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Found 56 results

  1. i like to have pringles the green one thats sour cream after school i like them a lot i also like gusher but i cant have that many or else it hurts in my teeth what is your favorite one
  2. Hello! As a old player of this game I realized a thing. None of my death wasn't bc of starving and I'm rarely get starve. The food is very easy thing to get every season in game. I just get meatball, fishsticks everytime and it's just boring. There is no reasons to make cooked turkey or jellybean. I saw a guy asked for "Everycharacter is picky eater." and most of people said no. They are right bc only a "cooker" can choose food while surviving. But how about healthy eating? Here my ideas, don't forget to sharing your ideas. Hunger have 4 tabs. This tabs decrase slowly and not critic as hunger if you arent starving. Also keep it in your mind, that effects is not very powerfull effects and they will not change your gameplay so much. They just would be critic when they are very low. This idea just make you more carefull about eating, not slave of diets. MEAT -Player can gain protein from meats (much), milk (normal) and mushrooms (slightly). -Deficiency of protein causes low damage multiplier. -So so much meat give more hitpoint but drain 0.5 health per second. (Vegan bunnies liked it!) Extra Idea➥ If your meat bar is high, you will smell meat and bunnies will not like that. Extra Idea➥ Wurt's meat bar should drain very slow. Extra Idea➥ Wigfrid's meat bar should drain faster. VEGETABLE -Player can gain vegetables from veggies (much), fruits (normal) and musrooms (slightly). -Deficiency of vegetable causes low maximum health. -So so much vegetables regenerate health but causing more sanity drain. (Nobody loves veggies lol) Extra Idea➥ Wigfrid's vegetable should drain very slow. Extra Idea➥ Wigfrid should able to eating "leafy meats" and "butterflies" to gain vegetable point. Also there should be more leafy meat sources. Extra Idea➥ Wurt's veg. bar should drain faster. SUGAR -Player can gain sugar from honey (much), fruit (normal) and vegetables (slightly). -Deficiency of sugar caues low speed on running and collecting. -So so much sugar speeds up character but causing more hunger drain. (It's king of sugar coma ) Extra Idea➥ Kid characters like Wurt, Wendy and Webber should gain sanity from sugar bar! Extra Idea➥ Wickerbottom is an old lady, she should have diabet and high sugar should be dangerous for her! OIL -Player can gain oil from butter (much) and meat (normal). (There is not much oil sources in game but klei should let us crafting oil from vegetables or flowers.) -Deficiency of oil causes low damage absorb, you will get more damage from creatures. -So so much oil causes fatness and slows your character running speed but makes you starving slower. Extra Idea➥ Foods like meatball, meatstew should need a oil but oil should be easy to get. Extra Idea➥ Flower oil from flowers, fish oil from fishs and also they can add plants like olive and sunflower. Thanks for reading.
  3. 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
  4. Alright, so I have a bit of a complaint. Everyone else has pretty much the same complaint. Hunger: Hunger has not really been an issue since you were a fresh noob just starting out. I found the game to be just less challenging as it went on. So I proposed a challenge for myself... I turned everything that could possibly result in giving me food on less. (Including Walrus Camps) It turned out to be not MUCH of a challenge.... like at all..... I was absolutely cruising in the food department. I had stacks of meat in my fridge, plenty of jerky to heal me, and just plenty of pierogis. Although I was SUPER low on fillers 90% of the game, I had still had enough meat. This really says something.... Even after turning ALL food sources on 50% I was still ROLLING in the dough. I was doing fine. I propose this needs to be fixed. I know what's been going on with Klei recently, so I won't be like "KLEI KLEI KLEI FIX IT DO IT FIX IT MAKE IT BETTER!!!" No.... those people are annoying. But this game is just too easy. I might have to make another challenge for myself All I'm really saying is just put emphasis on the game title (Thanks Minespatch!)
  5. What is the file path, or where can I find the source code for crockpot food. I have been searching but can not find it. Specifically, I want to find the code for jellybeans. But knowing the code for all the foods can also help with future mods.
  6. Custom Farming

    Version 1.2.0


    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
  7. Darh's Mods Pack

    Version 1.3


    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]
  8. Version 4.1


    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
  9. Version 1.0.0


    Allows you to cook Warly's special meals with any character. Seriously, there is no reason to lock them.
  10. Food Alternatives to Rabbit?

    this is what i have at the moment ? any ideas of improvments or suggestions?
  11. No More Food Rot

    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.
  12. 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?
  13. I've been playing the Beta for a while now and this Winter update is the change I've been most excited for (bring on the difficulty!). I played through to my first winter and found it actually kind of dull, though. Don't get me wrong, preparing for winter was stressful and fun. It made the quite easy "early game" more challenging knowing I didn't just have to survive, I had to prepare, hoard, and plant. Then living through the first 7 or so days of winter and testing my preparations was fun too. But then... It became obvious I had hoarded/planted enough resources to sustain myself at a steady state through the winter. I could replace morsels by boomeranging birds and bunnies, get some berries every few days for filler, and chop enough wood nearby to stoke the fire. These "chores", however, only took about 1/4 of a day cycle. After that, I ended up just surfing the internet, with the game and volume on in the background so I could listen for hounds/eyeclops. This is no way to play a video game! Basically, winter adds much-needed difficulty to the game, but that difficulty is loaded onto summer days, with the actual experience of winter just being mostly tedium. I love the idea of cyclical seasons, but I don't think precisely one half summer and one half winter is appropriate. Even if you can choose long/short seasons when setting up a sandbox game, you're still getting half of your days as extremely long and full of activity (fun!) and half of your days sitting by a fire in the dark (tedious). It would be nice to have fall/spring, where day length is between summer and winter and freezing is a hazard only during dusk or night. Anyway, just my two cents. This game has already returned a great time/$ ratio for me, especially for a beta. I can't wait to see what you guys think of next!
  14. Bug Submission Please choose a category [Gameplay] Platform [*]Steam Version Number 72968 Issue title Tallbirds won't stop chasing Steps to reproduce Stole the tallbird egg Ran away while tallbird chased me Night came Had to kill the tallbird Tallbird killed me Describe your issue I stole the tallbird egg and the tallbird started to chase me. It didn't stop chasing me and I had to try to kill it because the night came but it killed me I do think this is a bug because the tallbird didn't stop chasing me when I stole it's egg.
  15. Hey whats up guys. My name is AFROMATIC, I just got into Don't Starve a couple weeks ago and have been hooked since. I decided to start a Let's Play Series and I thought I would share it with the Community. Im new to the forums so let me know what ya think and I hope to talk to so you guys. PeaceEP #1 http-~~-//
  16. I've been toying with the idea of giving a feedback after finally finding enough time to play the game again this weekend. So, before the winter update hits us hard, I want to share some thoughts. The game definitely evolved since December, when I started playing, and most of it is in the 'fun' direction, yet is also way too easy to manage, and below I explain why. Keep in mind it's my personal opinion and feedback, not truth I wish to force onto everyone.1. Insanity is way too easy to manage. You can eat some monster meat in the morning, slaughter a few beardlings and then calmly chomp some homemade meals and you're golden. This gives way too much control to the player and such control eliminates the threat element from the insanity. 2. Eating raw meat and fish shouldn't count towards insanity and eating crock pot dishes shouldn't remedy insanity. Sushi is raw fish. Tartar is raw meat. But that's not the only reason. The food counting towards sanity/insanity is the main reason behind point 1. It gives us total control over insanity. Why should this be the case? And why can I go insane and recover as many times during the day as I want to? Woudln't it be harder and harder to crawl from iinsanity back to sanity every time we slip into madness?3. To give some constructive feedback to 1 and 2: the insanity 'recovery items' should be removed (at least to some degree) and the insanity should drop at all times, both at night and during the day (recovery during the day sounds odd to me. You're still trapped and you still have another night to look forward to. If anything that woudl make us go more insane with worry.) Yes, there should be wasy to recover sanity, but not such drastically easy ones like munching a few chicken nuggets MADE OUT OF HONEY AND MONSTER MEAT might I add. Gradual approach of a looming threat is much more stressing than a controlled period of insanity.4. Insanity monsters. I'm very lukewarm about them. On the one hand they're very cool but on the other they're just a cheap death. I'd much prefer them to show up and start following you at sanity 20-30, stick even closer when insanity is approaching and attack when it's at 0 so that I know 0 means monster attack.5. Love the hands that steal fire. Love them.6. Honey is still the ultimate remedy that fixes everything. All 3 meters can be managed with enough honey and a handful of vegetables or monster meat.Tl;dr: Insanity is way too easy to manage in that it's entirely up to the player when he or she gets insane and when to recover from it. Food causing insanity and being a remedy for insanity is bananas and also gives way too much power to the player. It's way too easy to farm beardlings for nightmare fuel by just going insane in the morning and recovering from it by lunchtime or before afternoon tea and scones.So that's my feedback there. Quite eager to hear what the rest of you think about it all.
  17. No one ever talks about yeti boss ;_;
  18. (i'm from poland. sorry for my english)Those are my suggestions to you, dev, because i noticed that starving is a kind of VERY RARE death. Right? I never starved to death and I think other too (or not so many times as it should be). So, this is my feedback. Bump this thread and write your own ideas!THREAT WILL BE OFTEN EDIT BY ME SO LOOK HERE DAILY ;D1. You shouldn't eat for all time the same dishes. For each the-same-dish you get some kind of penalty - i don't know exactly what it will be.2. Randomly you should start with Vegetarian (20% chance per world), carnivore (20% chance p.w.) or normal man/woman (rest of 100%). Vegetarian has own nutritional needs and must be played another way than for example carnivore.3. bird trap is overpowered! you should catch a bird with LOWER chance.4. Seeds are overpowered! they give too much hunger points/they spawn too often.5. Water. Water. Water! (giant topic ;P)6. you should get hungry faster when working. with this version of don't starve I don't see any diffrence between hard working and staying in camp.7. you should have poisoning effect. i mean that you can randomly after eating some types of food get sick. in that case your hunger is increasing rapidly for... about... 3 days.8. in my humble opinion whole system of hunger is little bit easily constructed. i mean hunger should rise quicker.
  19. I dont know if its all right to necro this...but i tought it was a great idea!especially the food bag, we could even be able to make icepacks to help keep food longer in the inventory, for those long roads ahead XD
  20. About Wolfgang

    So, my friend told me a few things about Wolfgang, and how powerful he is. He said: "Hey, I was playing Don't Starve yesterday and found out a secret, Wolfgang can eat really fast when you drag the food over to him, and he can kill spiders in 5 hits without a weapon"! So naturally I tried this out when I got home. For those of you who don't know, he does 1.5x normal damage which means 15 punching damage. So he does kill a spider in 5 hits. Also, I tried the click and drag food thing with petals, and it worked! I don't know if this works for every character, or just Wolfgang. Can someone test it for me? Thanks everyone!Note: Wolfgang kills frogs in 2 hits, spiders in 5, pigs in 10, tall birds in 16? and beefalo in about 25.
  21. Base Pictures!

    Would love to see what other peoples bases look like, I've spent a bit of time on mine and quite happy with it now. Extremly paranoid a damn flame hound is going to ruin it, but here it is! Day Time 1 Day Time 2 Night Time 1 Night Time 2
  22. New Food

    There have probably been a lot of people talking about this already, but I think there should be more ways to get food, from mobs that don't fight back. Because right now, the only way to get food without having something attack you is to trap bunnies, or kill a pig or Gobbler while its sleeping. I really think knew passive mobs should be added in, and do you guys have any tips on killing Gobblers?! Thanks! Let me know what you think!!
  23. I have a steam copy of don't starve and would like some thing kinda RPG.