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Found 143 results

  1. Now my WX Rework was kinda garbage, but I have some ideas for this one actually. Not all these ideas came from me and me alone, some ideas were repurposed from other people, I will give credit where credit is due though. Portable Sci Machine and Alc Engine: Original Concept by @xxXolot As You read, the original concept for this was from @xxXolot and I love it. Wilson would start with a portable science station and can place it down, similarly to Warly's crockpot, it could look slightly different to differentiate it from a normal Sci machine, and can only be used by wilson. It would have an icon on the map, allowing dum dums to find it again if they accidentally leave it somewhere. They could craft a portable alc engine when they wanna take it to the next level requiring a portable sci machine to craft. Wilson is meant to be the starting character to start new players into the world of Don't Starve without confusing them with crazy character perks and downsides, like a ghost sister, being able to only eat certain foods, being a monster, as a wortox main even when I'm not playing Wortox, webber, wurt, and wormwood (is he a monster?), I always feel tense when I go around a pig, ready for it to chase me despite knowing it won't unless I spank it first. Wilson also teaches noobies about season changes, his beard giving you build in insulation for the coming winter, and the beard hair allowing you to create a unique form of resurrection. This should teach newbies how to prototype things. Being able to craft Mad Science Lab year round: I forgot who said this While this seems minor, it's pretty useful, allowing players to create infinite living logs with one experiment, give health, hunger, and sanity over time with another, and turn things into their lunar counterparts with another. This is really useful and Wilson Himself gives off a mad scientist vibe especially since his hallowed nights skin is a mad scientist. Maybe even give Wilson some exclusive experiments using the Mad Science Lab Some Sort of Shadow magic or something like that: Wilson Was on the nightmare throne before the events of DST, and Charlie releases him to take his place, surely his time on the nightmare throne affected him in some way, I mean look at Maxwell's vignette quote: "Maxwell's extended reign on the nightmare throne in ways we have yet to understand..." Now I don't expect him to be able to do things like split his mind or create things out of thin air, he wasn't on there nearly as long as maxwell. Perhaps some unique thing could happen when he goes insane, perhaps like @Mike23Ua suggested, beard hair on screen of an insane wilson player could turn into a beardling, or even a beardlord in the caves, due to beard hair dropping from them frequently. Idk how long Wilson was one the nightmare throne, maybe a couple months to a couple years, but it doesn't make sense that even if he was on there for 2 days he didn't change at all compared to maxwell. Wilson is a pretty basic character, and he should stay that way, most of these changes are either lore relevant or do something to help new and existing players play DST, Wilson's rework shouldn't add much, if it happens at all (I say after suggesting a portable sci and alc station, shadow magic and Mad Sci lab year round). While I don't necessarily think that this is the only way they could do a Wilson rework, far from it, most of my ideas were modified ideas of other people. IF Klei decides to do a rework of Wilson, we have to respect the choices they make and the changes Wilson succumbs to, even though some people's updates were kinda lackluster and could've been better *gestures to Wigfrid's Character Refresh*, I'm fine with what we got for the MOST part, but we can cover my opinion on certain character refreshes in another topic. I hope you like these concepts despite them basically being other peoples' and that you can provide more ideas for what they could do with Wilson in the commments.
  2. So, I, as a newer player (I only have been playing DST for a few months now), main Winona, and I just have to say that I love her in-game quotes. Whenever I play, I literally go out of my way in some of my worlds just to examine something to see what her comment on it will be. I just highly appreciate how her character shines through her words (and another plus is the fact that some hint at possible lore, which I'm assuming most people know already). Recently, I have begun to explore some more characters as well (Wilson and WX-78), and I find Wilson's quotes (though quite a bit of it is simply saying what the item does, from what I've seen) to be adorable, and WX-78's quips are just downright hilarious to me. I'm planning on trying out Walter and Wigfrid soon, too. I'm just going to share a few quotes that I can remember off the top of my head, and I encourage you guys to do the same! I don't think I have explored enough of this community to know exactly how much people have really stopped to appreciate the writing the developers have not only put into the characters' stories, but the writing simply put into developing their personalities too. Winona: any of the pun quotes (boulder) "Mhm, yep. That's a rock." (some tree, can't remember which one) "Yep. Definitely a tree." (red cap) "Let Max try it first." (hot dragon chili salad) "Can't believe Warly's got me eatin' salads." (carrying a marble sculpture... sometimes) "Like eggs in coffee!" Wilson: any of the pun quotes (redbird in inventory) "He likes my pocket." (closed eyebone, meaning Chester's dead) "It went to sleep." (Woby) "It's a scientific fact that petting a good dog will improve your day. (evergreen) "It's all piney." (rose) "To match my rosy cheeks." WX-78 (talking to the plants) "I'M NOT TALKING TO YOU." "THIS IS ME NOT TALKING TO YOU." (I think a feather...?) "WHY IS THE FEATHER SO APPEALING? EXPLAIN NOW, FLESHLINGS." (science machine) "MOTHER?" (burnt crockpot) "POT MALFUNCTIONING." (something burning, can't remember what) "IT'S BURNING. OH WELL." (rabbit earmuffs) "I WILL UTILIZE THEIR FURRINESS." All in all, appreciation for the characters' quotes (Wes may not have quotes, but he still has his pantomimes! ^v^)
  3. As the title suggests.. if you drop a pantomime tool in Winter it’s White Outline makes it impossible to relocate. Please make this outline lime green, purple, or Red... thanks!
  4. Hi everyone! I'm Anialina, I draw DST Survivor's comics, some quasi-lore comics and couple of arts in my free time. I just thought I'd share them. Feel free to suggest some ideas for the comics. ENJOY! 1. The one when Woodie found a worthy opponent: 2. The one when Warly had nothing to eat: 3. The one when Webber wanted to be a chef: [EDIT] unfortunately it's impossible to embed the whole images as they are too long - it's necessary to click and zoom :<
  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. Introduction Hello everyone. I hadn't seen any tutorial dedicated to this topic. At the start I need to state that I am pretty lame in everything associated with modding, so don't expect sophisticated solutions. This tutorial is simple yet effective, I have to agree that it could be better but as I have said, I am just simple man. I have used my old projects to explain you the scheme of your custom follower. Template is based on this: Main Part To make functional follower you need to introduce the follower's: - main script [creature.lua], the corpus of you follower - anchor [anchor.lua], I have called it this way, because it attaches and provides easy summoning of the creature to your DST world - brain [creaturebrain.lua], yep, that's the brain, every action you require from your creature belongs to it - stategraph [SGcreature.lua], this file gives your creature ability to perform any visible action, because it's connected with animations and their realizations Locations Main Folder -> scripts -> prefabs -> [creature.lua] Main Folder -> scripts -> prefabs -> [anchor.lua] Main Folder -> scripts -> brains -> [creaturebrain.lua] Main Folder -> scripts -> stategraphs -> [SGcreature.lua] How to make mine template yours ? That's simple! Follow me this way! At the start, change my names [name.lua] into yours. [taern.lua] That should be your character's name. into local common_postinit = function(inst) goes inst:AddTag("summonerally") Add this tag to prevent summoned creature from attacking your character and vice versa. and local master_postinit = function(inst) goes inst:AddComponent("reader") It will let you read books, which is crucial for this method of summoning follower. [creature.lua] Change name 'creature' into yours follower's name. Using Ctrl+F in Notepad++ as shown in ESCT tutorial by Dragon Wolf Leo. That's your follower's appearance [Main Folder -> exported -> creature] You can call it what you want to, but it must match [name in exported] and all other references in whole mod to work properly. [anchor.lua] Change name 'anchor' into your summoning item. [creaturebrain.lua] I am not sure if changing CreatureBrain name will affect anything but just to be sure you can try. function CreatureBrain:OnStart() local root = PriorityNode( { WhileNode(function() return IsNearLeader(self.inst, KEEP_WORKING_DIST) end, "Leader In Range", PriorityNode({ IfNode(function() return self.inst.prefab == "creature" end, "Is Duelist", PriorityNode({ WhileNode(function() return self.inst.components.combat:GetCooldown() > .5 and ShouldKite(self.inst.components.combat.target, self.inst) end, "Dodge", RunAway(self.inst, { fn = ShouldKite, tags = { "_combat", "_health" }, notags = { "INLIMBO" } }, KITING_DIST, STOP_KITING_DIST)), ChaseAndAttack(self.inst), }, .25)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Chopping", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.CHOP) end)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Mining", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.MINE) end)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Digging", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.DIG, DIG_TAGS) end)), }, .25)), Follow(self.inst, GetLeader, MIN_FOLLOW_DIST, TARGET_FOLLOW_DIST, MAX_FOLLOW_DIST), WhileNode(function() return GetLeader(self.inst) ~= nil end, "Has Leader", FaceEntity(self.inst, GetFaceTargetFn, KeepFaceTargetFn)), }, .25) self.bt = BT(self.inst, root) end Those lines inside of this chunk must match your prefab's name. If it won't match your follower is not going to perform those actions (fighting,mining,chopping,digging) ex. 'Creature' =/= 'creature' and your follower will not dig out objects in this case. [SGcreature.lua] Change name 'creature' into yours follower's name. If you want your creature to be non-humanoid you can play with stategraph to match your animation's frames, but I don't know how to achieve rewarding results. [modmain.lua] PrefabFiles = { "taern", "taern_none", ------------ "creature", } Change name 'creature' into yours follower's name one more. Add this: Assets = { Asset("ATLAS", "images/inventoryimages/anchor.xml"), Asset("IMAGE", "images/inventoryimages/anchor.tex"), Asset("ANIM", "anim/creature.zip"), } This will make your item [anchor] avaible to craft and use. Just remember about CAPITALS. GLOBAL.STRINGS.NAMES.ANCHOR = "Anchor" GLOBAL.STRINGS.RECIPE_DESC.ANCHOR = "Allows you to summon your custom creature into this world." GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.ANCHOR = "Is this a Ouija board ?" local anchor = Ingredient( "anchor", 1 ) anchor.atlas = "images/inventoryimages/anchor.xml" local anchor = AddRecipe("anchor", { Ingredient("feather_crow", 2), Ingredient(GLOBAL.CHARACTER_INGREDIENT.SANITY, 20), Ingredient("goldnugget", 4)}, RECIPETABS.WAR, TECH.NONE, nil, nil, nil, nil, nil, "images/inventoryimages/anchor.xml") You will need to create additional: - [Main Folder -> exported -> anchor] for your item if you want to see it in game. - [Main Folder -> images -> inventoryimages] and place your 64x64 icon of item TEX and XML. Change names in XML too. Appendix So everything beyond 'vanilla' tutorial is added by me to make your life easier. If you have created your first custom character you won't have problems with distinguishing extraordinary files connected with custom follower. I have attached my template just few lines under this block of text. Have fun with your digital friend P.S. I know my english is not perfect, but I think it's pretty understandable. Well if not just write a comment below and I will try to help you the best I can Download the template here -----> Taern - Follower Tutorial.zip
  7. Hello there Klei and community , this is my concept of a mob called Spiked Turtle , a sea vesion of hounds , but with lots of new things , hope you like it.
  8. Quick Thing, Please Read. Ratings/Points Explanation: SPIDERS: Description: Spiders are a 6-legged insect, with sharp razor teeth and two giant eyes, their color pattern is black with little stripes of gray. Behavior: Aggressive/Territorial Health: Low. Attack Force: Light. Attack Type: Swarm. 6 Forms: Normal, Warrior, Spitter, Cave, Dangling Depth and at last, Shattered. Danger Points: 4 Location: Spiders are bonded to their dens, which can be scattered across the whole Constant, they are most commonly found in forests and sometimes either on rocky lands or in the savanna. While being mainly found in dens, spiders are also capable of being birthed by Spider Queens, a greater and more powerful version of spiders. Background: Spiders are all around the Constant, giving us the survivors in it a sense of danger right from the first moment we are thrown into this notorious purgatory. They are easily killed with the right weapons, but the main danger they propose is the pheromones released during attacking and/or killing one, if close enough to the den or to other spiders, all spiders in the area will immediately lock down into attack mode and go to fight whoever was the one that attacked one of their kin, this can cause quite a problem as they can easily outnumbered any opponent and sometimes even the mighty giants!! Loot: Spiders can be killed for a variety of resources, such as silk, glands and monster meat. Silk can be used to create many things such as top hats, tents, bug nets, bird traps and many other crafts. Glands are mainly used in recipes for healing salves which are great for cuts and wounds, —Note: Wendy has an interesting fascination with these glands, using them and a ghostly component to create potions that can better help heal her dead sister, Abigail. More research needed to figure out her knowledge in ectoherbology— At last we have monster meat, it is inedible and has a foul smell, if eaten raw or cooked symptoms such as: Sickness, dizziness and hallucinations might appear, however, using it in a crock pot will reduce all of its effects and it will become a pleasant dish, just be careful not to overuse it or the effects will become much stronger. Strategy: Spiders can often become the death of many survivors, they are strong in masses and will most often always be walking in groups, the best way to deal with them is to wait for daytime, when all spiders are inside their dens, and bait 1-3 of them out of their homes to have a more controlled crowd to deal with, still act with caution as if not far enough the pheromones might reach the den, and all spiders inside will attack you. Also, Abigail seems prone to kill small hordes of animals, I once saw her kill numerous spiders without getting hit once!! It is quite interesting how strong she is... WARRIOR SPIDERS: Description: Warrior Spiders have the same physical appearance as normal spiders, with the only difference being their strength and color patterns, Warrior Spiders have a greenish-yellow body with black stripes. Behavior: Aggressive/Territorial Health: Low. Attack Force: Light. Attack Type: Swarm/Ranged Danger Points: 4.15 Location: Warriors Spiders can only be found in two specific situations, either being hitting a spider den, or the pheromones of a spider being close enough for the den to detect it. Background: Spider Warriors are less common than normal spiders, serving a singular function, to protect the den and spider from outside threats, they will only ever attack if either the pheromones given by other spiders reach the den or if the den itself is attacked. They have an ability exclusive to them, and that is diving the attack, if the prey they are going after is far from reach, they will attempt to dive at it reaching great distances. These spiders can be scary to those who did not come prepared to fight them, due to this, approach and act around dens with maximum caution!! Loot: Warrior Spiders have the same loot as normal spiders, them being: Glands, Silk and Monster Meat. If interested in its uses look at the loot section in the SPIDERS bestiary. Strategy: Warrior Spiders can be quite tricky to deal with, dodging and attacking is even more difficult as they can jump to your face, giving you a jump-scare —Note: Puns might come in useful to approach new survivors with information— The best way to deal with them is to take all the hits and focus on dealing more blows, or dodging their attacks the moment they are preparing to come with a bite. A quick and easy way to deal with them is by the use of traps, plants some in the ground and making the spiders follow you until under one will render them incapable of attacking you, and you can collect your bounty. SHATTERED SPIDERS: Description: Shattered Spiders are a scary bug, with blackish eyes, a rocky body and sharp legs, they also seem to have purplish crystals growing on them, I’m tempted into trying to break one of them to study their effects and attributes. —Note: It did not go well, who knew they hate when others touch their crystals…. I hope Wickerbottom has any knowledge with cuts and wounds— Behavior: Aggressive/Territorial Health: Low. Attack Force: Light. Attack Type: Swarm/Ranged Danger Points: 4.25 Location: Shattered Spiders can only be found in Shattered-Spider Dens, which are located in a far land from the constant, Lunar Island. This is an island filled with wonders and dangers, housing quite few peculiar creatures, Shattered Spiders being one of them. Background: The moon is a source of enlightenment, its powers are corruptive for those who stay long enough for its effects. Because of it, normal spiders are believed to have become corrupted after living long enough into the Lunar Island, with it, they gained a new ability, Shatter, they can create Purpleish Shards into the floor beneath their prey, slashing and piercing it. These creatures can be quite difficult to dodge with limited space, in addition to taking their time with prey and following them for a long time. Be careful with them, and if in trouble, using bait traps can easily make them less of a threat!! Loot: Similar to all other spiders, Shattered Spiders can be broken down to one out of three things: Glands, Silk, or Monster Meat. To see their uses, look at the SPIDERS bestiary. Strategy: These spiders can be dealt with the same way as warriors, either by dodging and attacking. In most cases, it is advised to use traps as their attacks can be quite hard to evade. Be carefull not to attack them near their dens or else you will have a large problem. BEES: Description: Appearing as a yellow & black striped fuzz ball, bees are a small insect, having two wings, a stinger and four limbs. Behavior: Neutral/Territorial Health: Smallish. Attack Force: Light. Attack Type: Swarm. Danger Points: 3.25 2 Forms: Normal, Killer. Location: Bees are always around their nests, going around flowers and picking up their pollen to produce honey for their hive. Bees can be found scattered around the Constant, mainly found in forests and grasslands. Background: Bee are always around their nests, collecting pollen and making honey. They are a great insect to have on your side as making bee houses gives the owner a passive way to collect honey and with it, an essential and viable source of food. Bess are influenced by season becoming inactive in winter, preferring to stay inside their hives and in spring, all bees become aggressive, attacking anything that is around them. Hitting a bee will immediately release pheromones causing killer bees to leave the hives to attempt to save the bee, it is also possible for other bees to pick up the pheromones and attempt to kill the threat. Loot: Bees can only be scavenged for two resources, honey and stingers. The stinger can be used for booster shots, boat patches, lures and many other things, and the honey could be used for dishes, giving it a more sweet flavor and in creating honey poultice which contains restorative properties. Strategies: Bees could easily pack up a punch if not dealt with properly, the best way to quickly kill a swarm of bees is tempt them into attacking, and after dodging, quickly kill one, repeat the process until all of the bees are killed, or until you are satisfied. KILLER BEES: Description: Similar to bees, killer bees have the same body physique as other bees, with the only difference being their color pattern, instead of yellow their body is mainly red. Behavior: Aggressive/Territorial Health: Smallish. Attack Force: Light. Attack Type: Swarm. Danger Points: 3.30 Location: Killer bees can only be found in two places, nests and killer bee nests. In nests, killer bees will only be seen if a bee from that nest has been attacked, in which case pheromones will spread all around the area, informing the killer bees one of theirs is in danger. However, with killer bee nests, the bees become much more territorial, approaching the nest will immediately send all killer bees into attack mode. Background: Killer bees seem to be the guardians of their fellow bees and nests, protecting them from outside threats and intruders, in most cases, they will stay inside their hives until a threat is seen, they can be great for distractions as they will attack anything that can become a problem once outside their hives, this can be helpful if dealing with a hound attack or other beasts. Loot: Similar to bees, killer bees can be scavenged for either a stinger —Note: Wendy also seems to use this for her ghostly potions, in this case, to make her ghost hit things as strong as she is at night, once asking Abigail about how she know so much about ghosts and ghostly potions, she said she attempted to contact her sister outside the Constant, in which caused her to have to learn a lot about ghosts— or honey, if interested in their uses, look at the BEES bestiary. Strategy: Killer bees can easily be dealt with by using the same strategy as normal bees, tempt them into attacking then dodge, hitting not all but a single bee until all are dealt with, however bee careful with dealing with bees because if there too many you might not be able to dodge and in result will also leave the battle filled with stings. BUTTERFLIES: Description: A reddish and yellow two winged insect, butterflies are all around the constant, they are a beautiful insect and one of the only ones that will never cause you problems. Behavior: Passive/Skittish Health: Smallish. Attack Force: None. Attack Type: None. Danger Points: 0 Location: Butterflies can be found flying all around the Constant, mostly staying near flowers of which they seem to come from, they only are seen during the day, and once the sun starts to settle down they hide in the flowers they came from. Butterflies stay dormant during winter and will not be found around the harsh cold. Background: Butterflies have a passive/skittish nature, flying around and doing nothing but being passive, in most cases, if approaching a butterfly they will fly away from the person in hopes of not causing any problems, they can be catched using a bug net and can be fed ___? to stay alive. If burying a butterfly, a flower will be born, this can be great to transfer flowers near your beehives to faster generate that sweet and delicious honey….. How I love honey... Loot: If killed, a butterfly can be ripped off its wings providing a little snack with a bit of calories, there is also the chance that the butterfly will instead morph into butter, this event seems to be one of the many puns the Constant likes to throw at us… This is incredibly rare, however, getting a butter is always a joy as Warly always loves to make us fruit crepes with it. —Note: I’ve been tempted to tell Warly that the crepes could also use bananas in them, he always likes to make them with dragon fruits and berries which are not my favorite choice, however I’m scared if in doing so I lose my crepe privileges— Another dish made from butterflies are butter muffins, these can be made by anyone using vegetables and butterfly wings, these muffins are delicious and can provide lots of calories, as well as give your stomach a happy smile. —Note: Wx-78 seems to love these muffins, upon asking why, he bluntly responded that the innocence of the dish makes it taste better… I’m quite scared of Wx-78 after this conversation.— Strategy: Butterflies can be quite tricky to kill as while flying away from it’s threat they will maneuver around to make it harder to hit them, the best way to kill them is to run in front of them and hit them once they come into range, their little brains can’t detect that we have passed them, causing them to continue to walk forward.
  9. The new update has made some pretty substantial changes to this game for console players, this entire post may not mean much to PC Players because most of it will be discussing how I’m flipping out about features you already had- or could add via Mods. With that Said lets dive straight into it. HERE is my first fully customized world I’ve played around with these settings a lot more then this since the video included: But here’s my first March QoL choices- IMG_2123.MP4 But later I went back and discovered I can customize those worlds even MORE: Such as No Butterflies at all, and yet MORE Flowers that are supposed to spawn them. These changes are HUGE for a console player, Because Wendy and Wortox can easily survive off Butterflies all day long, but how will they survive when they DONT Spawn at all? These are questions that Prior to this QoL: Could only be answered with some nifty PC Mods. Now let me just state that I have no hard feelings for PC.. and in fact most the cool people I’ve come to enjoy chatting with are on PC however, mods should NEVER be the only answer when as this beautiful list of things we can toggle more/less/none of shows, there are ways Klei can provide us with further enjoyment of our game without needing mods. There was recently a (now locked) thread about someone asking if DSTs popularity should get bigger because the bigger the community, the more toxic and BAD Ideas they bring- and that simply isn’t even True. YES you can now completely toggle OFF Shadow Creatures, but at the same exact time you can also toggle them to happen MORE. These are massive sweeping changes we simply wouldn’t have had without a fanbase of players of vastly different playstyles and preferences all voicing their opinions on what they would like to see in the game- The TL:DR: It Got Easier AND Harder Simultaneously at the same exact time depending on this lovely menu full of things you can toggle more/little/none for. And NOW that you can exit the game and change some settings on the fly... I’ve tested A lot of different things- Such as: Waiting till Night 11 and then exiting the game and setting it so there’s no Day or Dusk to see if Klei Easter Egg Snuck in that permanent full moon I been wanting. (Spoiler: Dont try it, it didn’t work..) BUT!! My entire point here is that we CAN do those things now- I CAN exit the game on full moon night and toggle off Day & Dawn to see if it remains locked on full moons like that old glitch for DS Single Player. Those of you playing on PC may not be fully aware of just how limited Console Edition has been: it’s been getting better over the years but, prior to someone bringing it up a few years back- Our Spider Den nests did NOT upgrade to Tier 4 (Spider Queens) NOW it seems I have them everywhere I go when I don’t keep the spider nests under control.. And it truly is Awesome! This community may grow, but so is the accessibility of the game: And that can only be nothing but a good thing. Let me enjoy my “More” Wildfires, while players who don’t like the mechanic can play with “None” I wanted this post to be long, constructive & hopefully show how DST is changing for the Better, And I hope this QoL ends up being so well received that Klei will focus on expanding and improving upon this Menu with each future QoL update. This March update has only Wet my Appetite for MORE: For example in my attempt at trying to see if they snuck in a permanent full moon Easter egg- I noticed that I still had Sanity Monsters set to MORE. And If Klei gives us even MORE control over how our worlds behave (such as how much health players start with, or how much faster I can make Sanity/Hunger drain for that world) the crazier gameplay options we can have. In the above example: Full Moon, More Sanity Monsters, Faster Sanity Drain- I can host a world where I’m at constant threat of never ending sanity drain where I need to avoid letting my Sanity spawn too many threats for me to handle. Dude I can now set passive food sources to a lot less or even None and make all other food sources hostile things I need to kill: The game FINALLY lives up to its namesake of “Don’t Starve” And I love it, Thank you so much for this Klei!!! You have no idea how absolutely happy this March QoL has made me, and I can only hope there’s more where this came from!
  10. So uhm there is ALOT of lag and unplayable problems with Dont Starve Together on the Xbox One with the newest update, and it’s causing a lot of funny delayed/looped animations- But the eating Animation when in this Bugged status- Makes me want an official “Oopsie” Emote added to the Emote wheel. Like This: Here it is IN-Game: IMG_2110.MP4
  11. Why can't I just kill Malbatross on land by teleporting him and myself with the telelocation centers and the staff? This is an equally valuable exchange, a lot of magical resources for fighting on the surface When I teleport it, it just flies off into the sky
  12. So I’ve always been curious of what exactly Maxwells quote when examining a Redbird even means “They come from the Firelands” What exactly is the Firelands? I don’t know only Klei can possibly know the answer to that: But obviously it’s called the Firelands. Redbirds as we all know during Summer get so hot they explode into Morsels... but WHY?? If they come from an area where Fire is Common: Why do they not handle the heat better than other bird types? So I purpose a rework for Redbirds, instead of exploding into morsel, they instead turn to ashes. Just hear me out: it can’t possible more morbid then them already catching fire & becoming morsels. Outside of “The Firelands” a Redbird becomes ashes & Thats that.. But when this Bird becomes Ashes in its dedicated natural “Firelands” Habitat (hopefully a hot molting place where the grounds are cracked with lava lines) The Redbird is resurrected from the Ashes as a Phoenix. (Phoenix rising from the Ashes) Phoenix would be a new type of bird, with new traits, maybe it needs to be feed Fire Nettles, maybe it can be used as a light source similar to how players can place glowbulb plant into end table? A living flaming bird made of fire that started out as a Regular Redbird- Then Maxwells Quote when examining these things would finally make sense. Thats it, that’s my suggestion: if You ever decide to make an actual “Firelands” let Redbirds transcend into flaming Phoenix’s. Thanks for Reading.
  13. I really like the different main menu screens that are switched for events and content updates. I want there to be a cosmetic like portrait frames but for the loading screens that existed including their OSTs. and you could changed them to auto switch will use whatever the current one is. (yes i know there are mods that turn them but i want something coming from the game without mods)
  14. I have loved this game for a while now- the art style, the mechanics, the wonderful characters, the strange environment and creatures, the rich but mysterious background lore, Klei's teasing us with puzzles outside the game - but something I always found of the most interest was the official timeline for the game, and one simple aspect of it. Why was Wilson the last one captured? Why did Maxwell seem to have to go out of his way to trap him by getting him to make a portal? What are the long-term consequences of moving all these people on both worlds? What other secrets might unravel if a little light is shed upon them? Just a few of the things I decided to look at as I delved into my exploration and interpretation of the lore through this writing. I plan to post some art as well, but until I've practice enough to where I'm comfortable with how I'm drawing this wonderful universe, please enjoy this first installment of my literary ramblings. ____________________________________________________________________________________________ Don't Starve Together - Lineage * Chapter 1 *
  15. I don't quite know what I'm doing aside form this tutorial, I'd really hate to tamper with my files in fear of corrupting something?? I've already completely renamed my files as the tutorial guided me to do so. two of my character files have two completely different names from each other, yet both cant be enabled at the same time?? I don't really know what else to do. I've been lost for the past few days, If anyone has any answers Id really appreciate that!! The video explains everything needed
  16. 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: 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 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 inventory with unowned skins of the other. Original First Post:
  17. So I wanted to talk about an idea of a Dont Starve Together adventures mode For simplicity sake we’re just going to call this Through the Portal. Growing up one of my favorite animated cartoon series was Code Lyoko and in this TV series it told the tale of kids who ventured into a virtual reality & did glorious bouts of battle against Lyoko’s various creatures- Lyoko had 4 (with additional ones added later) Zone Sectors: The Forest Zone, The Mountain Zone, The Ice Zone, and Desert Zone. Now HOW and why this is important to DST and an adventures mode is very vital: In Code Lyoko each “Zone” had its own unique hazards and enemies the shows heroes would have to combat against. Looking back at single player Dont Starve: That games campaign mode was broken up into 5 chapters, each chapter was basically the same world with the same mobs.. but each chapter had a unique gimmick. (Two worlds, infinite winter, lights out etc..) THIS Teaser image for an upcoming beta update got me really excited.. Now while this is most likely NOT what that is.... it did get me to thinking about the possibilities of “What If..” Which brought Code Lyoko and its different Sectors to mind So with that said let’s discuss through the portal: Imagine if you will: A DST five chapter adventures mode, but instead of them all being the Same-ish worlds with very familiar mobs and biomes... Klei instead opted to do things on a much larger scale (as in each chapter would be its own unique world, dangers & mobs) They already have a solid foundation: Core Content, Shipwrecked Content, Hamlet Content, Forge Content, Gorge Content, Possibly some beautiful Japanese Sakura tree biome like @ADM cherry forest mod for PC, And of Course grander scale Lunar Moon related content. This is not just tiny islands out in the ocean.. these are entire worlds full of their own unique hazards, craftables, & dangers. Now for those of you unfamiliar with Adventures Mode: this was a 5 chapter campaign through 5 randomly generated worlds each world with a unique set of rules and gimmicks, and should you die in Chapter 5 you restart again at Chapter 1 all in an epic grand scale quest to beat the game and unlock a secret playable character or two along the way. Okay so now your saying it’s not possible, it’ll never work, that many worlds running at once on different shared shards would blow your PC/Console up. And you would be correct in thinking that: but that’s why it’s called THROUGH THE PORTAL as in once you go through the portal you can never return back to the previous World- just like in Solo DS you couldn’t go back to chapter 1 unless you died and lost all progress.. Its not trying to load 5+ different worlds you can hop between at once, instead it loads only ONE world and the previous one no longer exists. Much like Code Lyoko and its different zone sectors: Dont Starve Together would have this huge and epic story mode.. where each chapter is its own world, mobs, hazards all in an epic quest to hopefully unlock Charlie as playable in the end. Now how it would work is that everyone playing Adventures Mode would need to be standing in a circular teleportation dome (think Ark survival evolved and teleporting into a boss fight) Everyone has to be in that circle (roughly the size of Feastclops red eye laser Aurora) before the game takes them through the portal and into the next world of dangers. Explore randomly generated WORLDS full of things that hate you and want you to die.. and when it comes to DST- I feel like it’s adventures mode could be done on a much much grander scale than DS solo’s ever dreamed of.
  18. Recent posts in other threads (particularly the ones about moving blinking floating heads & rain slowing people’s PC’s down) have got me to thinking about Hardware Limitation and the FUTURE of DST. People playing on much older PC’s struggle to run the game as intended (to the point some even have to completely disable caves content) others.. have to install mods (less particles on rain effects.) Now Personally: The way I feel about it is the people playing on that outdated hardware need to get better rigs. (This isn’t an insult thrown at Anyone.. I’m using this as my key concern.) The fact is: People playing on PC CAN DO THAT.. they can for example: Go out and buy a new graphics or performance card and shove it over in their PC to play the game the way it’s intended.. But what about people on CONSOLES? PS4 and Xbox One- We already have our world Gen settings limited to Default or Less.. we don’t have all the fancy More or Lots More settings PC has.. So eventually there will come a point in DSTs life-cycle to where the content Klei adds to the game will start causing us to have performance issues. But UNLIKE PC Players: We can’t just go buy a new card and slap it over in our consoles, we have to go buy a whole new console- which most likely includes having to buy new controllers/accessories to go with it. So my questions my concerns: How Will Klei handle the FUTURE of the game (something I was hoping the 2021 roadmap would cover but I was unfortunately left in the dark) What happens when the game can no longer have content added to it on our lower end hardware without causing performance issues? Does Klei just stop doing updates at all at this point and even though better hardware can support more they have to be bound to limits of the older hardware? Do they discontinue support for the last Gen versions of the game and focus only on the New Consoles PS5 & Xbox Series X? (like how GTA V did 360<Xbox One & now soon Series X>Xbox One) How do they go about handling that? Do they rerelease a new version of the game I’ll have to buy again? Do I get that as a free upgrade? Do we stay stuck on last Gen hardware (and thus bound to that last Gen hardwares limitations) of not being able to have presets above just default or less? Do We reach a point where content updates can no longer happen because it can’t run on the old consoles? Is the reason the ocean content feels vast & empty and void of anything much of interest because that would slow older hardware down to a Crawl?? These are serious concerns I have over the future of DST and Klei’s update schedule When do we reach the point of Old Hardware being too outdated to get further support? And Where do we go from There?
  19. For the one on the Don't Starve Wiki, click here. Hello All! This is a multiple choice show that MUST GO ON! How it works!: Someone will start off a story, with a variety of choices to choose to make a Don't Starve Story, the person who replies next has to choose a option, and continue the story, and so on.. Once you choose the option, you put in a story that is caused by the option you have chosen, for example: Person 1: Wilson stumbles upon a... A) Tall-Fort B) Pig Village bA) Pig Village with King C) Queen's Gathering Set Piece Person 2: Tall-Fort In the distance, Wilson can see a variety of rocks and minerals, as he walks near, a Huge Bird appears behind him, shall he.... And so on! ~ Rules: When you choose an option, YOU MUST ALWAYS CONTINUE THE STORY ONWARDS, PROVIDING OPTIONS AT THE END! Do not, under any circumstances, reply to your self, let someone else reply, and you may reply to theirs after When two people reply at the same time (Unlikely but may happen), the person who replies shall reply to the first one that appears!) There is no need to quote someones reply! DO NOT MAKE THE STORY UNREALISTIC/CRAZY FROM THE GAME! (eg. And then Wilson throws a Derp Balloon at a Treeguard!) Have fun roleplaying!
  20. Hi i need help with a mod i am making ( she will not be a public mod mostly one for me and a friend to play ) but here is some things i need help with the agro of shadow monsters ( she doesn't get attacked ) how to make it where all foods drain sanity ( other than her fav food ) custom items and crafting tab and i would ask how to add the monsters she can summon but i think i found something that can help me with that. thanks you for reading this/ taking the time to help me out if you decide to!
  21. Version 1.1.1

    85 downloads

    A sharper spear for all your spear needs! (On Steam Workshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1686956723 ) Crafting it costs 2 Hound's Teeth, 1 Rope, and 2 Twigs. (This is configurable in the config options) It deals 45 damage and has 150 uses. Comparison: The Spear does 34 (150 uses) The Tentacle Spike does 51 (100 uses) The Dark Sword does 68 (100 uses) It's got the same durability as the Spear, AKA 50% more durability than the Tentacle Spike/Dark Sword. Just in case you're low on Nightmare Fuel for Dark Swords. Spear base and ropes belong to Klei and their Spear texture. Teeth texture used as the blades were made by me with reference to Klei's Hound's Tooth item texture for color. Has "Throwing Spear" mod support, even though the creator on the workshop says it's outdated and may be buggy. It still works. (This particular one https://steamcommunity.com/sharedfiles/filedetails/?id=354415247)
  22. Version 1.2.5

    37 downloads

    It's glommer but on top of your noggin...! (Steam Workshop page : https://steamcommunity.com/sharedfiles/filedetails/?id=1685199091 ) Recipe is : (1x Glommer wings, 1x Glommer Flower, 10x Petals) OR (1x Glommer wings, 1x Glommer Flower, 10x Beefalo Wool) (Changed via Config options) Gives 3.6 Sanity per minute, (0.3s/m higher than Top Hat) Lasts 50% longer than tophat and is repaired using the sewing kit. Has an insulation factor similar to that of earmuffs. Features a changing inventory icon when equipped/not equipped, And occasional Glommer "Bzzrts" Roughly once a day it'll make a vomit noise and spawn a Glommer goop at your feet. It's also got a sanity aura when on the ground, It provides around the same amount of sanity as wearing it. Please report any bugs or issues and I'll jump on them right away! ALL ASSETS USED WERE FROM GLOMMERS ANIMATION SHEET, AND THEREFORE BELONG TO KLEI. I TAKE NO OWNERSHIP OVER THE TEXTURES USED.
  23. Okay so a lot of PC players are saying Wendy is OP please Nerf: but those very same people suggest that the reasons she is so OP is because THEY are doing things and interacting with features that I (as a Console player) CAN NOT or can’t do “as effectively” as they can. Them: oh Abigail is OP because if she gets close to death I can just recall her and heal her up applying potions when/as needed. Me: Console players have to get within Spear smacking distance of Abigail to return her to her Flower, and often times that directly puts the Wendy player themselves in direct danger. I suggested to simply Nerf PC so they are playing the same way console players do as One possible solution and I was immediately hit with “No” So now I think I may have came up with a solution that solves the problem for both PC & Console simultaneously at the same time. Despite Wendy’s Rework now never needing Abigails flower to EVER have to leave Wendy’s Inventory you can still (questionably) craft more Abigail flowers.. and I couldn’t help but wonder why is this?? But as a Wendy main I have noticed that in the recall in particular: She goes through a very specific animation of literally tearing that very flower to shreds... That right there should be your Wendy Nerf- recalling Abigail destroys the flower requiring the crafting of a NEW flower, and in addition- as long as Wendy is completely without Abigail she feels helpless & all alone, it broke Wendy’s heart the FIRST Time she had to separate with Abigail... each additional time she has to do it breaks her heart a little more. (on a harder difficulty I would love it if each time Abby was lost it directly damaged Wendy’s Health Core as well.) Perhaps even make it so she can only craft the flower again At her special Sisturn. I love Wendy.. and if she has to get any type of Nerfs I would want something proper like this & not the removal of her damage or petal buffs. Not only are all the animations for ripping the flower already there.., but it also puts PC & Console on the same playing field because NEITHER of us can now recall and heal up Abigail anymore without needing a whole new Abigails flower.
  24. My fanarts. You might find them in my other medias, but I wanted to share them here too. . . . My first DS/T fanart, and also a "comic", pretty old, It's from November 3, 2019. And the entire page: