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Found 7 results

  1. The ice flingomatic is the only machine in the Constant that can water plants and put out fire on land. For regular use, you may think that it works really well. However, for heavy-duty use, you will realize that it is in fact, an imperfect machine. In a set up that I made (inspired by others), which I call the ‘Endless Fire’, I discovered that the ice flingomatic has 4 quirks that is not talked about or discussed anywhere (or there is but I can’t find it). 1. Inconsistent AoE The AoE of snowballs that put of fire, is in fact, non-consistent. The radius can be slighter larger or slighter lower. Current suspect is that the maximum and minimum splash radius is +- 1 point of geometric placement space. 2. Irregular Power The power is the degree of temperature that the snowball projectile cools down. This is also irregular. In the set-up, the flingo can bring down the same fuel stacks to smoldering temperature and sometimes completely douse the fuel stacks to non-smoldering temperature. Remark: I have less confidence in this claim because it can also be related to fire spread mechanics and the accumulated latent heat of objects. 3. Inconsistent Initiation Speed The ice flingomatic actually has 2 modes of initiation before throwing the snowball projectile. Mode 1 ( Normal Speed ) The flingo spins clockwise 2.5 turns, springs up and spins 1.5 turns to release snow projectile, and then recoils one turn, back to preparation state. Total time taken to release projectile = 1.00 second Mode 2 ( Faster than Normal Speed ) -- Occasional The flingo spins clockwise 2.5 turns, springs up, spins only 1 turn and release snow projectile, inertia spin 0.5 turn, and then recoils one turn, back to preparation state. Total time taken to release projectile = 0.85 second. 4. Attempt to Put out Smoldering Objects or Fire during Plant Watering Duration The flingo will occasionally enter into a state that water plants. During this duration (my estimation of somewhere between 1-2 seconds), the flingo will also throw snowballs to put out any smoldering objects or fire. I have put down the links for the set-up, flingo, and also the save file / world so that you can see, test and verify my claims. Endless Fire: https://youtu.be/PJ_FtyXW8ms Flingo Imperfections: https://youtu.be/sGmYcGz4Bt0 Save file / world : https://drive.google.com/drive/folders/1n5J2CdYHuKYYgk2dNiZcBh6cOMRM4MxH?usp=sharing I also vaguely know that there is somehow a way to look into the prefab file or game data file, is there someone knowledgeable in this help to confirm these claims or teach me how to do it? At last, thanks for reading the post and feel free to share any related flingo or fire mechanics to help elucidate them!
  2. Hey there, everyone. I'm making this topic just to throw some ideas/suggestions to make pets have more uses in game (besides being adorable)! As of now, only the Lunar Mothling has any practical use (providing a small amount of light if well-fed); I really feel like every critter should give their own unique benefits, to help differentiate one another, to better suit playstyles, and to give back something to the players after going through the trouble of getting one. Right now, they actually do a bit more harm than good, since they sometimes get in the way when you're trying to click something, and with their constant crying for food. I get it that they're supposed to be very young critters, but i think that it'd overall feel more satisfying to the players if they also helped them in their quests for survival. Here are my ideas: -Glom-glom: small sanity aura, similar to glommer (or perhaps a bit less), when standing near it. occasionally drops glommer's goop; -Vargling: able to pick stuff on land and in the water and bring it to you (on command); -Kittykit: can attack birds and other small critters, and bring you the loot (on command), or perhaps it could cough up random gifts if you gave them something; -Giblet: would periodically drop feathers (random type). -Ewelet: gives insulation bonus, and can provide fur or steel wool periodically (if shed with a razor); -Broodling: can set stuff on fire (on command); -Mothling: unchanged (provides light) All of those would require, of course, the critter to be well fed, just like it happens with the Mothling. What do you guys think of those ideas? Would it be unbalanced? Let me know what you think. Also, sorry for any mistakes in my writing, and thank you, Klei, for this amazing game!
  3. 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)
  4. Version 1.45

    667 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.
  5. 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.
  6. 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.
  7. 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.