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Don't Starve Together

Found 8 results

  1. Wilson, being a Gentleman Scientist, having experience experimenting with blood and animals etc., should be able to do deal with the Disease situation in DST. Disease in DST is very annoying to deal with properly, and is outright disabled in most megabase Worlds. With Wilson being able to remedy this, Disease as a proper game mechanic will only get stronger. p.s. This is just too on topic for the global situation for it to not happen. p.p.s. Wilson had better healing powers in The Forge; maybe he can do the same for plants, too!
  2. Due to the nature of running discrete programs on discretely classical machines, the physics of ONI are not like the physics of classical mechanics except as a reasonable approximation in some cases. Classical mechanics relies on notions of continuity, smoothness, and strict consistency of systems of equations. ONI physics can not replicate exactly continuity or smoothness and the consistency of local mechanics with global mechanics is hit and miss in a lot of cases due to the nature of the tractability problems of the ONI programmatic world and the realities of corporate development. As such, ONI's mechanics despite some appearances otherwise are fundamentally discrete and quantized. Some quantities are pseudo-continuous and are represented by floats or doubles in code with precision set by hardware constraints of CPUs and GPUs. Given this reality it is some what perplexing to me that the mathematical physics theories of ONI do not include or identify the quanta of the ONI system. Two of the biggest differences between ONI physics and real world physics is in the space-time of the game world; it is an unknown problem in real world physics as to whether or not space or time are quantized, but in ONI, we have definitive answers to this problem. ONI space-time is quantized, and one of the most basic quanta of the game is the tick which is roughly 0.2 seconds on a standardized machine in real time. The tick is the quantum of time in the ONI universe; this is a really important notion because time underlies mechanics for things like velocity and acceleration and thermal transfer or any force/action mechanics. We know for a fact that space in ONI is also quantized; the most obvious examples is the square grid of the game world tiles, but space is also quantized in many cases in terms of storage or containers. This immediately implies the quantization of velocity in the ONI mechanics as distance/time = velocity. Given that the tick is the minimum unit of time for any given action or transformation of the game state and the tile is the minimum possible distance then the quanta of velocity is the ONI equivalent of the speed of light or the limit of signal speed through tiles; the rough consistency of the ONI system results in significant differences between this quantum of velocity and the real world c in particular with things like circuit networks and power transmission, but the acknowledgement of this fact can facilitate the development of a class or group of such speed limits and experimentally derived quanta. Of tremendous interest to the general community including both devs and players is the notion of the thermodynamics of ONI; Thermal transfer of energy from one body to another is the primary mechanics of the game, but the exact documentable statement of those mechanics in a comprehensive sense has been elusive. I propose that there exists a thermal quantum of energy and there exists a thermal quantum of wattage; these represent the minimum non-zero value of energy that can transfer from one body to another. Also of general interest, ONI's fundamental mechanics do not strictly conserve mass and many other quantities like heat as would be conserved in a closed real world physical system. As such, the first law of ONI thermodynamics concerns some other set of invariants which immediately seem to me to be closely related to ONI space-time mechanics; the identification of what quantities are specifically and strictly consistently conserved across the whole game world at every step of the simulation would be of great interest and use for the player base and the devs.
  3. Hello! As we all know by feeding Woby 3 monster meat she'll turn into her big beefalo like form, knowing this I run some small tests today and noticed some... weird behaviour related to Big Woby's belly... she likes to eat a LOT of monster meat. The first thing I did was feed Woby 3 monster meats and time the duration of the transformation without feeding her more monster meat, the duration was 11 minutes and 44 second. The second thing I did was transform Woby again, but this time I fed her 3 more monster meats around ten minutes into the transformation, the duration of the transformation got extended to 13 minutes and 54 seconds. After that I repeated the same process once more, this time feeding 4 monster meats ten minutes into the transformation, getting to the duration of 14 minutes and 37 second. I then did some calculations: Duration of Woby's transformation: 11 minutes and 44 second = 660 seconds + 44 seconds = 704 seconds. Duration of woby's transformation when feeding her 3 monster meats after ten minutes: 13 minutes and 54 seconds = 780 seconds + 54 seconds = 834 seconds. Duration of woby's transformation when feeding her 4 monster meats after ten minutes: 14 minutes and 37 seconds = 840 seconds + 37 seconds = 877 seconds. Substrancting 834 and 877 from 704 834 - 704 = 130 seconds of extra duration for 3 monster meats given to Big Woby 877 - 704 = 173 seconds of extra duration for 4 monster meats given to Big Woby Then I divided the extra duration by the number os monster meats given to Big Woby: 130 ÷ 3 = 43,33 seconds per monster meat 173 ÷ 4 = 43,25 seconds per monster meat (the difference in miliseconds is because I timed Woby's transformation with a chronometer in real life and I'm not a machine, I have human reflexes :-p) So for each monster meat we give to Big Woby she'll only be getting around 43 extra seconds of transformation. With that number in mind we can then find out how many monster meats a near starving Big Woby would need to eat to become full again: 704 ÷ 43,3 = 16,25 monster meats (I divided the total duration of the transformation by the extra duration that one monster meat adds) A near starving Big Woby would need around 16-15 monster meats to become full again. After learning this about her I now call Big Woby by "monster meat black hole". Observation: This situation is a problem because it becomes extremely hard and taxing to maintain Big Woby fed and in case you didn't know she gets slower the hungrier she is to a point where it's faster walking with walter normal speed than riding her. Also, before anyone says "just wait for her to transform back to small and feed her 3 monster meats again", yes you could do that... but then you'll be stuck with a slow Big Woby for part of the transformation while you wait for her to turn small again, even if you already have the monster meat. Thanks for your attention!
  4. 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)
  5. Version 1.45

    653 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.
  6. Version 0.1.0

    115 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.
  7. 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.
  8. 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.