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Found 5 results

  1. Hello! If you're reading this you probably want monkey lore. There's not a whole lot to talk about with regards to the lore this time, seemingly intentionally because it's a 'setting the stage' update. With that being said I'll still provide you with all that I can in terms of monkey lore. So, the update has alot of crazy things. Monkey pirates, turning into a monkey, bushes that grow bananas........., but most importantly, the Unnatural Portal (and the debris around it). It looks like our friendly neighborhood inventor, Wagstaff, has been tinkering with dimensional travel and caused what seems to be a tear in space and time to show up. What's interesting about this is we've known Wagstaff's had some success with dimensional travel, having been the one to give Webber's dad the spider which would eventually be part of Webber, throwing WX-78 into the portal, and even scouting the Constant as a hologram in both DS and DST. The best and most recent example in terms of the timeline would be that he was able to siphon the Celestial Champion's energy and contain it in a structure that was a projection just like he was. So evidently, he's able to interfere with things even if he's not physically near them. So the fact that we now see there's some sort of consequence to his meddling with space and time is interesting. There are other things which allude to Wagstaff as well. Once of which will probably go unnoticed to most people but if you generate enough Moon Quay islands you realise there's a pattern to them. It has a distinct shape of two 'eyes', a mess of 'hair' and three docks which you can interpret as either teeth or a bushy moustache. This could be a stretch but it seems that the monkeys designed the island to look like Wagstaff. On top of that, the Queen of the Moon Quay's 'throne' is labelled as 'Moon Bed' in the image files and if she's happy from being given a banana, she can have a quote saying "THE GREAT SKY BANANA SMILES THIS DAY.". This could just be the monkeys seeing the crescent moon and thinking "Oooooo banana" or it could be related to Wagstaff's tampering with lunar energy leaving an impression on the monkeys. Either way, the old codger's been up to something and whether he realises he's tearing a hole in space and time, who can say for certain. We aren't sure why anything from the portal is spewing out of there, let alone seemingly cursed monkeys. I say seemingly cursed because one of the major things in the update is that upon acquiring 10 Accursed Trinkets, which you only get from killing Powder Monkeys, you turn into a monkey yourself. There interestingly isn't any interesting quotes for the trinkets themselves, though while turning into a monkey Maxwell makes the comment that he doesn't recognise the kind of magic it's using. Other than turning someone into a monkey, it's also cursed so that it can't leave your person. The only thing capable of taking the trinkets away from you is the Queen of the Moon Quay, who reaches out to you and has her hand glisten with some magic, before taking the trinkets and just putting it under her crown. She also makes some comments with regards to changing you back as well. MONKEY_QUEEN_REMOVE_CURSE - "YOU WOULD RETURN SUCH A GIFT? SUIT YOURSELF.", "YOU WISH TO RETURN TO THAT HIDEOUS FORM? VERY WELL.", "I CAN'T FATHOM WHY YOU'D GIVE IT UP, BUT I'LL HONOR OUR ACCORD." So it seems she sees the form as a gift, perhaps she might even have a part to play in the curse itself since she's the only one who can seemingly remove it. This is all to say we aren't sure whether the monkeys are monkeys who became pirates or pirates who became monkeys, but seeing as how all but the Prime Mate drops a trinket only on death, it seems they could be transformed as well. Walter seems to have the same theory ("Maybe they're pirates cursed to be monkeys! Or monkeys cursed to be pirates...") All of this to really say, we don't really know what's happening yet? It's clear Wagstaff has committed some mistakes and it's seemingly destroying some of his machinery as well as bringing objects from other planes into the constant. Whether he was using the monkeys or they're just from another weird world in the universe of Don't Starve is uncertain. We know that other strange dimensions exist outside of the Constant, since seemingly Wortox isn't from there but is still a magical creature, and he's canonically gone to the Terraria universe (whether you want to treat that as canon is up to you but for the sake of dimensional tomfoolery, I'm counting it). It's possible Wagstaff's making the world of the Constant even more unstable somehow, only time will tell. But if it is that he's unintentionally leaking other dimensions into it, I think it's a great way for Klei to add stuff that seemingly doesn't fit with the world, like random pirate monkeys and BUSHES THAT GROW BANANAS, I WILL NEVER GET OVER THIS KLEI. Just to wrap up with some small tidbits: The Powder Monkey Huts (forget what they're called) strongly resemble the machine Wagstaff contains the Celestial Champion's essence in, which just further cements that it's Wagstaff's influence and could potentially allude that these are either prototype machines that are being dumped into the Constant or he's planning to store even more energy. which is a can of worms to think about. There's also an inverted portal animation that seemingly isn't used yet. Based on the way it moves, it seems to be sucking stuff up rather than spewing it out like the one we have ingame. I imagine this might not be unused necessarily, but it's something we might see in the future. @QuartzBeam has the theory that all the 'setting the stage' updates might involve things generating from these sorts of portals, which I could totally see and would love. ALSO, Wilson made the Nautopilot and I don't know whether to be proud of him or not. The man could've just made a bigger boat but no, a giant magnet to carry around MORE boats is what he decided to make. Never change Wilson, never change. Lastly, just appreciate how half of the survivors either find surface bananas super weird because they're used to cave ones, or they're wondering why the bananas are growing on bushes: That about wraps it up. Not much to talk about unfortunately (but damn if I didn't talk...). I could've gone on with some of the sillier lore bits, like how Wendy's quote for turning into a monkey ("Stop laughing Abigail, it's not funny.") shows that Abi's still got her old personality, which you can't really tell otherwise (shoutouts to Quartz for showing me this) but I don't want to keep you guys from reading this more than I already am. Thanks again for anyone who made it to the end, see you next time when it turns out Wagstaff has just been trying to make the perfect treatment for male pattern baldness using some toenail clippings, monster meat, and the essence of an ancient deity.
  2. Out of nav links. Need to increase maxLinksPerCell:17 at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0 at Debug.LogError (System.Object obj) [0x00000] in <3366109ff608488f8317d0b43357f1ba>:0 at NavGridUpdater.CreateLinks (System.Int32 cell, NavTable nav_table, System.Int32 max_links_per_cell, NavGrid+Link[] links, NavGrid+Transition[][] transitions_by_nav_type, System.Collections.Generic.Dictionary`2[TKey,TValue] teleport_transitions) [0x00000] in <b2059d57da244ebc9fb8d55e7bbaa6c7>:0 at NavGridUpdater.CreateLinksForCell (System.Int32 cell, NavTable nav_table, System.Int32 max_links_per_cell, NavGrid+Link[] links, NavGrid+Transition[][] transitions_by_nav_type, System.Collections.Generic.Dictionary`2[TKey,TValue] teleport_transitions) [0x00000] in <b2059d57da244ebc9fb8d55e7bbaa6c7>:0 at NavGridUpdater.UpdateLinks (System.Collections.Generic.HashSet`1[T] dirty_nav_cells, NavTable nav_table, System.Int32 max_links_per_cell, NavGrid+Link[] links, NavGrid+Transition[][] transitions_by_nav_type, System.Collections.Generic.Dictionary`2[TKey,TValue] teleport_transitions) [0x00000] in <b2059d57da244ebc9fb8d55e7bbaa6c7>:0 at NavGridUpdater.UpdateNavGrid (NavTable nav_table, NavTableValidator[] validators, CellOffset[] bounding_offsets, System.Int32 max_links_per_cell, NavGrid+Link[] links, NavGrid+Transition[][] transitions_by_nav_type, System.Collections.Generic.Dictionary`2[TKey,TValue] teleport_transitions, System.Collections.Generic.HashSet`1[T] dirty_nav_cells) [0x00000] in <b2059d57da244ebc9fb8d55e7bbaa6c7>:0 at NavGrid.UpdateGraph (System.Collections.Generic.HashSet`1[T] dirty_nav_cells) [0x00000] in <b2059d57da244ebc9fb8d55e7bbaa6c7>:0 at NavGrid.UpdateGraph () [0x00000] in <b2059d57da244ebc9fb8d55e7bbaa6c7>:0 at Pathfinding.UpdateNavGrids (System.Boolean update_all) [0x00000] in <b2059d57da244ebc9fb8d55e7bbaa6c7>:0 at Game.UnsafeSim200ms (System.Single dt) [0x00000] in <b2059d57da244ebc9fb8d55e7bbaa6c7>:0 at Game.SimEveryTick (System.Single dt) [0x00000] in <b2059d57da244ebc9fb8d55e7bbaa6c7>:0 at Game.Update () [0x00000] in <b2059d57da244ebc9fb8d55e7bbaa6c7>:0 Build: U42-509629-S No clue why this is happening can anyone help I have 18 dupes, and im getting a max nav link bug 17 maybe i have to increase the nav link limit? it started crashing after i got Pei.... Could PEI BE THE ONE CRASHING MY GAME?!
  3. I am trying to make a Funtime Freddy mod, and currently, I am stuck. The game freezes whenever I choose the character (This I am trying many things to fix). Other than that, my character has three main perks that I will need help making when/if I can fix this bug, the perks are: 1. He has an built-in ice box, this is compensated for by having him move slightly slower, and unable to equip body and head items. 2. Funtime Freddy has night vision. This is compensated for with Funtime Freddy losing sanity during the day. 3. Funtime Freddy Brings along Bon-Bon. Bon-Bon is an equippable item that lets Funtime Freddy gain sanity in the dark, and negate the daytime sanity drain. Bon-Bon also has a secondary function when equipped, when held, Bon-Bon de-agros mobs after Funtime Freddy (This of course doesn't effect big bads). Bon-Bon also can be dropped or thrown, in which Bon-Bon will act like Bernie, where he will attack mobs. Bon-Bon seems overpowered, but Bon-Bon has a major downside, his crappy durability, Whenever Bon-Bon attacks a mob, gets attacked by a mob, or Funtime Freddy gets attacked while Bon-Bon is in his inventory, Bon-Bon loses 1% durability, and when broken, will become rubble on the ground. Bon-Bon can of course be healed for 10% durability per gear and when broken can be fixed similarly to how you can tame clockworks, by repairing him with three gears, this will make a new Bon-Bon with 25% durability, making gear farming essential if you want to have any sanity. Funtime Freddy has 225 health, 150 hunger, and only 100 sanity. I know how to make custom stats. But if you guys can help me with the other perks and help me to fix this bug that prevents me from progressing any further, I would be grateful
  4. Hello, I'm making a personal mod that tweaks a bunch of stuff that I want to change. I am in need of help from someone to tell me how I can change lets say... Warg's loot drop, how do I make that? I also need help tweaking Wickerbottom's book durability so all her books have 10 uses. Thank you.
  5. Hi, i got a problem then i try to start a new game. This happens if im starting a new game: Please help me!