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      Physical Megapack Disc Issues   04/16/2018

      Today we released the Megapack retail eddition to store shelves on Xbox One and PS4.  YAY! Except. Something happened, and it seems the disc for the PS4 version only contains Don't Starve Together, without the original Don't Starve and DLC.  We don't know quite how this happened. We don't know exactly the extent of the issue, if it's all discs or just some; but we're talking to 505 Games to figure out exactly how this happened and what can be done to correct the issue. So just hang tight. As soon as we know more, we will let you all know.  We're very sorry for the inconvenience.   For questions or concerns, the forum discussion can be found below:   

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Found 94 results

  1. I want to recommend you this mod. This is what I wrote to his creator : "Warly is my favorite SW character. I must admit, that currently he is a challenging character to play - with almost no rewarding perks. But I like that challenge, he surely is unique. This mod (I thought) would make him too easy - but I must admit - this version of Warly SHOULD be implemented in the game. You made him worth playing and fun. Great job !" Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1360414089
  2. hello everyone! I was recently poking around looking at some Don't Starve fan-art when I stumbled across some really neat fan-arts with characters in don't starve as Mermaids/Mermen...and I thought it was incredibly cool! then I got to thinking how it could work! in shipwrecked the main thing is sailing out into the open seas and exploring in ocean based terror waters! but then I got to thinking...what if the difficulty got ramped up even more! with a character that can't be on land for more then a minute without suffocating! a character that needs to swim in the ocean constantly! can dive down to get muscles and catch wobster by hand without tools! a mermaid! a mermaid character would be SUCH a breath of fresh air for don't starve players! imagine! a 10-13 speed in water while a 2-4 speed on land! low health means the character would need to kite enemies to survive! upped damage to help survive against ocean creatures! night-times would be VERY tricky! surviving around luminescent waters or rainbow jellyfish would be a must! sanity could either be cripplingly low or startlingly high depending on what could give this character sanity buffs as being on land can be fatal so campfire sanity is out the biggest thing would be having a timed system probably with a text cue as to when the character would need to go back into water whether its a pond or the sea as the character would start losing health if on land past a minute or so (and with low health its even more scary) basically this mod idea takes the safety of dry land! and turns it against you! I can do art! but can't code anything original as my mods are essentially franken-coding from other mods I've done a custom bag before but not weapons or other items I'd really love to make this a thing for Shipwrecked! (actually if the Devs are reading this then HI! and can you guys help to make this be a real thing please?...on that same note I don't know if this is even possible... modding rep @Ipsquiggle can you verify if this is even possible to do with Don't Starves engine?...I'm really temped to try to do this (I could do the art) but with no "real" coding knowledge its good to know whats possible in the engine and whats not)
  3. hello everyone! I was recently poking around looking at some Don't Starve fan-art when I stumbled across some really neat fan-arts with characters in don't starve as Mermaids/Mermen...and I thought it was incredibly cool! then I got to thinking how it could work! in shipwrecked the main thing is sailing out into the open seas and exploring in ocean based terror waters! but then I got to thinking...what if the difficulty got ramped up even more! with a character that can't be on land for more then a minute without suffocating! a character that needs to swim in the ocean constantly! can dive down to get muscles and catch wobster by hand without tools! a mermaid! a mermaid character would be SUCH a breath of fresh air for don't starve players! imagine! a 10-13 speed in water while a 2-4 speed on land! low health means the character would need to kite enemies to survive! upped damage to help survive against ocean creatures! night-times would be VERY tricky! surviving around luminescent waters or rainbow jellyfish would be a must! sanity could either be cripplingly low or startlingly high depending on what could give this character sanity buffs as being on land can be fatal so campfire sanity is out the biggest thing would be having a timed system probably with a text cue as to when the character would need to go back into water whether its a pond or the sea as the character would start losing health if on land past a minute or so (and with low health its even more scary) basically this mod idea takes the safety of dry land! and turns it against you! I can do art! but can't code anything original as my mods are essentially franken-coding from other mods I've done a custom bag before but not weapons or other items I'd really love to make this a thing for Shipwrecked! (actually if the Devs are reading this then HI! and can you guys help to make this be a real thing please?...on that same note I don't know if this is even possible... modding rep @Ipsquiggle can you verify if this is even possible to do with Don't Starves engine?...I'm really temped to try to do this (I could do the art) but with no "real" coding knowledge its good to know whats possible in the engine and whats not)
  4. Hey, I wanted my character to lose sanity near fire and gain sanity near animals. I added two functions for both of the but only the one ( specifically the gain sanity one) works. I tried to add both in one function but since I'm still learning how to work with scripts (blame my teachers and my laziness) I made a mess and none of them worked. I believe that it's the "inst.components.sanity.custom_rate_fn = " command that I used twice that cause's the problem. Any ideas or help I could use both. alice.lua
  5. Hey'a how's it goin'? I was wondering if anyone could help me with a custom perk i would like added to my Custom Character for DST. I would like to be able to have it so i don't lose sanity while going thru a wormhole. It's only a minor thing i know but I'd thought it'd be a nice little perk. Thanks!
  6. WX

    Just a quick question: Do any of you guys know of a mod that gets rid of the annoying buzz whenever Wx is supercharged. It's not only a nuisance to me but to all other people playing on my server. Thanks!
  7. Any mods which increase the inventory and work for shipwrecked
  8. Is there a mod to disable disease and petrification?
  9. As the title explains it. I have a custom backpack item that I've noticed appears in randomly generated worlds at least once unintentionally. The item is suppose to be uniquely crafted by a custom character and having one spawn in a world for others to use kind of ruins its uniqueness. To make things worse, the backpack also spawns in oceans beyond land limitations. Does anyone know what strings causes it to randomly generate?
  10. A chart showcasing the food stats for Coach.
  11. <Still no idea where to put this> Well this was planned to be an Update to "Big Chill", but it kinda evolved into its own thing. <So what is Big Freeze all about?> I modeled the world-gen script off of the "Helicona" preset rather then using the "default" one this time round. I focused more on customizing the different subworlds this time round as well and yes I remembered to change the "Name:" property so that it'll work correctly in debug mode. <New subworlds> -Naturem subworld This subworld generates next to the starter world and will give you access to a natural gas geyser and a steam geyser. Unlike its previous iteration found within "Big Chill" it should no longer completely rap around the starter area. I've also given it its own custom biome. Basically think of it as a extra bit of starter area. I also found that in testing you have a small chance that this subworld will not spawn at all. You also have a chance of having this rap around your starter area completely like it did in "big chill".(and everything in between) -Hot Jungle This putrid mixture of Slime-lung and chlorine is know as the Hot Jungle. Strangely the live in this subworld has managed to drastically increase its temperature compared to the rest of the asteroid, but your dupes may prefer to not venture in too deep. This will provide you with another Steam geyser and Natural Gas Geyser. You will also be able to find a Chlorine Geyser(I set this to a 100% chance) -Frozen Oil fields Like the Hot Jungle, some dupes actively believe this region of the asteroid once also had a ton of live, but unlike the Hot Jungle the live here evolved to suck heat out of there environment. Although you can still find a few stray Wheezewords, sleet wheat outcrops and slicksters, most live that lived in this aria is long gone by this point. - The surface and void Few dupes would willingly venture out here without some protection. Impacts with other objects have left "Hot spots" on the surface as well. Similarly the empty, cold eternal nothingness that is the void would freeze them solid within seconds. Few gases or liquids don't turn solid here as the void itself is near a frosty 0 degrees Kalvin(in other words, near absolute zero). <Other changes> Increased the map size to 512 by 512 <Installation guide> >Go to steam >Right click Oxygen not included >Select Properties >Select the "Local files tab" >Select browse local files >open "OxygenNotIncluded_Data" >Make a backup the file "StreamingAssets" >Copy the contents of this zip into your "OxygenNotIncluded_Data" file >If you're using debug mode then don't select "Replace" if prompted >Else hit "Replace" >If you're installing a patch then I recommend you hit replace since those typically modify main scripts If you plan to use this with debug mode then activate this worldgen script with the "world(DEBUG):" option under the "Custom game" tab when you select "Start new game" from the main menu.(Set it to Big Freeze) If you're unsure then rather hit "replace" when prompted. <Older versions> <Version 1.4 : Rancher Upgrade Mrk1 update> All your dupes fall to there feet as the asteroid begins to shake violently. One of your dupes drags themselves over to your printing-pod's terminal. The asteroid, being knocked of course a few months back, has crashed into a caper-belt like cloud of, what your dupes refer to as, space junk. Some dupes reports that some of the geysers look different now And some volcanoes seem to be popping up -other notes I tried to maintain some randomness, so you may notice that some geysers are different on each new play thru. Also the optional patch still works, it gets updated independently -dev log This update is mainly here to address the new worldgen added with the Rancher upgrade mrk1. Sadly due to some annoying bugs with the menu system within the preview I found it exceedingly difficult to perform the update this time round. A followup update (probably 1.4.1) will address any bugs within this update after the rancher upgrade goes live so play with caution. Do note if no bugs are brought to my attention then this will be the final version until a new update adds more worldgen or I think of new things to add. Sorry if I sound down I'm recovering from a bit of a sickness and my nerves are fried after dealing with the aforementioned menu bug. <Files: Mod> <Legacy versions> big freeze V1.4.zip <Files: Patches> Worldgen_fixV1.0.zip <Closing notes> Remember use at own risk, this will significantly increase the time it takes to generate worlds and black hole repellent is sold separately. You may also make use of the scripts I wrote for your own thing if you wanted to. Also don't be afraid to suggest changes I should add below. I tested this with the latest Version 1.0-1.1 Occupational Upgrade preview build. Version 1.2-1.3 I tested with the latest Occasional Upgrade release build Version 1.4 I tested with the latest Rancher Upgrade mark 1 preview build
  12. This is something I've noticed for the character WX78 and his perk of eating gears. The default food crunch audio from his eating animation is silenced and replaced with the wx78/levelup sound, which had me wondering how one would implement a way to replace the audio for animations for actions like eating, healing, or building. Here's the code from wx78 as an example: local function oneat(inst, food) if food and food.components.edible and food.components.edible.foodtype == FOODTYPE.GEARS then inst.level = inst.level + 1 applyupgrades(inst) inst.SoundEmitter:PlaySound("dontstarve/characters/wx78/levelup") end end Does anyone know how to utilize this to apply to other items? AND since this is part of wx78's prefab file, it most likely only applies to his character whereas I'm more curious how this can be applicable to mod items for anyone to use.
  13. Looking into making a mod for in-game music. Although songs are picked randomly from the categories, the music is always on loop and I'd like for the songs to randomize AND pick new songs from the list once the old song is done. Here are the properties for each instance: I've tried messing with the max playbacks, the play mode and the play count with no effect.
  14. Now that I've made an official release for the custom character I've been working on, I want to tackle that last perk I have planned out. Since the character loses hunger twice as fast as normal characters, the advantage I had in mind to balance this would be adding bonuses to cooked foods and crock pot meals such as assigning more health, sanity, hunger or timed bonuses like defense, action speed or damage dealing. An example would be taking monster lasagna's health penalty of -20 and changing it to 0 upon being eaten by said character. I thought looking into wx78's code for gear eating would of helped but the coding seems tied more to foodtypes rather actual food names. I tried out some strings for testing but sadly there weren't any changes made: local function oneat(inst, food) if food == "pumpkin" then inst.components.edible.healthvalue = 5 inst.components.edible.hungervalue = 5 inst.components.edible.sanityvalue = 5 end end Can anyone help me on this?
  15. Hi pals, I am currently trying to translate don't starve into my native language, but I have an issue I cannot solve. I was looking for the reasons my mod was "crushed", and after a while I saw that I had to change from forumthread = to forumthread = "" . Once I did that, I tried again to activate the mod but this time, when I was going to the mods' tab, the whole game stopped working and I had to close it. Can someone give me a hand with this?
  16. Having trouble wrapping my head around tying an announcer after having a character eating a particular object. I grabbed the code from the tallbird egg thinking it would help but sadly I'm getting no outcome. local function OnEaten(inst, eater) if eater.components.talker ~= nil then eater.components.talker:Say(GetString(eater, "ANNOUNCERNAME") ) end end Is there anything else that needs to be defined?
  17. This is a fun tweak for Webber! It is not meant to be completely balanced or to make the game harder, but more fun instead. I have an obvious obsession for spiders and Webber certainly is part of it. This is my first proper mod and I hope to develop more in the future! Thanks a lot for the support and I hope you all enjoy it! If you'd like to try it out, you can get it from one of these links: Steam Workshop Non-Steam Current version (v1.5.1) -> More silk from beard -> Feed spiders for silk and bats for guano -> Bats don't attack Webber anymore -> Bats and spiders don't fight against each other -> Loses sanity during Day, doesn't lose during Dusk and Night -> Gains sanity from spiders and bats, loses from pigmen -> Resistant to cold, vulnerable to heat -> Max sanity is now 90 -> Configure eggs' recipes -> Craftable cave spider eggs -> Spiders stay with Webber for longer Configurable Features -> You can configure almost every feature of this mod to make the game harder or easier for Webber. Planned -> Fix bugs -> Demo video for the workshop -> Special: exclusive skin for Webber --------- Changelog --v1.5.1 - Mar 10th, 2018-- -> Fixed bugs --v1.5 - Mar 10th, 2018-- -> Introducing cave spider eggs sack! -> Changed spiders' loyalty time with Webber -> Even more configurable features --v1.4 - Jan 30th, 2018-- -> Now you can configure the features of this mod. --v1.3 - Jan 29th, 2018-- -> No sanity gain or loss during Dusk --v1.2 - Jan 29th, 2018-- -> More resistance to cold, less to heat -> Sanity loss from pigmen and during Day -> Sanity gain from bats, spiders and during Dusk -> No sanity loss during Night -> Max sanity changed from 100 to 90 --v1.1 - Jan 25th, 2018 -- -> Bats and spiders don't fight against each other -> Beard days: 1st - 1 silk // 3rd - 5 silks // 8th - 18 silks -- v1.0 - Jan 24th, 2018 -- -> Beard days: 3rd - 5 silks // 6th - 10 silks // 9th - 16 silks -> Feed spiders and they will drop 2 silks -> Bats are now neutral to Webber -> Feed bats and they will drop 1 guano --------- This mod was only possible thanks to this forum's wonderful and helpful members who helped me a lot with it. They're of great help: Aquaterion SuperDavid pickleplayer CarlZalph Thanks a lot, guys!
  18. Hi pals, I am currently trying to translate don't starve into my native language, but I have an issue I cannot solve. I was looking for the reasons my mod was "crushed", and after a while I saw that I had to change from forumthread = to forumthread = "" . Once I did that, I tried again to activate the mod but this time, when I was going to the mods' tab, the whole game stopped working and I had to close it. Can someone give me a hand with this?
  19. A couple questions regarding item usage and how to program sounds. I want to know how to have a character announce speech when done using an item on either themselves or another player (both instances specified and not shared). I also want to know how to script a sound to play when an item is being used and/or after it's been used.
  20. Hello! I was wondering a couple of things, Firstly how would I make a character have the ability to dodge say 40% of all attacks done to them? I guess it would en tale no damage being given on a random chance basic and maybe a "miss" sound being played. I can do the sound just the dodge part I have no idea where to start. Also speaking of starting, I made a couple mods a while ago and am getting back into it but forgot alot of stuff, what are some good resources to have for the scripting aspect of modding? Every tutorial I have seen thus far is always just the basics and never really explains any scripting or anything. Thank you!
  21. I'm completely clueless as to where exactly the crashing is coming from and I'd like to salvage the world I've been playing without ripping out mods. I'll provide the logs and errors if anyone wants to take a look and identify a problem. It's definitely custom item related as removing the item allows the world to play again. I still need to know why though. client_log.txt
  22. Not sure how applicable this will be but basically, I have a backpack item that I'd like to also be usable as a healing item. I understand that if the backpack is carrying items and is used with said items, the items will disappear with the backpack and I was wondering how to have the items spill out when the bag is used. Right now, the template I've used is your standard backpack. The only difference so far is that the item can be stored in inventory.
  23. Version 1.1

    822 downloads

    WARNING: If you are looking for the Multiplayer (DST) version, check here. ==== INTRO This mod was created with the obstination of two persons to see the greeny bushes in this game, we believe even some of the game devs would like to see that too and we hope you enjoy either, feel free to comment and if you can help, please do contact us. ==== MOD --Bushes It provides a ganja bush with 5 stages which takes about a season to end cicle, when ended it stays in old form until diggen out. You will find them in all types of Forest Biome, the method of extraction of all stages is to dig! In it's old stage may drop two seeds with a quarter chance, so you can reproduce your farm. **Shipwrecked: Ganja bushes will spawn only the casino island (where's the slot machie is) as set piece. Also the ganja and seeds can be found on treasures and as slot machine rewards! --Pipes Pipes are one way to smoke ganja, they can be crafted in survival-tab and will give +5 sanity and -5 hunger on use. Wooden have 4 uses, golden does a little more, both breaks after used. The Tusk pipe won't break and can be filled with ganja or hash. --Joint It is used once, it's the most weed 'stoning' one, can be stacked and gives +25 sanity and -20 hunger! --Cigarette Simple cigarette rolls, will give you +2 sanity and -1 in life. --Hash Roll A rolled smokeable hash cigarette, +30 on sanity and -15 to hunger. --Ganja Can be collected from the bushes when it's grown, but wait until it's full of ganja! there's two stage you can collected, figure! --Hash Won't deteriorate and can be crafted in refine-tab to be used in a roll. --Seeds Will drop from bushes on every stage, although on full stage it may drop two. Use them do plant ganja saplings that further will grow to bushes and so on give buds. --Dryable Ganja must be dried in the Drying Rack ==== HISTORY First we thank those who tried to do this before; in FourTwenty mod and Evening Flower, from which we grabbed parts of program, but in the end it's was something else that we had created. We didn't know lua when we started over, and we have learned alot of it with pleasure as for more knowing it's national roots, where we live. Was very fustrating for us that klei had absolutely no documentaion for the API, and the 'makemods' text into game folder is simple a joke; "Download a mod and figure out" -- we only laughed, then worried, because we would have to learn the hard way. Reading a lot of program from others mod and game scripts, and WHITOUT INTERNET we started figuring out some things, yes we did it entirely without web, as it was made off home. Recently I've found this site dontstarveapi.com, and it would be good to help there maybe, it's a unofficial API doc. We build this in the period of a month, rewrote the program about six times, redraw, repaint, reanimation, corrections and color scales where redone alot. There where about 5 versions of the bush. xD We are very old hardcore players and tryed to balance everything well so this mode don't turn out as an overpower cheating thing like most mods do and instead just use game mechanics to be an extra asset to the game, for sake. We have been playing this game since it's beta stage, about seven or eight years so far, an state of art. And now we proud to present you our mod. ==== LATE HISTORY (post DST launch) A lot of good feedback was received, our mod ended to be a huge success with many likes and stars, a mountain of stoners use it. But many many requested a single-player version, one to work with base-game only, original Don't Starve, Reign of Giants and Shipwrecked. At this production time we couldn't put much effort to do so in lack of time for this project, we're catch by others things, and if not only by that we realized how hard it would be to port ir from DST to DS, we tought initially that would be peace of a cake (blame Klei for that -- why the devided the game in the first place, DST should be an multiplayer option within DS -- money, always money), ended to be a nightmare and so we had to cut one thing or two and devide in two ports; one for those who got DS only and one for those who got DS/RoG/SW or DS/RoG or DS/SW. Success, after many months we managed to do it! (Many thanks for Bush Doctor, who did most of the porting job, as I were very compromised with other things). We may had promised to present the 'Ganja Foods' set and the 'Weeder' character, believe or not it's actually almost done, both of them, but they might not hit road for good... maybe ==== USED TOOLS Free software always on mind, live free or die! Very frustating for the artist who is FOSS compilant to not have a way to compile the art to those binary 'weird things', had to handle it to the rwindows every time. The mod tools is terrible and useless! Programs: · GIMP · VIM · Don't Starve Mod Tools (only for the compiler on Windows) · Spriter R10 Free · Notepad++ · ktools OS: · GNU/Linux · Windows (if it is to be considered an system what so ever *lies*) ==== KNOWN ISSUES We have corrected all bugs found so far, please report if you get one. -Ganja bushes won't save their timers in it's stages on world reload -If inventory is completely full, and one toke from an item directly in the ground, the item won't loose it's value, as it was unused. ==== TODO -Possibly rearrange the ganjabush prefabs into a single one again. -Possibly hide the percentage on tuskpipe. -Add effects on the screen when high, or even turns the player slow a litte. -Add a gnome easter egg -Create the Weeder character, embased on a friend of ours. ** If we can, one they we will realease the 'Reign of Ganja' DLC, hahaha with: a new giant, a new character or more, more ganja, mobs, bad trip on casual mushroom eat... gnomes.
  24. Whenever i attempt to scroll down either mod list, it keeps resetting back to the top of it. Why is this happening and how can i fix it ?
  25. Unnatural Selection is a community-made mod with enough content to be comparable to a DLC. It plans to add all kinds of new mobs, items, characters, biomes and events. The project is very ambitious and we plan to stick to it until the end. Below, you can find general information about the mod. Follow The Mod:Discord: https://discord.gg/RKSUcvtSteam: http://steamcommunity.com/groups/us_collab US Wiki (WIP): http://unnatural-selection.wikia.com/wiki/Unnatural_Selection_Wiki Planned Features: Developer List: @Fidooop: Lead developer, project manager, and programmer@ImDaMisterL: PR manager and strings@spiderdian: Artist and animator@Dudedude: Artist, animator, sound designer, musician, and string writer@halfrose: Artist and animator@Chris1488: Head playtester @Jpianist: Musician Contributor List: Important Threads: Videos: