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Found 17 results

  1. Version 2.8

    2,099 downloads

    Warning this mod uses language (bad words) in their dialogues, if you do not approve of this don't download and the saying goes "Get out of here stalker!". If not " I said come in don't stand there!". This mod was mainly made for dst since some the mechanics was made for dst by putting some challenge into cooperation. This mod contains sixteen playable stalkers that come from different factions: Loners, Duty, Freedom, clearsky, bandits, military, mercenary, ecologist and Monolith.Most of which contain a suit that is repairable by gold nuggets. Read on about each factions advantages and disadvantages and decide which faction you feel comfortable to play as. Loner: Zone experience: -90% negative sanity drain Prey: -You're commonly targeted by the military and bandits and lose sanity being next to them Duty: Military Trained: -75% negative sanity drain -75% night sanity drain Anti-freedom: -Your rival Freedom drains your sanity at a good rate being next to each other due to different ideology and your war with them. Anti-Mutant: -Your code is to protect the world from the mutants that threaten the outside world, making you uneasy in cooperating with pigmen, bunnymen, and the pig king as they drain your sanity (even if you befriend them!) Freedom: Zone Trained: -80% negative sanity drain Light Exoskeleton: -10% faster movement than all the other factions -10% faster hunger rate Anarchist: -You fight for free access to the zone and conflict with the military and duty because of this. You lose sanity being next to military and duty. Monolith: Decayed mind: -0% negative sanity drain -100 max sanity making nights your main concern -Ignore food spoilage and monster meat penalty Spider Allies: -Your mind is partially connected to the Noosphere thus being able to connect with spiders to fight with you -You are also neutral to merms unless you provoke them Bad reputation: -Due to your stories told by stalkers about being hostile to all factions and your ruthlessness, all nearby players will lose a lot of sanity being near you. This makes cooperation difficult without driving them mad. -Your tagged as a monster, making catcoons, pigmen, and bunnymen target you for your reputation. Military: Military Trained: -75% negative sanity drain -75% night sanity drain Corrupt: -You've attacked stalkers that tried to enter the zone, you're peers low morale gives you a bad reputation amongst stalker and thus most stalkers lose sanity being near you. On the bright side your previous dealing with duty has earned you neutrality towards them, after all most of their equipment comes from you. Clearsky: Zone experience: -90% negative sanity drain Prey: -You're commonly targeted by the military and bandits and lose sanity being next to them CS2: -Your unique suit was well designed and does the following: reduces building costs by 50%, 65% damage protection, medium rain protection and insulation that changes in the summers like the seva suits, 50% fire protection, and small sanity recovery. Bandits: Robber: -You rob everyone in the zone regardless of faction. You'll lose sanity to all factions besides your own. Bandit jacket: -Your jacket inherits 25% damage protection and a small amount of winter insulation. Ecologist: Scientist: -You're a thinker not a fighter, -20% damage and larger sanity pool. -No radiation damage, you've had your fair share of artifact handling and research to find out how to by pass the radiation. Ssp suit: -Just like a seva suit but with nightvision and 50% building cost reduction Good reputation: -You're neutral to most stalkers making it easy to cooperate with them. -You can recruit most neutral stalkers besides clearsky companions. -Monolith and bandit faction are your only enemies Mercenaries: Military training: -75% negative and night sanity drain, your exmilitary after all. Unpredictable: -Military and duty consider you a threat to their operations and drain your sanity being next to you Killer: -Gain sanity from killing, the larger the opponent the larger the sanity is restored -Lose sanity from getting hit, miss hitting your target, and running away from battle stalker and stalker1 = don't starve together version stalkerds = don't starve version (reign of giants or shipwrecked required!) stalkerloneredition and stalkerloneredition1 = don't starve together loner edition (repaired) NOTE: Your suits can be destroyed and isn't replaceable thus keep your suits repaired at all times! Do you have no friends loner? Then download the stalker loner edition today you AI buddies will follow you indefinitely and help out with combat, get out of sticky situations and follow you down in to the caves. The weapons and ammo is now available to purchase in the shop tab while standing next to the alchemy machine just know guns aren't cheap, same goes for the ammo. Later update: unknown Refer to the discussion threads for more info about the mod. With all perks laid out will you cooperate with your rivals? Even though you'll be driving each other insane! Or will your ideologies and differences get the best of you? You can configure this mod at the beginning to disable any of the factions you don't want available in your game and keep the ones you do want. Will this mod be made for don't starve? Go check out the port it should work for the most part. The Meaning of S.T.A.L.K.E.R: Scavenger.Trespasser.Adventurer.Loner.Killer.Explorer.Robber Exoskeleton character guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/152390648098289899/ Weapons guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/365163686037504929/ AI guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/276237094316329266/ SEVA and SSP guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/357284131786777612/ Artifacts guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/451851477876528386/ Character expansion 3 guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/152390648081951322/ Character expansion 4 guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/2183537632750532617/ Sunrise suit guide: http://steamcommunity.com/workshop/filedetails/discussion/520571095/2183537632750503727/ HOW TO DOWNLOAD DST VERSION: Download stalker and stalker1 (same goes for loneredition(1-2)) and extract both of them. Place the anim file (from stalker2) into the stalker folder (from stalker) and your set. Special thanks to a modder who I'm not sure wants to be credited for the repairable armour, sw1tchbl4de once again for the artwork, Mindmaster for ai experimentation, youtuber ZoranAustralia(For Užičko Kolo video) for the bandit voice, and GSC game world for the character and their music that was used for their voices.
  2. Version 0.31

    2,225 downloads

    Hi, Original Mod Page: http://steamcommunity.com/sharedfiles/filedetails/?l=spanish&id=257781035 I upload this here because some people will see more easy to Download... Better Version:
  3. To me, the natural next step after mastering normal sandbox mode is adventure mode.What I don't understand is why you'd ever want to use the Things [in Sandbox mode] to go to the next world. Won't you get the exact same thing, only easier? Therefore less interesting?Please enlighten me.
  4. Tweaking yes!I think the most important balancing thing we can add is maybe marginally decreasing returns to eating the same food over and over.Example, you eat Cooked or Regular carrots exclusively and eventually it reaches the point where the carrots do not give you anything at all in terms of hunger replenishment. This has an invisible counter that slowly returns the food back to its original power only after a long period of time where the character does not eat it. This makes it so players cannot: - Horde one food, Morsels or Monster meat and Candy.- Make players eat variety regularly meaning more food could possibly spoil and require better management.- Causes the food spoilage mechanic to actually affect the players more dynamically.I imagine early game players are eating Carrots, Berries and Morsels in rotation. Once those has run out of its marginal benefit, players will have to shift towards crock pot recipes, farm plots for different foods and rotate between those varieties OR just be forced to go out and stock up way more.This makes space more precious, makes the player have more things to do and puts the starve back in DONT STARVE!
  5. So I was thinking that since they added winter and a winter based enemies why not do all of the seasons and enemies for each. Why not take the scare crow idea and have them as things you can build and as enemies during fall. And perhaps a random spawn Halloween based monster. Even having wild growing pumpkins and pumpkin patches show up. Each pumpkin could have a chance of becoming some sort of plant based monster with a pumpkin for its head. Maybe the lower your sanity the more likely they are to spawn. A shadow or something could be seen flowing into it right before it rises up to attack. And during the spring there could b more bunnies and the king of the bunnymen could come out of a large wormhole or something of the sort.
  6. I was thinking of a few ideas and I just thought I would mention them in case,- How about a comet? It could be a rare event and when it lands you could hear a loud thump regardless of how far away you are. It could explode on impact and yield 5 - 15 rocks and some rare items(?)- This one might not be so good but what about having multiple games at a time? I'm not so sure about it myself but I can see the pros and cons in it, I have had family members wanting to play but they would kill me in under a day and I do like testing stuff out, but to be fairly honest I can live without this.- Rivers? You could having them for fishing and maybe as water jugs for the crock pot or something? It could put out accidental fires?Thanks for reading
  7. Natural Disasters!!!!

    Earthquakes! Damages structures such as pig houses, nests, farm plots, rocks, trees. Hurricanes/Typhoons! Destroys plants/crops. Tornadoes! Uproots anything in its path. Can even lift up beefalos lols. Tsunami! Destroys coastal bases. Hail storms! Player has to constantly add fuel to their fire or they freeze to death. Makes everything crazy exciting!!!
  8. How about adding a footware slot to the inventory and having shoes that serve different purposes: Shoe Idea 1: shoes make you faster but scare animals like birds and rabbits from further away Shoe Idea 2: shoes make you slightly slower but make you inaudible or harder to detect by rabbits, birds and monster. (good for roaming late at night and hunting) Shoe Idea 3: Armor shoes. an alternative source or armor to the logsuit and football helmet. (would complement a mining helmet and backpack combo)
  9. Note: This would fit in with the crypt and wraith idea i had (the records would come out of the broken crypt) http://forums.kleientertainment.com/showthread.php?6236-Crypt-and-Wraiths
  10. hey guys just trying to reach an audience that will like my videos so here! there that's better now you guys can watch my video
  11. This topic will presumably raise some concerns and heated arguments, but lets try to keep it civil shall we? I'd like to raise a question against the current strategy of kiting and it's role in this game. Personally I can understand why kiting is a legitimate tactic, because it's using some dodging, timing, and dedication. I however thing that kiting makes the game flat out easy, you can kite almost everything and avoid being in any real danger. The only time when monsters are actually challenging is when they attack in a large group thus making kiting a bit more chaotic and hectic, like say a large Hound attack. Every monster is currently nullified by the kiting tactic thus they are no threat, so I'd like to see some changes in the current monsters attack pattern ( adding some random elements to attack ) or another solution that makes kiting less viable ( though not useless ), i.e as an effect of random attack patterns, kiters will have a harder time dodging, though not impossible. Adding monsters that functions as anti-kiters like for example an ranged monster, that is relativly fast in it's attack animation ( not attack speed but the projectile ) making it necessary to close in fast and kill them rather than running around. This would need a bit of refining but I think my point is clear by this time. The Jumping Spiders is currently a good candidate for this, hopefully we will get a bit more of these. Lastly I myself is an abusive kiter, it's easy, it yields large quantities of food for little to no cost ( except durability of weapons ) making kiting an extremely rewarding ( so rewarding it makes surviving to easy ). So people, discuss! Do you think we need to do something about kiting? Is it fine the way it is? Ect ect...
  12. This item picks up every loose item in an area around your character and puts it into you inventory and degrades when used. Expensive to craft e.g 10 gold 2 rope and loses 10% durability after every use. This will solve the items out of bounds problem, will help gathering resources and if you happen to die in the middle of a spider infested area, it will no longer be impossible to recover your dropped items. Worn the same as the other amulet so you cant wear a log suit while trying to use the amulet. Any thoughts?
  13. I trade all my 7x dota 2 keys and 1x Smite beta key for 1x Don't Starve. Dota 2 items are on sale to get a Don't Starve so please make me an offer if you are interested in some stuff. (Because all my items cost more than one single dont starve) Steam account: http://steamcommunity.com/profiles/76561198038096987 Steam inventory: http://steamcommunity.com/profiles/76561198038096987/inventory/ *dota 2 beta keys are NOT redemable in CHINA
  14. I know the fuel length time varies widely between updates, but I've been thinking. If any tree only yields 1 charcoal, and the largest trees yield 3 logs, what is better for fire? Are 3 logs better than one charcoal? Along with the fact that the biggest trees also yield 2 pine cones, for further fuel farming later. I have a chest full of logs, but I've been saving them for logsuits, and instead doing controlled farm burns for charcoal. Then again the largest trees take a hefty toll on your tools (the wiki, which I'm not sure is up to date, says 15 swings), where burnt trees for charcoal take 1 swing. As it stands in the current update, 2 charcoal will last you the whole night, but you won't be getting much of anything done. For log users, how many does it take to get through the night (starting only when night does, not dusk, and only fueling when the fire is about to die to ensure minimum requirements)? If someone has the spare time to dedicate to this query for science, I'd appreciate it. (I'd do it myself but I'm not near my gaming PC)
  15. Halfing

    Somehow, an issue I've encountered is my game has started halfing every item in my inventory when I try to swap it. I'd like to know if this is intentional and I just toggled something wrong or if this is an actual issue and as such needs to be fixed. I was playing as Willow, if it's maybe just a character bug, I've not had this with Wilson yet.
  16. I have steam tradeable versions of Limbo Sonic Generations Costume quest I am looking for a steam copy of Don't Starve http://steamcommunity.com/id/nyko111/inventory/#753
  17. I've noticed that in Don't Starve that flint is nonrenewable and can become scarce if you are on one game for a long time. I think we should prevent the terrible problem it would cause if you end up like me and cannot make tools because you cannot find flint on your world that you have so much progress on. To prevent this I believe that bone tools need to be added. So that almost every animal drops bones. Beefalo = 10 Rabbit = 4 Bird = 2 Bird Thing = 10 Hound = 7 and think of numbers for other creatures I haven't listed because I haven't encountered them yet. I think that the blue prints should be: Bone Axe = 2 Bones 1 Twig - Bone Pickaxe = 4 Bones 1 Twig - Bone Shovel - 3 Bones 1 Twig - Bone Spear = 4 Bones 1 Rope 1 Twig I am not completely sure of the accuracy of these blueprints. I believe that they might need some tweaking before they enter the game. I also think that there should be a new weapon added. The blueprint would be: 3 Bones 1 Rope. This would make a Bone Mace. This would have the effectivity of a spear. I also think that another weapon should be added aswell. The blueprint is: 2 Bones 2 Rope. This would make a Bone Flail. I also have an idea for Bone Armor. This would require 20 Bones and 3 Rope. This would be twice the durability of the logsuit and the same damage resistance. These bone items should have less durability as the original items. (excluding the armor) I am just brainstorming here. i understand if these aren't added. I hope nonetheless that they will be added. If these ideas are added would be amazed that my idea made a difference.