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Don't Starve Together

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  1. 1. Download and install SteamCMD: Click here to download 2. Start Don't Starve Together from Steam and click on the "Play!" button. 3. Click on the "Account" button. 4. On the accounts page, visit the “GAMES” page, then click the “Don’t Starve Together Servers” button. 5. If you don’t have any server yet, please click the “ADD NEW SERVER” button. If you have a valid server, click the green “CONFIGURE” button. Expired servers are colored in red and should be deleted. 6. In the “Configure Server” page you will find a form with some options that you can edit to customize your server. Once you are ready, click the “Download Settings” button. Download the Zip archive, extract the content, and place the folder “MyDediServer” inside \\Documents\Klei\DoNotStarveTogether\. 7. Copy and save the following text to: \\Documents\Klei\StartDSTServers.bat 8. Checklist of all the files you should have now: 9. Double-click StartDSTServers.bat to start your dedicated servers!
  2. 11 schemes for generating oxygen (in layers, with descriptions, blueprints, and calculations). Details here
  3. Its been a while and I thought it was best that I updated my old fishing chart that I made a while ago! The previous post sadly got archived, so I could no longer update it, so thats why im making this new post here! (Here is the old one incase you wanted to look) Now I thoroughly enjoy all of the fishing that Klei has added to DST, I find it immersive and very in depth! But with this depth comes confusion. Thats why I created (And Updated) this chart! So that people have a way to at least try to understand all the mechanics that go into fishing. With this new chart. I decided to add a LOT more information to it and I tried to make it a little easier to read. But all this comes at the cost of needing a rather large image. So in order to make it so its even legible, I had to make it a PDF version! Found below the sample image, One click and it will download for you to open and zoom in to your hearts content! (Though even then I have found it to be laggy and have a few glitches. But at l east you can read it!) Please use the PDF → OceanFishingChart9.3.pdf ← Please use the PDF ( its about 2.4mb ) And here is the normal image version. I do not recommend using it because of the compression. But its here if you want it Okay yeah I know it seems a bit sketchy... but this was the only way I could do it!! And I added a PDF version to the last one but no one saw it... sooo thats why im making it look like a sketchy website! Anyway, feel free to ask any questions in the comments or if I got anything wrong, please tell me there! Just so i can fix it as fast as I can. And feel free to Follow in case you want to be updated on if I make any corrections, then you can go ahead and follow this post, as i will comment when I've made any revisions! Now if only Klei will add something like the cookbook/gardener hat for the ocean fish in game
  4. Hey there, today we've released the starting pages of a new Modding Guide to the public. Currently it's a basic 'how to get started' tutorial, but as the time goes on we'll add more examples and advanced concepts. Note that the guide has been written with the updates to current live branch in mind - current live branch uses .NET Framework 4.0. This is a breaking, non-compatible change that you have to keep in mind when upgrading older mods. Link to the Guide: https://github.com/Cairath/Oxygen-Not-Included-Modding/wiki The guide is currently maintained by @CynicalBusiness and myself. Feedback is appreciated.
  5. -persistent_storage_root Change the directory that your configuration directory resides in. This must be an absolute path. The full path to your files will be <persistent_storage_root>/<conf_dir>/ where <conf_dir> is the value set by -conf_dir. The default for this option depends on the platform: Windows: <Your documents folder>/Klei Mac OSX: <Your home folder>/Documents/Klei Linux: ~/.klei -conf_dir Change the name of your configuration directory. This name should not contain any slashes. The full path to your files will be <persistent_storage_root>/<conf_dir> where <persistent_storage_root> is the value set by the -persistent_storage_root option. The default is: "DoNotStarveTogether". -cluster Set the name of the cluster directory that this server will use. The server will expect to find the cluster.ini file in the following location: <persistent_storage_root>/<conf_dir>/<cluster>/cluster.ini, where <persistent_storage_root> and <conf_dir> are the values set by the -persistent_storage_root and -conf_dir options. The default is "Cluster_1". -shard Set the name of the shard directory that this server will use. The server will expect to find the server.ini file in the following location:<persistent_storage_root>/<conf_dir>/<cluster>/<shard>/server.ini, where <persistent_storage_root>, <conf_dir>, and <cluster> are the values set by the -persistent_storage_root, -conf_dir, and -cluster options. The default is "Master". -offline Start the server in offline mode. In offline mode, the server will not be listed publicly, only players on the local network will be able to join, and any steam-related functionality will not work. -disabledatacollection Disable data collection for the server. We require the collection of user data to provide online services. Servers with disabled data collection will only have access to play in offline mode. For more details on our privacy policy and how we use the data we collect, please see our official privacy policy. https://klei.com/privacy-policy -bind_ip <bind_ip> Change the address that the server binds to when listening for player connections. This is an advanced feature that most people will not need to use. -port <port_number> Valid values: 1..65535 The UDP port that this server will listen for connections on. This option overrides the [NETWORK] / server_port setting in server.ini. If you are running a multi-level cluster, this port must be different for each server. This port must be between 10998 and 11018 inclusive in order for players on the same LAN to see it in their server listing. Ports below 1024 are restricted to privileged users on some operating systems. -players <max_players> Valid values: 1..64 Set the maximum number of players that will be allowed to join the game. This option overrides the [GAMEPLAY] / max_players setting in cluster.ini. -steam_master_server_port <port_number> Valid values: 1..65535 Internal port used by steam. This option overrides the [STEAM] / master_server_port setting in server.ini. Make sure that this is different for each server you run on the same machine. -steam_authentication_port <port_number> Valid values: 1..65535 Internal port used by steam. This option overrides the [STEAM] / authentication_port setting in server.ini. Make sure that this is different for each server you run on the same machine. -backup_logs Create a backup of the previous log files each time the server is run. The backups will be stored in a directory called "backup" in the same directory as server.ini. -tick <tick_rate> Valid values: 15 .. 60 This is the number of times per-second that the server sends updates to clients. Increasing this may improve precision, but will result in more network traffic. This option overrides the [NETWORK] / tick_rate setting in cluster.ini. It is recommended to leave this at the default value of 15. If you do change this option, it is recommended that you do so only for LAN games, and use a number evenly divisible into 60 (15, 20, 30). Examples: The recommended way to run a two level server is with the following commands: dontstarve_dedicated_server_nullrenderer -console -cluster MyClusterName -shard Master dontstarve_dedicated_server_nullrenderer -console -cluster MyClusterName -shard Caves These two commands will run two dedicated servers using the following configuration files: <Your Klei Folder>/MyClusterName/cluster.ini <Your Klei Folder>/MyClusterName/Master/server.ini <Your Klei Folder>/MyClusterName/Caves/server.ini For the location of <Your Klei Folder>, see the explanation of the -persistent_storage_root and -conf_dir options above. For information on setting up a dedicated server, see one of the following guides: Dedicated Server Quick Setup Guide: Windows Dedicated Server Quick Setup Guide: Linux Dedicated Server Quick Setup Guide: Mac OS X
  6. Hi everyone! So there is a thing where many modders manually register their strings in their mods with Strings.Add(key, actual values), for each and every string entry they need. This method is fine for tiny mods, and mods that don't want to have translation support. But for others, there isn't much resource on how to create translatable mods, so I wanted to share my way of doing it: First, simply create your own STRINGS class inside your own namespace, and mimicking the game's STRINGS: using static STRINGS.UI; namespace Curtain { public class STRINGS { public class BUILDINGS { public class PREFABS { public class AC_PLASTICCURTAIN { public static LocString NAME = FormatAsLink("Plastic Door", PlasticCurtainConfig.ID); public static LocString DESC = "A transparent insulating door."; public static LocString EFFECT = $"Quarters off dangerous areas and prevents gases" + $" from seeping into the colony while closed, while allowing {FormatAsLink("Light", "LIGHT")}" + $" and {FormatAsLink("Decor", "DECOR")} to pass through.\n\nDuplicants passing through will open the door for a short while, letting gases and liquids to pass through."; } } } } } And then in the Localization.Initialize patch where you would set those manual strings, instead you can do this: using Harmony; using KMod; using System; using System.IO; using static Localization; namespace TestObject { class Patches { [HarmonyPatch(typeof(Localization), "Initialize")] public class Localization_Initialize_Patch { public static void Postfix() => Translate(typeof(STRINGS)); public static void Translate(Type root) { // Basic intended way to register strings, keeps namespace RegisterForTranslation(root); // Load user created translation files LoadStrings(); // Register strings without namespace // because we already loaded user transltions, custom languages will overwrite these LocString.CreateLocStringKeys(root, null); // Creates template for users to edit GenerateStringsTemplate(root, Path.Combine(Manager.GetDirectory(), "strings_templates")); } private static void LoadStrings() { string path = Path.Combine(ModPath, "translations", GetLocale()?.Code + ".po"); if (File.Exists(path)) OverloadStrings(LoadStringsFile(path, false)); } } } } My building now with the ID AC_PlasticCurtain gets these strings assigned, and it's translatable! Simply dropping a .po file into the translations folder in my mods folder will load up when the game is set to that language. Prefabs like buildings will know automatically which one is theirs, just make sure your prefabs ID matches the class name in all caps. (AC_PlasticCurtain → AC_PLASTICCURTAIN). Why register without and with namespace? Because many things in the game strongly expect STRING at the highest level of the key, and namespaced version will not work. but you can only export your templates with namespace, as you cannot create another STRINGS class inside root. Yes you could code something up to go around this, but this really isn't costing the game anything, and is much simpler to implement. I hope this was helpful to some of you! Let me know if you have feedback on how to further improve any of this or if you notice anything.
  7. This guide will help you set up a dedicated server on Mac OS X. The commands in this guide must be entered in the Terminal.app. The character ~ at the beginning of directories and filenames is shorthand for $HOME which is a variable that refers to your home directory, for example, /Users/alice/. 1. Install steamcmd. 2. Configure and download the server settings 3. Create the script that will run the servers. 4. Give the script executable permissions 5. Run the script to start the dedicated servers:
  8. This guide will help you set up a dedicated server on an Ubuntu machine (32 or 64-bit) 1. Install dependencies: 2. Install steamcmd. 3. Configure and download the server settings 4. Create the script that will run the servers. 5. Give the script executable permissions 6. Run the script to start the dedicated servers:
  9. (Edit: Note 2 added) I saw the same topic multiple times so I thought it would be easier to create a guide to refer any new same questions to here than answering the same thing over and over again. Some explanation about rockets (*how I personally handle rockets) and then follows the "how to land a trailblazer" I loaded and demonstrating one of my previous save files to show how landing works. In this particular file I wanted to make a super rocket (design outside "the box" which took 90 cycles..) and let my dupes discover space in luxury. The first time around, after finding a couple of planets (No.5 and 6 currently present, still missing the 4th-ice one but I have an idea where it could be) I then send 2 rockets with trailblazers, food and oxygen for the trip to the 5th planet. Landed both trailblazers, deconstructed them to make a platform and have food and oxygen guaranteed. For some reason rocketpiloting does not really work ... A "rocket piloting II" dupe having +6 rocketry takes the same time to land/pilot a rocket with a "rocket piloting I" dupe having +1 rocketry (launched each dupe to the two rockets below at the same time). Anyways... This time, for the sake of a simple demonstration, I launched only one rocket just to show how to handle the trailblazer. Trailblazer ready, acknowledge warnings (cannot make a round trip warning acknowledged), launch! I sent Nails equipped with an atmo suit (unequipped it to equip again before landing), 1000kg of oxylite (a bit excessive but oh well..) and 10 kg of berry sludge. Also a bin carrying 1000kg of dirt for toilets just in case. Assigned table and cot (they still don't always get assigned automatically..). Nails will have to mop occasionally.. but nothing life threatening. And... don't forget to assign berry sludge as permitted consumable to Nails.. oops! And now to the point.. How the planet currently looks. Pitch black, not even a ray of light (diving into the unknown...) Reaching planet orbit and then ..Deploy (either from starmap-rocket-menu or rocket control station menu inside the rocket) Still pitch black, a red (not possible to land here) trailblazer. At this point you don't cancel/panic. Hit Alt+s (screenshot mode) Still pitch black. Zoom out until anything is visible. See what happened (and that teeeeeny tiny red dot to the bottom)? I don't know if it is a bug teleporting you to the right bottom edge of the map but it is what it is. In order to work around it you either could right-click move the map or WASD navigate to find the surface. Or.. you hit Alt+s and zoom out (it seems quicker to me). *Note 1: When you are not in "deploy trailblazer" mode you cannot see the surface in any way (unless your rocket reaches orbit of planet... I recently discovered that ) Choosing a position and... -click- *Note 2: DO NOT have "round trip" option selected. The moment the rocket reaches orbit, it decides it has to return and you will never have the chance to see/reveal the planet. ( ...and probably have the rocket stranded) It seems easier after a couple of times. The first time I felt lost and confused as to what I am supposed to do. But ...some more hours of play later, everything ..almost makes sense Then... you land... ..and let Nails suffocate because you !@#$% forgot to equip the atmo suit.. again! (for the second time around!!) T_T If you still cannot find the surface or something isn't clear enough feel free to ask for more instructions *at some point I need to learn how to capture screen to video... instead of posting a wall of screenshots...
  10. A guide for my Beard Template mod, intended to be used alongside Dragon Wolf Leo's Extended Sample Character mod (which you can find here). What You Need Your character mod, which you have to provide yourself. Basic knowledge of making character mods. (If you can make a character using the ESC, you'll be fine.) An image editor with transparency support. Pretty much anything other than MS Paint should be fine. A text editor. I recommend using Notepad++. Ignoring modmain.lua and modinfo.lua This tutorial doesn't really modify the modmain.lua or modinfo.lua, since all the code to add a beard to your character goes in your character prefab file. In the Character Prefab The character prefab provided should include all the instructions needed to add a beard to your character in the form of comments. Creating the Beard Assets In the download you should find a folder called "beard templates" outside of the "exported" folder. These are the templates you'll use for making your character's beards, including Wilson's beard and versions of the ESC beard alongside the headbases and faces used. Of course, the beard you create should not include the headbase and faces used and will go to the exported folder for the game to properly export it into the game. Outside of this, all instructions you'd need to make your character are mostly unrelated to the files provided. If you can already make a character using ESC you should be good to go with this. I hope this was useful to you; I don't know how to make tutorials or guides at all and I'm pretty new-ish to Don't Starve Together modding anyways. If you have any problems with this guide, let me know. Beard Template for ESC.zip
  11. MOD IN WORKSHOP! This mod replaces the main menu background with some videos. You can pause and skip videos to the next ones! Once you'll start the video, the main menu theme will be stopped, but when you stop the video, it will start to play again! For moders: This mod has its own API! You can add your videos! Guide: Many thanks to the Electroely. This mod wouldn't be possible without him!
  12. Hey whats up fellow Kiel members and Don't Starve players. I just uploaded a video on youtube of a Don't Starve Character Guide on "WILSON"! Needless to say, check it out if you are interested! I am just starting out, any support would be appreciated! Lemme know what yall think! =D Video link:
  13. I made guide in picture-based form by modifying and manipulating original graphics. Although, I am not creator of original graphics. The guide is also available on Steam. Chapter 1: Introduction 1.1 Playable Characters. 1.2 Giant battle techniques. Chapter 2: RoG + Together Walkthrough Chapter 3: Shipwrecked Walkthrough Chapter 4: Undergrounds Chapter 5: Add-ons 5.1 Optional start for RoG 5.2 Cooking guides 5.3 Other guides
  14. I've noticed that hardly anyone knows how to make worldgen mods, so I thought I'd share my knowledge on the subject. Feel free to correct me on anything I got wrong or give me information I might not have EDIT: Yay! My post got the "popular" thing! ----> Thanks Guys! Section 1: What are the parts of World Geneation? Part 1: Prefabs and Static Layouts Prefabs are, as far as this guide is concerned, the smallest units in the don’t starve worldgen. Everything you see in the world is made of a combination of prefabs. I’m not going to be going over how to create prefabs in this guide, only how to implement already made prefabs and place them in the world. Static layouts are a series of prefabs that are placed in a specific order, when a static layout is placed, it will be exactly the same every single time. If you remember the pig king, or the teleportato pieces, these are good examples of static layouts (mostly just because they’re easy to remember as the same every time). I include these two in the same part because they’re both used when you make... Part 2: Rooms, and Setpieces Rooms are the first randomly generated part of don’t starve, they have contents (prefabs and static layouts), tags, and values. The tags determine special characteristics of a room, and the value determines the floor, what you’ll find yourself standing on. Contents are defined in a table, under several categories which are: countstaticlayouts, a table that holds the static layouts that you want in your room countprefabs, a table which holds prefabs that you want in your room distributepercent, a floating point value that determines the distribution of the prefabs in your room distributeprefabs, a table of prefabs to be distributed and how distributed they are prefabdata, to determine how to modify the prefabs in the room At first glance, distributeprefabs and countprefabs seem to be similar, but they’re actually used for very different purposes. The table, distributeprefabs is used for prefabs that you don’t necessarily want a specific amount of, but you want them evenly distributed across the room, things like trees, and flint. Whereas countprefabs is used for prefabs that you want a specific amount of. The countstaticlayouts table is used in an identical fashion to countprefabs, but obviously for static layouts. The table, prefabdata is used to determine the starting conditions of prefabs like trees (which can be burnt) and spider dens (which can be teir1,2,or 3) You don’t need to use prefabdata to determine the starting conditions for tree growth, as that is randomly selected by the trees. The reason for this is that people are unlikely to want a tree forest with trees the same height, but spider dens are frequently all tier1, or all tier3, or a random selection, so naturally you would want to determine this on a room-by-room basis. Setpieces are the middleground between a room and a static layout, generally incorporated into the world after it has been generated, and around the same size as a static layout, but (somewhat) randomly generated like a room. Part 3: Tasks, locks and keys A task has five important parts: Locks, which determine how the task can be “attached” to other tasks Keys, are the other half of the equation that determines if two tasks can be attached to eachother. Rooms, which are in essence what the task is made up of. room_bg and background_room, which determines the type of room used to flesh out the area. When the world is being generated, it goes through each task, checks the locks, and keys, and attaches the tasks together so that each lock is unlocked by any of the keys that can unlock it. A list of locks and keys can be found in the locksandkeys.lua in the maps folder. Locks and keys can be used to shape mildly. Rooms are the main rooms of the world, you define a specific amount of these. As opposed to room_bg and background_room, which are used to flesh out the area and an amount of them is chosen at random.. Part 4: Levels This is the part where you pick what you want in the world. The level is made of several portions, In this guide I’ll discuss the important parts for a survival mode world leveltype, there are a few options for this, we’ll be using survival id, the level id, this is how the game recognized the level name, the name of your world, which will be viewable by the players desc, the description of the world, which will be viewable by the players overrides override specific settings in the world tasks, these are guaranteed to be in the world which is what the world is made of optional tasks, which are what the world could be made of, if they’re picked setpieces, guaranteed to be in the world, covered in part 2 random setpieces, that could be in the world if they’re picked Leveltype is the type of level that this level is going to be, survival, adventure, etc. survival maps can be picked from the world generation menu. Overrides are used to override specific settings in the world, meaning you could make the start season winter, or have only islands, start on a specific setpiece, or a number of other things. Tasks are where you put the tasks that you made in part 3, setpieces are where you put the setpieces that we learned about in part 2. Random setpieces and optional tasks are setpieces and tasks that shouldn’t necessarily be in every world, but belong in some worlds. Section 2: Making your worldgen mod; A tutorial. This is going to be the most basic world you could possibly make, but it uses all the basic concepts and makes for a fairly short tutorial that someone could easily make a much better world based off of. So here we go Part 1: Making mod folder. Name it whatever you want, and make the following directory structure Top level folder modinfo.lua (empty) modworldgenman.lua (empty) scripts map levels rooms tasks Part 2: Making your first room Create a new empty lua file in scripts/map/rooms and open it in your favorite text editor Start with the function addroom(“name of your room”{}) Add in colour and value, color is (as far as I’m aware) purely for debugging purposes which we aren’t going over in this guide. Add the contents, I chose to add only grass Add a background room, it’s going to be pretty much the same as your normal room, but in this specific case, it doesn’t really matter, as it’s probably going to get overwritten by the start node(although you can choose to not include a start node) Part 3: Make yourself a task Since we only have one task this is pretty simple, I’m only planning on putting in one task for this demo. If you want more, you’re going to have to go through the locks and keys lua file in maps, but since we only have one right now, I’m just going to leave locks and keys as none. For future reference, you must choose locks.none if you want a specific area to be your starting area. Then we need to make our room_choices table, for mine I put in one of the plains room we made. If you want to see your background room, you should put in more than one, you’ll see why when we actually make the world. Lastly, add in your room_bg (it should match the room you’re making), your background_room, and the colour, which once again, is only used for debug purposes, so you can make it any color you want. Part 4: Levels Add in your survival level, with an id, name, and description of your choosing. Next comes overrides, you can make your own starting setpiece if you want to, but I just used the default one provided with don’t starve. And finally tasks, we have no optional tasks because we only made one task. Part 5: Playing the mod Now comes the moment of truth, link all your files in modworldgenmain.lua, name the mod in modinfo, and install your mod! If everything worked out, you should have a new world preset, and when you select it…. I know it looks stupid, but that's because there's only one room. Note: the green comes from the start node, and you can't see any of my background room, but my plains room is clearly visible.
  15. This is the first video in my How to play mini series and it shows all the ways you can find gears in Don't starve shipwrecked. https://www.youtube.com/watch?v=OP0b19MI94Q Hope you enjoy and leave any suggestions for future videos, thanks in advance
  16. Modding Practices: Series Index Introduction This post is a collection of the chapters in the Modding Practices series created by Kzisor/Ysovuka. It will contain a short description of each chapter and a link the chapters thread. Modding Practices: CHAPTER 01: Before Beginning CHAPTER 02: Introduction to Modding. CHAPTER 03: Introduction to atlas and texture files. Conclusion If you have questions, concerns or suggestions for a particular chapter please leave them in the appropriate thread. ~Kzisor/Ysovuka
  17. What's the best way to accumulate a food surplus in DST? I've been playing on a server with some friends, and we tried several strategies that rapidly depleted: 6 farms of dragonfruit near a frog field -supposedly after I left the server that day winter hit, and two out of 4 people who originally set up the base barely made it through winter. 2 beeboxes and about 8 berry bushes -beeboxes took too long to set up, due to difficulties getting silk. -berrybushes...aren't that useful, we had more, but they were unfertilized. Koalefant hunting-with someone constantly hunting koalefants, we got a fairly decent rate of meat coming in...that soon stopped because the hunter left. most of the meat was converted to jerky. Any ideas? Tips? Strategies for food rationing?
  18. If you have more than 1 option fro your mod, you can easily fix annoying Klei bug. Just use following code for each option: local some_var = GetModConfigData("some_var") if type(some_var)=="table" then some_var = some_var.option_dataend ​
  19. Hello guys I am trying to make Don't starve tutorials for beginners. Click here to see my list of tutorials I made so far! If you find them helpful share my tutorials to your friends
  20. In the video below I show you how to attack beefalo without losing too much or any health. http://www.youtube.com/watch?v=T-NR-gdxBKo
  21. Hello everyone on Klei Forums! I make YouTube videos *looks at giant video window below this text* No... Really? Anyway why not go ahead and look at this random don't starve video (which is part of a series) that I picked out for you and if you like it then please subscribe, like, comment watch more videos nominate me for an Oscar and donate millions upon millions of dollars to me. Seriously though I want to grow my channel and any help is appreciated... what's that sound? Nice doggies... nice... OOOOH HEEELP! I hope you enjoy
  22. Hey there everyone, I was watching a ton of don't starve let's plays on the internet, and noticed that a lot of people were really bad at living past their first winter, or in some cases, even their first few days. And so I started up this guide series to help out people who were having more difficulty surviving. This series is a careful, step by step guide to surviving rather than an "in general" tip set, and following this guide can definitely increase your lifespan, and even let you thrive through your first winter. http-~~-//www.youtube.com/watch?v=uc_y4VdldLs Of course, only use this when you're tired of dying, because this guide tells you a lot of information that you would probably learn through experimentation, which is fun itself. Also! this guide avoids rabbit farming for food.
  23. Link to the episode in question (13, I should have known). (20 min long) Link to the playlist with all 13 episodes if you're crazy bored and have time to kill. So as you'll notice, things start to happen around the halfway point. What do you think my next priorities should be? Meat effigy? New clothing? Do you think it's safe to get my stuff back?Thanks for checking it out, post any and all feedback in this thread!