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Don't Starve Together

Found 6 results

  1. My first non-beefalo forums guide! I've been doing a lot of research about winter temperature, thermal stone, insulation, etc via testing and looking through code and I now have too much knowledge and power that I must release through forums. Now updated with insulation and heat source comparison tables! How to properly warm up thermal stones Since most of y'all won't give up your rock no matter what possibly better options I present, might as well learn to use them properly. The only realistic ways to warm up a thermal stone to it's max of 90 degrees is burning trees and lava ponds. A 4 furnace set up can also warm them up to a good 80 degrees. Most people keep the stone on them and warm themselves up until they overheat. Don't do it this way. YOUR temperature doesn't impact the thermal stone, and by the time you're overheating the thermal stone still can use more time. For every extra second you can heat your stone you'll get 5 seconds of warmth. Set it on the ground right next to the burning tree when you're warming it up. 1 tree won't burn long enough either, you'll want to burn a second one afterwards. A 90 degree thermal stone should last about 8.5 minutes. Wearing insulation clothing won't help an orange or yellow thermal stone. But when the thermal stone runs out, you will have about 20 degrees left which you can get some value out of with insulation. If you're wearing a tam it'll give you another ~80 seconds at the end and therefore more of a warning before you start freezing. You could even pop on a beefalo hat right before your thermal runs out to give you an extra ~160 seconds. How to properly warm up without thermal stones Insulation clothing is amazing. It's really simple and straightforward, and can stack to last a really long time. A beefalo hat gives you 9 seconds of warmth for each second you warm yourself up, keeping you warm for up to 10.5 minutes! A beefalo hat + puffy/hibearnation vest gives you 17 seconds for each second you warm up, lasting almost 2.5 days if you overheat! Not to mention characters with beards getting even more. I especially like using insulated clothing on a beefalo because you often don't have as much competition for the equip slots. IMO, clothing easily wins over pet rocks if you're not switching or bundling them. Insulation Comparison/Cheatsheet/Whatever Bundling and Switching Thermals and Sunfish Bundling thermals is amazing. They won't cool down while bundled. Bundle them at max temperature or close to it and when 1 runs out swap it with a fresh hot stone in the bundle or your 4 furnace heating station if you're nearby. However, scorching sunfish are even better! You'll have to go sea fishing in summer and catch one. Each one lives for 2.66 days in winter in an insulated pack, and they keep you warm as long as they're alive with no complications. Swap the fish with a fresh one in your bundle or in your tin fishin bin if you're nearby. You theoretically can also use thermal stones or sunfish to warm up, then bundle them and use double clothing to stay warm for a while, and repeat to theoretically last the whole winter without needing to go to base to switch or stop to warm up. But you need multiple thermals or ideally sunfish (warmer) in your inventory to warm up to a decent temperature, and at that point you might as well just do the above. Hot Food This is obviously not generally recommended but it is technically viable. Living off of spicy chili (2 per day) with double clothing gives you exactly enough warmth and hunger to survive! Also 2 warly chili spiced foods a day work the same and is exactly enough to give you a perma 20% damage boost. And of course there's hot dragon chili salad that can actually keep you warm. Everything else loses it's heat over time if you're wearing an insulated pack and you can't wear a hibearnation vest if you're wearing an insulated pack. EDIT: apparently spicy chili is also susceptible to losing it's heat over time. So only Warly's chili spiced dishes or hot dragon chili salad is reasonably doable because of this. Heat source comparison table MECHANICS IF YOU'RE INTERESTED World Temperature In winter, the world temperature is around -20 degrees, but it can dip to -30 and even beyond during night. Generally, the player temperature (and thermal stone temp) is trying to match the world temperature. Player Temperature While above 70 degrees, you take 1.25 overheating damage each second, and the warning for this of orange color around your screen happens once you reach 65 degrees. At 5 degrees, frozen marks appear as a warning, and below 0 degrees you take 1.25 freezing damage each second. Thermal Stone Temperature The thermal stone also has it's own internal temperature, actually separate from the temperature of the heat it emits. It has a range of -20 to 90 degrees. It turns yellow when it cools to 30 degrees above the world temperature (~10 degrees). And turns white when it cools to 10 degrees above world temp (around -10 degrees). This means the thermal stone actually stays yellow a bit longer while world temp is lower, and during the very middle of the winter night when world temp is just under -30 degrees, it can't even run out because it can't go below -20 degrees. While orange it keeps you at around 35 degrees and while yellow it keeps you around 20 degrees (a fixed temperature throughout each stage, not directly dependent on it's own temp). It works exactly the same as a player with 120 insulation in terms of warming up and cooling down. Warming up While within 2.5 tiles of a heat source (fires, hot thermal stones, burning trees, etc), the heat source can warm players and thermal stones. While above 0 degrees, the player is always warmed 1 degree per second (5 degrees per second when freezing/below 0 degrees). The maximum temperature that the heat source can warm the player to is determined by world temperature, distance to the heat source, and how hot said heat source is. The way this is calculated seems weird and inconsistent so I'm leaving this for @Hornete to figure out. EDIT: A few notes about thermal stones: they act as 2.1x weaker heat sources when on the ground instead of in your inventory, and thermal stones can't warm other thermal stones for obvious reasons. Oh and they don't warm up faster on the ground, idk where that myth came from. In this VERY technical and thorough post I explain how to calculate the temperature that heat source(s) can warm a player or thermal stones to. But here are some actually potentially useful notes: With additional heat sources, you're not only warmed to a higher temperature, but it's a more consistent temperature because ambient temp shifts have less of an effect. So lets say ambient temperature decreases by 15 degrees. 1 furnace would be able to heat you up 7.5 degrees less. 2 furnaces would lose 5 degrees. And with 4 furnaces, players and thermal stones would only lose 3 degrees of what they could otherwise get to with a higher ambient temp. The heat thermal stones emit in your inventory is also less based on ambient temp, and therefore more consistent. How close you are to the heat source has a pretty negligible effect as long as you stay within a couple units of it; there's very little difference between being directly on the heat source (which you can't do with many) and being 1 or 2 units next to it. Cooling down While not near a heat source during winter, players and thermal stones cool down at a rate determined by insulation. This loss is very straightforward and easy to calculate. Just add 30 to your total insulation and divide by 30 (willow and wes also have -30 insulation with clothing). This value is how many seconds it takes to lose 1 degree. So a thermal stone or player wearing winter hat loses 1 degree every 5 seconds (120+30)/30. A fully bearded Wilson with a beefalo hat and hibearnation/puffy vest loses 1 degree every 21.5 seconds (135+240+240+30)/30 lasting over 3 days.
  2. So, I've been working on how my Character would play out in DST but I'm a bit stumped on how to actually code it in. So, if anyone knows, Would you be so kind to reply and answer these: How can I make the prototyping sanity gain smaller? How do I animate with Spriter? Is there a way I can make an event happen around my character? (Ex: My character is a set distance from something and one of his mechanics comes into play)
  3. Version 1.45

    682 downloads

    Warning this mod uses some language and graphic quotes, if you do not approve then don't download. You play as the whaler from dishonored (after the events anyway) who's taking a chance to make as much gold as he can before his powers fade away forever. More lore here that's being overlooked and you really just want to just jump to his stats and abilities (jeeze I spent over a month working on this man). Supernatural Powers: +You have access to 8 different powers that give you the edge over your enemies and frankly your fellow players. ~Many powers require the Prestihatitator for the first tier of upgrades and the shadow manipulator for the second tier -Your powers run off of sanity, so once you reach below 100 sanity you can't use them anymore Assassin: -You start off with 100 hitpoints and won't last long in combat -HUGE DISADVANTAGE: You prefer to be lightweight and fast, thus you reject many armors, weapons, headwear, and statue parts to carry or wield. Limiting your choices severely! (Its recommended to be experienced in order to survive) The End: -You didn't get here by normal means, and the (dst) world knows that. Once you die the world will get rid of you and return you the character select screen without the whaler being an option. Your mission is a high reward and high risk afterall, you could restart the server and rollback but if you die a lot this disadvantage will get to you. (This disadvantage also makes death meaningful again). Stats: Health: 100 -> max 140 Hunger: 150 Sanity: 300 -> max 360 Notes: The mod will conflict with anything trying to tell health of mobs as the summoned assassin's aren't in their recorded lists. Strangely the game crashes upon closing it down but there's no error in the report, whether this is concerning is unknown as the game has no problems starting up and loading the character. it is recommended to add this mod for maximum use of all items: https://steamcommunity.com/workshop/filedetails/?id=375850593 Updates: Unknown at this time. Refer to the discussions links below for more info: https://steamcommunity.com/workshop/filedetails/discussion/1440494809/3596571824763129940/ https://steamcommunity.com/workshop/filedetails/discussion/1440494809/3596571824763089941/ https://steamcommunity.com/workshop/filedetails/discussion/1440494809/3596571824763072720/ Will this mod be on don...*covers your mouth* Let me make it clear that I'm not going to waste my time on the single player due to the pushback on the stalker mod and quite frankly that game's player base is dwindling more and more. I could say more negative reasons but I'll hold back. Also checkout Mindmaster's mod: http://steamcommunity.com/sharedfiles/filedetails/?id=451724205 My other work: http://steamcommunity.com/sharedfiles/filedetails/?id=371705488 http://steamcommunity.com/sharedfiles/filedetails/?id=520571095 http://steamcommunity.com/sharedfiles/filedetails/?id=640715176 Special thanks once more to mr Saval for the artwork, mindmaster for ai experimentation, Arkane Studios for the character and music, and thanks from the musha mod that inspired some of the code.
  4. Version 0.1.0

    116 downloads

    The purpose of these mods is to provide some proposals for change in mechanics to the developers, help with balance, take up some part of balancing to allow the Klei developers to focus more on other things, while at the same time letting other players out there test the mechanics of these mods to see how well they like them, as well as get feedback to further improve them. Any mods within this file will stay for so long as a certain mechanic is not in place. Whether any of these mechanics are applied to the game depends entirely on the Klei forum, and of course, the Klei DST developers themselves. You can play-test any mechanics from these mods to give feedback on how well you like its contents to help with the process. The mods within this file are created for Don't Starve Together only, therefore most of them may not be compatible with the single player version. You should take in mind that some of these mods were created while A New Reign sequence of updates was still in beta, so be careful with the installation if you cannot access this content in any shape or form. The content of this mod was created using a DS software tool called Sublime and on Windows 8.1 operating system. Any issues in regards to other platforms and operating systems I may not be able to help with. Mod contents Desirable features that are not in the current build of this mod file WARNING: The methods in which some of these modifications have been created involve creating copies of existing files and then editing them. To my knowledge, these mods are compatible with each other, but may not be compatible with other mods out that that use the respective edited files within these mods. Enable with other mods out there with caution, if you so choose to do. The reason a large part of the code is done this way is to keep it easier to create this type of content and to allow developers to make changes more easily, if they decide to include any of the content provided within these mods. If you encounter any bugs, errors, exploits or overlooks as a result of these mod mechanics, or if any information given here is in any way inaccurate, please let me know. Special thanks goes to @Arkathorn and @Desblat for their help in guidance of mod coding. If you want to contribute to the way the you can post your own mechanic changes seperately. Additionally, any changes that aren't already mentioned here, which you think would do well for the game (in relation to what the mods here already cover, e.g. Willow) are welcome. Also, any constructive feedback is welcome. You can discuss this mod and anything related to it in the comments of this mod file page, or in this topic.
  5. Hey everyone ! It's been a month and it's a really great and addictive game ! But everytime I play it, I wish there were a way to note things on the map, location of a concentration of rabbit-hole, buffalos, hot points, items I let on the ground etc.
  6. I suggest the addition of a combat roll. This would allow the player to roll in any given direction at the cost of some food. The roll would be activated by pressing Z, the direction you wish to roll in. The roll would be faster than traditional movement, however a small cool down would need to be in place to avoid it being abused. This I believe would give the combat mechanics a greatly needed boost.