with owo and >w<
  15. Wanted to know tips for Lights out on DST Like what are the priorities, what characters, which resources to go for? and how long have you survived a Lights out in DST server/world
  16. When buying a copy for yourself, you get an extra copy of DST to gift to your friend. If you buy FOR your friend, will you get two copies? And if you send it to a certain 1 person, will they get the game and an extra copy to send to another person? Or will they just get a copy for them to play the game and nothing else? Because I checked, and I can't select 2 people for sending a copy of the game to. @JoeW ?
  17. My take on the the fact how fans are disliking Winona. I think that all she needs is just.. a clockwork MECH! I have implemented different clockworks parts in the design to make it as much in-game looking as possible. If you like the art please like and comment. That will help a lot
  18. Hey there, everyone interested in my Don't Starve Together-Mod "Damage Indicators Together" can now visit this Github-Page to get noticed of updates and much more information: https://github.com/dont-starve-modding/damage-indicators-together Help and suggestions are very welcome! What do you guys think of a mod displaying more than damage? I had values such as hunger and sanity in mind. Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=543945797 http://steamcommunity.com/sharedfiles/filedetails/?id=220511926 DamageIndicatorsTogether-0.7.0.zip
  19. 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. · 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 21 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 ds only voice mod you can ignore lines 15-18 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 4 is for dst, while line 12 is for ds 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 (seriously? More conversions?). 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.
  20. Version 1.00

    36 downloads

    Note: this file will not run as a independent mod, its more of a toolbox if anything. Also its recommended to have some modding experience as the tutorial isn't beginner friendly. This file is a tool box and template for making custom character voices and other item sounds as well. It contains a few common armor, structure, and weapon sounds that the base game uses, along with notes about them that may prove useful. The code is preset to follow the lua files stored inside so its less of a hassle trying to start from scratch. Last this file is subject to updates to keep up with don't starve together adding more types of voices like emotes, pose, and ghost voice. Tutorial:
  21. Do "vignettes" loading screens shows up only for the owner - or also for the players of your hosted games?
  22. You know how we had the year of the Gobbler? Wouldn't it be cool to have a year of the varg event since 2018 is the year of the dog? Up the Hound attacks lol, or something else that would be cool. What would you guys want to see?
  23. Does anyone know if it's possible to make your own loading vignettes, ala the ones we got from The Forge and Winter's Feast? I like my Winter's Feast-clops vignette a lot, but I have some art I made relating to DST, and I'd love to set that picture as the one I see while going between caves and the surface, starting up a new world, etc. Also, since vignettes are a purchasable (with spools) in-game item, is even ALLOWED to make your own vignettes? I wouldn't want to step on Klei's toes at all. They've been quite gracious with letting us mod this game, and I know skins are not something they want us to touch. I'm just wondering if custom vignettes are in the same boat.
  24. The DST Skins Checklist has been designed to help you more easily keep track of your DST skins collection. This can be done by manually checking off items or by directly syncing the checklist with your inventory on Steam. The layout is fairly rustic, but it lets you view, filter, and search the skins you own, have duplicates of, or are missing in the game. All save data is stored locally on your computer (in your browser's Local Storage). The checklist is a single HTML file (images are all embedded) and can be used online or from your desktop: Checklist: https://dst-skins-checklist.firebaseapp.com/ HTML File: https://dst-skins-checklist.firebaseapp.com/download For best compatibility, open the file using Google Chrome or Mozilla Firefox; some features may not function properly in other browsers. Updates: 03/01/18: 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 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 Original First Post:
  25. Aye! Modders! This is a short guide that points out many differences between DST and DS version. I just decided to create this little tutorial to help some of the modders that would like to translate their DST mod into a DS, which of course can be done inversely. It won't be hard stuff, as I don't know much about coding and started with zero knowledge in Lua. The purpose of these writings is just about sharing and helping. Still, I hope this WILL help. Let's begin. First your should seek for your mod folder and I assume you already know where it should be. We will set every change in the following section : *Modinfo *Modmain *Character *Items/prefabs Modinfo : Modmain : Character : Items/Prefabs : Feel free to be constructive and point out what you know about translating DST to DS. I know this short guide is not complete, but everything has a beginning. D4rkh0bb1T