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Found 68 results

  1. There's a lot of uproar about the recent changes to food preservation. I'm gonna try to outline why I feel the players are upset, and why I think Klei still fiddles with food. Also, I'll propose a rough and raw idea on how to make food actually interesting. The players' perspective Food is tricky. We would love to automate it, but there really isn't much we can do to do so. There are essentially two ways to get food: Farms and Ranches. With farms, we can come up with workarounds to make them "toggleable". Ranches, on the other hand, are a relatively hard buy-in, even requiring very specialized duplicants that barely improve and barely get around to doing anything else. Food also is the only aspect where something you invest into can just vanish. It's punishing to not preserve food, so it's also punishing to over-produce food. So we are at a point where we collect, inevitably, too many cooking ingredients. And because we hate to let them go bad, we build infinite food storages. And because there is a way to infinitely preserve edibles, we just cook up those ingredients and store the processed foods instead. Not because we want to. Because we have to, or we loose all our investment. Klei's perspective ONI is a game of complexity. That is what makes it awesome, and that is what keeps the players fiddling. Food should be, like Oxygen, an interesting resource that we need to manage. Currently, it's just about setting up infinite storage and be done with it forever. That is not interesting. Not to the players, not to Klei. The effort here is to take something that has a singular solution and feels like a chore, and turn it into an interesting challenge that fosters diverse, creative solutions. So Klei is at a point where they need infinite food storage as the one-stop-solution to go away, and nudge players into making use of more of the game's toolset. The current state As of this point, as players it feels like we get the worst of both worlds: The supply chain for food stays at its unflexible same, while the storage of food becomes more complicated. On the other hand, the changes already sparked new ideas. Looking at solutions the the food storage, it's great to see that the barely utilized Thermal Regulator finds use. People have different approaches and priorities, and food storage is becoming a creative aspect of the game. All that being said, food is, at this point, a storage problem for a perishable resource. As such it feels punishing and inherently less interesting than a production problem; It's all stick, no carrot. A proposal to a more interesting food challenge There are two main things that I feel like would help to make food much more interesting: 1.) Production chain Currently, we have raw and processed food. Many times, both are edible, and mostly a matter of quality. What would be much more interesting than that, would be a situation where we have: a) raw ingredients that are mostly inedible and perishable c) edible dishes d) long-term preservation options with trade-offs Here's a possible example: Meal Lice, as the raw ingredient, only yields half the calories it does right now, and goes bad within 5 cycles. However, we can choose to do several things with that raw Meal Lice: Press it into Oil Mash it into Spices Preserve it in Oil or Brine, making it last 20x longer Turn it into a higher quality dish by adding Oil & Spices Different raw ingredients could enable us to make different qualities of Oil and Spices. Later game technologies could allow for better preservation methods (drying, vaccum packaging, glass jars, ...). Then there's the current, and obvious, question of freezing. I feel like the current state of requiring deep freeze and sterile atmosphere is actually fine, and makes a lot of sense. I also feel that we really need a deep freezer box. Early tech. Low power usage. Like the box we all have in our basement, filled with frozen goodies. They don't need much power, and offer A LOT of storage capacity, and it is weird that we would have inefficient fridges, but no freezers. At the same time, frozen food should not be edible, but require to be re-heated - requiring duplicant labor, but not a cook. Think microwave, or oven. Also, re-heating can lower the quality. Thus we would have a solution that enables long-term storage, but forces us to make certain trade-offs. Fresh food would still be desirable. 2.) Farming & Ranching The second aspect of food that feels a little lackluster is farming/ranching. I feel like both would benefit from having more diverse options to process their products. Farming could benefit from the above mentioned possibility to make oils and spices, and raw farming products could also be used as critter food, or maybe even biofuel. Ranches could yield more diverse ingredients than only meat. Maybe we can "milk" gassy moos, or get oil from slicksters. Last but not least, the automation aspect of food could really use an upgrade. First and foremost, the fridge - and deep freezer! - need to have automation ports like the liquid reservoir to allow us to start/stop food production at relevant points. And while farming feels pretty okay, Ranching should be somewhat toggle-able as in: Critters that are not "harvested" use much less food and need only be groomed half as much. Making it more interesting late-game, different foods could give different bonuses. Like a fitness-dish that gives +excavation/building, concentration food that gives +machinery, a dessert that makes duplicants require only half as much sleep, etc. pp., to actually reward a variety of foods. And that's all I have. These are just some initial ideas, and I'm sure they aren't perfect or specifically great. However, I feel like they outline that food still has a ton of potential to become a much more interesting mechanic.
  2. PLEASE!!!! crock pot dish french onion soup made with 3 onions and an ice or 2 onions a meat and an ice? or possibly 4 onions. I love french onion soup please add it :)
  3. Homemade chicken "meatball" Wanted to make a thread where we can post the don't starve food we make at home. Are you starving today? I hope this isn't off topic, since a large part of the game revolves around food. I wanted to see what other variations of recipes in the game exist out in the world. This is a Mexican Chicken "meatball". I haven't seen a Chaud-froid in real life maybe a user can post a homemade one (don't google it that's cheating lol). Don't starve cookbook when? Here is the pot. A lot of veggies are used in my culture. Peppers add some spice. Can be eaten with rice or tortillas.
  4. Version 1.3

    2359 downloads

    This is my tweaked mods pack. credits for their authors. no mod is mine, just balance them, fix, add content.... This pack includes: Default's item pack [<domyślny>] Additional Equipment (fixed, compatible with servers with caves) [Silentine] icepack can be open at the same time as the backpack include bunnyback and houndback from Additional Equipment DS [Silentine] Aditional Item Package (Need Many more ores) [smith3 -- MagVI] include Golden Minecart [smith3 -- MagVI] The Maxwell's Revenge (Many functions disabled but you can edit this for enable) [Don] include Light Spear [Inspector Dave](reworked) fixed year of PigKing incompatibility Steampunk [star -- Hast] Asparagus and Chocolate and Coffee[Keidence -- yuli] [Hast -- Kuloslav][Mert the Türk] Deluxe Cooking Pot [Astro -- Jankiwen] Domestication Fixed [Darcrov] Many more ores(include many mods) Moar Metals [RoG] [DST] [Cr3ePMan -- Globalastick] Tungsten Mod [ outseeker (au) -- Marqson-- Mr. Gentleman --Zarklord] Shadow Tools [FelixTheJudge -- Neu7ral] Expanded Shadow Armory [FelixTheJudge] Lunar Tools [FelixTheJudge] Marble Combat [FelixTheJudge] Felix's Explosive Bomb Pack [FelixTheJudge] Special Saddles [Ryuu -- pinkmollies] 77_Downvest [The77sim3] Mace [Mico] Spiked Mace [Mico] Blood bag [Pirate Joe -- Delicius] Booty Pack [^-,...,-^] (can be open as chest or equiped as backpack) Eelight DST [Globalastick] Lovely Chest (Fireproof) [RiverSwim] Madman's Fighting Pack [star -- Madman666] More armor [noerK -- VaneshKi] More Gold Tools(DST) [JustJasper] Moving Box [Jelly -- Peanut Butter] Notebook [KaiserKatze] Monster Hambat [kasra9400] Battle Horn [Tykvesh] Dining Table [宵征] DST Gesture wheel [rezecib] DST Minimap HUD [squeek] DST Always on status [rezecib -- &nbsp;Kiopho] Extra Equip Slots Increase Storage [Luis95R] koalefant beefstification [imperialistic dog] Simple economy [AppleMomo] Super Wall (Need Many more ores, and icludes New Walls - Reeds, Hedge, Mud, Living and Bone) [DYC] [JustJasper] Your Skeleton Respawn [Беккит]
  5. I am making a food, that when eaten, reduces fire damage taken. liquor = { test = function(cooker, names, tags) return tags.frozen and (names.pepper or names.pepper_cooked) == 2 and (names.tomato or names.tomato_cooked) end, priority = 30, foodtype = FOODTYPE.VEGGIE, health = -TUNING.HEALING_SMALL, hunger = TUNING.CALORIES_MED, sanity = TUNING.SANITY_SMALL, perishtime = TUNING.PERISH_SLOW, cooktime = 0.75, potlevel = "low", tags = { "masterfood" }, prefabs = { "buff_fireimmunity" }, oneatenfn = function(inst, eater) if eater.components.debuffable ~= nil and eater.components.debuffable:IsEnabled() and not (eater.components.health ~= nil and eater.components.health:IsDead()) and not eater:HasTag("playerghost") then eater.components.debuffable:AddDebuff("buff_fireimmunity", "buff_fireimmunity") end end, --floater = {nil, 0.1, 0.7}, }, This is my code for the crockpot recipe. In modmain: local function fire_attach(inst, target) if target.components.health ~= nil then target.components.health.fire_damage_scale = 0.1 end end local function fire_detach(inst, target) if target.components.health ~= nil then target.components.health.fire_damage_scale = 1 end end local function create_fire_buff(inst) MakeBuff("fireimmunity", fire_attach, nil, fire_detach, TUNING.BUFF_MOISTUREIMMUNITY_DURATION, 2) end AddPrefabPostInit("foodbuffs", create_fire_buff) When I cook the food, it has no texture, and when I harvest the crockpot, it disappears.
  6. IMPORTANT: The code should work in both DS and DST, but it was primarily written for DST, so I will leave a disclaimer here saying it might not be 100% the same code that is needed for DS. Please tell me of any problems you run into with these code snippets. How To Use The Examples Below IMPORTANT: The code snippets in the sections below all alter either a character or a food. Look for the parenthesis in the titles for the code snippets to see which type of entity each code snippet is for, and then consult the application methods in this section to apply them to the entities you want (or in some other way, if you know what you're doing). Applying Changes Specific To Your Own Food Item Mod Put the code snippet in the prefab Lua code for your food, at the bottom of the fn function, after adding the edible component to it. Applying Changes To A Specific Food Entity Put this code in your modmain.lua, and put the code snippet you want where the comment says to put it: -- Replace FOOD_PREFAB_NAME with the name of the food prefab you want to change. AddPrefabPostInit("FOOD_PREFAB_NAME", function(inst) -- Put the code snippet here. end) Applying THE SAME Values To Several Food Entities Put this code in your modmain.lua, and put the code snippet you want where the comment says to put it, and fill in the list of affected food prefabs: local affected_foods = { "monstermeat", "corn" } for i, v in ipairs(affected_foods) do AddPrefabPostInit(v, function(inst) -- Put the code snippet here. end) end Applying DIFFERENT Values To Several Food Entities Put this code in your modmain.lua, and change the values in the food_stat_dict. NOTE that this approach needs none of the code snippets below. Just change the values in food_stat_dict. -- food_stat_dict is a dictionary with food prefab names as keys and stat-dictionaries as values. -- The stat-dictionaries have stat-names as keys and the effect on each stat as values. -- If you want a stat not to be affected, you can just omit it from the stat-dictionary. local food_stat_dict = { twigs = { sanity = 10 }, monsterlasagna = { health = 25, sanity = -10, hunger = -10 }, fishsticks = { health = 20, sanity = 20, hunger = 20 }, } for food_prefab, food_stats in pairs(food_stat_dict) do AddPrefabPostInit(food_prefab, function(inst) inst.components.edible.healthvalue = food_stats["health"] or 0 inst.components.edible.hungervalue = food_stats["hunger"] or 0 inst.components.edible.sanityvalue = food_stats["sanity"] or 0 end) end Applying Changes Specific To Your Own Character Mod Put the code snippet in the prefab Lua code for your character, at the bottom of the master_postinit function. Applying Changes To One Particular Character That Is Not Your Own Character Mod Put the code snippet in the prefab Lua code for your character, at the bottom of the master_postinit function. -- Replace CHARACTER_PREFAB_NAME with the name of the character prefab you want to change. AddPrefabPostInit("CHARACTER_PREFAB_NAME", function(inst) -- Put the code snippet here. end) Applying Changes To Several Characters Put the code snippet in the prefab Lua code for your character, at the bottom of the master_postinit function. local affected_characters = { "wilson", "webber" } for i, v in ipairs(affected_characters) do AddPrefabPostInit(v, function(inst) -- Put the code snippet here. end) end Applying Changes To All Characters Put this code in your modmain.lua, and put the code snippet you want where the comment says to put it: AddPlayerPostInit(function(inst) -- Put the code snippet here. end) Making Certain Foods Inedible (CHARACTER) You can extend the Eater:CanEat function of the eater component on your character (or entity), and return false early if it has a certain tag or foodtype, or if it is a specific food. Making All Foods With A Tag Or Specific Foodtype Inedible To make all foods with a certain tag or food type inedible for a character, use this code snippet. You can replace "mushroom" with the tag you want to make inedible or remove the tag check, just like you can replace "VEGGIES" with whatever foodtype you want to exclude or remove the foodtype check. You can add as many of both kinds of checks as you'd like. Now, not all food items have an appropriate tag or foodtype to single them out. In the example above, not all mushroom items have the "mushroom" tag, so if you want to make your character unable to eat more foods incl. all the mushrooms, you can always make a list of inedible food items and keep them from being eaten using similar code. Making Specific Foods Inedible Removing ONLY Negative Stat Effects From Certain Foods (CHARACTER) There are a few ways to go about this. Lets start with the least specific one, since it is the easiest to implement. There is a special function in the eater component called DoFoodEffects, which checks whether to apply any negative effect on sanity or health (so not negative hunger effects) from eating certain food items. If we take a cooked green mushroom cap as an example, it adds health but removes some sanity. We can make that negative sanity not be added at all, while still keeping the positive health effect. To be clear, this code removes all negative sanity and health effects from the foods in the "protected_foods" list, while still allowing any positive sanity and health effects that the food applies. Changing Food Values (CHARACTER) I only recently thought of this "new" solution to this problem. In the past, I have said that you can only "change" food values for your character by manually applying the altered effects AFTER the original food values have been applied by the game. This was because the "oneat" event is called on the character AFTER the original effects have already been added, and I did not see a way to affect this before that happened. But I completely missed this "new" way of changing the food values BEFORE the original food values are applied, so sorry to those people I have given more difficult solutions in the past. Again, we alter a function on the entity, but his time it's the Eat function on the eater component. We intercept the eater as they are eating the food, see if we have a set of special stats we would like this food to have for our character, and if we do, we change the food to have these stats, then eat it, and then revert the food stats back to normal immediately afterwards. Note that the values you enter REPLACE the value given by the food, so they are not an ADDITION. The values you enter, are the values your character will be given from eating that food. Changing Food Values Based On Whatever You Want E.g. Foodtype (CHARACTER) In the code-snippet below, you will find an example which removes the positive sanity- and health-effects of all foods with the foodtype "VEGGIES", while still allowing negative effects of the foods to be applied. Again, we alter the Eat function on the eater component. We intercept the eater as they are eating the food, see if we have a set of special stats we would like this food to have for our character, and if we do, we change the food to have these stats, then eat it, and then revert the food stats back to normal immediately afterwards. Note that the values you enter REPLACE the value given by the food, so they are not an ADDITION. The values you enter, are the values your character will be given from eating that food. Changing Food Values (FOOD) Changing the stats given by a particular food to all entities eating it is pretty straight-forward. You can set the values to whatever you want. NOTE that if you use this code-snippet to change several foods by using the Applying THE SAME Values To Several Food Entities approach at the top of this post, all the foods in your list will get the same values, which is usually not what you want. See the Applying DIFFERENT Values To Several Food Entities approach above for how to set different food values for many foods at once. I hope this helps some people
  7. Version 1.2.0

    1716 downloads

    Grow vegetables and fruits without a farm! How to do it? Create a hoe; Till the ground; Fertilize the soil; Plant a seed! It is possible to grow vanilla plants too! Cook new vegetables in a crockpot. New recipes: Bread (4 wheat); Fruit muffin (fruit, egg, wheat, honey) Tomato soup (2 tomato, veggies, no meat); Onion soup (2 onion, veggies, no meat); Meat soup (2 garlic, 1 additional veggie, 1 meat); Fish soup (2 potato, 2 fish); Pumpkin soup (pumpkin, 1 honey, wheat, no meat) Fruit pie (2 wheat, fruits, no meat) Vegetable pie (2 wheat, veggies, no meat) Meat pie (2 wheat, meat) Fish pie (2 wheat, fish) Sweet turnip (2 turnip, 2 honey, no meat) How to get new seeds? It's pretty simple — new vegetables can be grown from usual seeds. Also you can get specific seeds using a birdcage. Don't like the new farming system? Disable the hoe recipe and grow new vegs on usual farms. Steam links: Together, Single
  8. I would like to make it Warly get a small amount of sanity, and maybe says some random quote every time he starts cooking in his portable crockpot. I have no idea how to do this, so I haven't tried anything. How would I go about doing this?
  9. Hi everyone! I am very new to the modding thing. I am trying to make a character mod for Don't Starve Together. He's gonna be a Rock person. Following along with the tutorial on the Klei website, it all seems fairly straightforward. However, I've run into a little snag (being that I have no coding experience, and don't want to screw up my game) I need help with a few things. Firstly, a slightly slower sanity drain, I set his sanity to 50, but i'd like it to drain a bit slower. Found someone else's thread to help here! Secondly, how to make it so he can mine boulder and etc, with his fists. Thirdly, how he can give off a warmth aura exactly like a thermal stone. Fourthly, how to drain his sanity near pickaxes. And lastly, how to make food non edible, but minerals edible for him. Any help would be appreciated.
  10. Hello! I'm very sorry for the inconvenience. I am creating a character for DST. I want to make the character unable to eat meat, something like Wormwood. I'm quite a novice so I don't know how to look at the code of characters that are already part of the game. Any help would greatly appreciate it.
  11. Hello, I have a mod which creates additional food items, however if I try to add spices to them using Warly's station, I end up with spiced wet goop. I have looked at spicedfoods.lua and I cant see any reason for this, but admittedly my Lua knowledge is limited. I had thought maybe adding GenerateSpicedFoods(require("mod_foods")) -- Insert modded_foods into food spicer local function ModDSTSpicer(inst) GenerateSpicedFoods(require("mod_foods")) end AddPrefabPostInit("spicedfoods", ModDSTSpicer) However, this didn't result in any change, either because it doesn't matter, or perhaps is coded wrong. I am at a bit of a loss. Any advice would be appreciated, thank you.
  12. Hello Everyone! Im working on a character that automaticly eats everything he has on him when his hunger gets too low until his hunger is full again. I have everything in place exept for the part where he actually eats any food he has. And i have no idea how to do this to be fair. Would someone be willing to lend me a hand?
  13. I was wanting to have an food item, that upon being eaten, gives the player an object This is what I am working with, but nothing happens. local function OnEaten(inst, eater) inst.components.inventory:GiveItem(GLOBAL.SpawnPrefab("drupe")) end And, I would prefer that it only works if the eater is a player, so that if another mob eats the food, they don't get the item.
  14. Version 4.1

    5358 downloads

    Adds Many additional crock pot recipes. Batilisk wings are made cookable (they count as 1/2 monster meat) Seeds made cookable Cold meat dish included to cool Wigfrid during the summer Candied Bacon included to help Wigfrid with sanity - compatible with Display Food Values and Smarter Crock Pot mods - compatible with Beefalo Milk and Cheese mod (can used cooked Milk in any recipe that requires milk) Please leave feedback if you have any comments, errors, or suggestions Known issues Items don't appear properly in Warly's portable crock pot (will be fixed next update) Some recipes accidentally disabled in Shipwrecked (will be fixed next update) Expect New Changes Soon =-=-=-=- A version compatible with DST is on steam You can download it here - even without a steam account http://steamworkshop.download/download/view/381565292
  15. I was wondering if it would be possible to create a character who only eats nightmare fuel to sustain his hunger, but loses a little sanity every time he eats it. Would this be possible?
  16. I want to harvest 3 units of plants from one Farm Plot. How to do this?
  17. Heyo, I made a custom prefab that can be eaten. (ie it's a food.) I tried to change the values of health, hunger and sanity given when it's eaten, but I only get the stats for Cooked Morsel. (i think). So can anyone help? Heres my item.lua
  18. Version 1.0.0

    1013 downloads

    Allows you to cook Warly's special meals with any character. Seriously, there is no reason to lock them.
  19. I'm creating a character with the following perk: *Eats a lot, but not often. For this, I have doubled the characters max hunger and decreased the hunger rate by 25%. To compensate, I want him to receive 25% less hunger from anything he eats. I've tried the following ways to accomplish this: The 'oneat' function (doesn't affect the actual eating, just fires when performed) Editing the GetHunger function (affected all characters despite the clause) see: http://forums.kleien...etables-values/ Editing the 'Eat' function. I'm not sure how sensible that was in the first place. Looking for advice or tutelage on the subject. More information can be provided if necessary. Thank you! - Dominic
  20. Hello. I have issue with the custom food which i ported to DST. The issue is that spell doesn't work properly. DS code: DST code: So, what issue? look, food cast spell after i eat it. If i didn't go off game (DS or DST) during spell duration, issue will not appear - works correctly. But if i came off game during its duration in DST then after come online i get next thing : spell doesn't work (if it even had duration) at all. I found out that only one function worked - "regen_resume" after i came online. How to fix that issue, so spell will continue work after i came online again? P.S.: If you ask me why I did dotaskintime in regen_resume - this is because function starts before character was initialized (so i get nil on ThePlayer)
  21. I've been working on an Alice in Wonderland character and I would like to make mushrooms have different effects for her. I'd like blue caps to make her glow, green to speed her up and red to increase strength all for limited times. How should I go about this? Would it be easier to have her craft the mushrooms into an entirely new edible item? This is my first character mod sorry if this question seems silly.
  22. this is what i have at the moment ? any ideas of improvments or suggestions?
  23. If anyone's interested, I've updated the 'Winter update' food files so there's no rot. I also have instructions on how to get them into your Chrome install.
  24. Hey there, I am a huge fan of Don't Starve, really like the direction it is headed. I was noticing something though - my main method of restoring sanity aside from dapper hats is eating well-cooked foods. Once you get a recipe that works well for you - in my case monster meatballs - there is little reason to change. I was reading that this is one of the major ideas behind the winter update - forcing players to adapt to new situations - and in that vein I had a suggestion."AW, meatballs AGAIN!?" My suggestion is implementing a system of diminishing returns for food sanity if you don't eat a variety of foods - essentially making your character get sick of that particular food until eventually you get no sanity from eating it, maybe even eventually taking a sanity HIT as you force down another steaming pile meatballs, or kebabs, or WHATEVER. It may make the early parts of the game too difficult - I remember spending DAYS munching roasted berries before I really got the hang of the game - but hey that's what Don't Starve is all about am I right?