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Don't Starve Together

Found 7 results

  1. Walter's strength in DTS has always been a hot topic of discussion among players, and the latest beta has improved both Walter and Wortox, but Walter's changes don't address his fundamental problems compared to Wortox's enhancements. Walter, as a pinetree pioneer, can adjust in a way that enhances his ability to survive in the wild. Here are some suggestions for Walter's changes, none of which require new items for Walter: The pinetree pioneer hat didn't work well as Walter's exclusive possession. So, might as well strengthen the function of the hat first. 1. Pinetree pioneer hat will have better properties, insulation increased to 150, waterproof increased to 35%. This will also increase Walter's contribution to the team, and teammates will be more willing to wear his hat during the hot summer. 2.Putting on a pinetree pioneer hat would give Walter courage.Although walter wears the hat that can halve the amount of sanity deducted when taking damage, it is still too much, so I suggest reducing it to 1/3 instead. 3.Walter should have better field gathering skills as a pine pioneer. When Walter does his picking, it takes even less time, and he can do it twice as fast as any other survivor. Woby is walter's mount, and many Walter players would rather ride a Beefalo than Woby because she is too dangerous to ride. The changes to the test suit didn't make Woby particularly useful, as it was too dangerous to ride Woby with only 5 damage for a short period of time. 4.The pine pioneer hat would give Walter courage, and Woby courage. When Walter is wearing the hat, Woby no longer throws him off even when he is taking damage, and Woby no longer hides when he enters combat. As a result, players are more likely to wear armor in combat than helmets. 5.Woby needs more speed and more duration. It is better to adjust woby to consume only 10 hunger points per day, and increase the speed of movement by 1 in each stage. When satiety is greater than 30, the speed of movement is 11, when satiety is greater than 10, and when satiety is less than 10, the speed of movement is 9. 6.Walter has to stay in place while telling stories and can't do anything else, which is not worth the 10 san/min return aura. Change the story return rate to 40 san/ min and allow him to tell a story at dusk, and more teammates will listen to his stories. 7.Tents and sleeping are one of Walter's characteristics, and Walter needs to sleep frequently to recover his damage deduction SAN. Although Walter had halved the amount of satiety he spent sleeping, the cost of time spent sleeping remained the same. It would have been better if Walter had doubled his sleep efficiency, i.e., doubled his satiety consumption rate, doubled his SAN regeneration rate, and doubled his health regeneration rate. 8.As a pinetree pioneer, Walter has a knack for planting trees. The trees Walter planted (including the marble trees) took half the time to grow. This will allow for some team contributions and ease Walter's need for marble a bit. 9.Walter's allergy to bees is so severe and fatal that he can reduce the extra damage from bees to 3. The trusty slingshot has one of the DTS's interesting ways of fighting, but its existence is paradoxical. If it attacked too fast it would make all battles too easy, but the current low attack speed makes most players unwilling to use it in battle.In addition, the high cost of pellet and the ineffectiveness of special rounds are also problems. What follows is a series of proposed changes to slingshots and pellet. 10. Walter uses his slingshot to attack with increasing frequency. Each attack starts with four attacks at a rate of 1.2 attacks per second, then changes to 2 attacks per second. If you do anything other than switch bullets the attack ends. 11. Reduce the cost of pellets, all pellets and rounds can be made 20 at a time. And if you have a slingshot in your hand, the new pellets will go into the slingshot first. 12. Poop pellets has an AOE effect that removes hatred from any creature that hits a unit radius of 3. 13.Freeze rounds material changed to 3 ice and 1 moon rock, which has AOE effect and deals ice to creatures near hit units, similar in scope and effect to blue hound. 14. Slowdown rounds material is changed to one purple gem.Deceleration effect can be stacked on three layers, 33%, 56% and 70% respectively. After the first layer of deceleration effect is applied, only the deceleration effect is stacked and the time is not reset. 15. Cursed rounds is changed to Shadow Manipulator unlock.can summon larger tentacles, the size of the baby tentacles around the big tentacles in the cave. 16. Pettle damage increased to 27.2, gold rounds damage increased to 42.5, marbles damage increased to 59.5.
  2. The game is fun when you are doing meaningful things. Making cool designs, improving the base, exploring distant planetoids. But there`s the stuff you hate to do. Things that ake unnecssary amounts of clicks, require a ton of attention for no reason, stuff that needs to be toggled on and off all the time. Examples: 1. Critter feeders - They could be organized so much better without the baby critters being separate and critter morphs in a subcathegory. 2. Pinning resources - Requires you to scroll through the entire list to find the resource you want pinned. We should be able to pin a resource when clicking on a piece of it. And new resources should be at the top in the menu. 3. Transferring small amounts of resources between planetoids or rockets - Dupes don`t know the meaning of "a little" once you order to send something they`ll load all they can fit. Yes we got the meter valves which are nice but sometimes we want to send a single seed, egg or a single atmo suit and it`s way to little for a valve. Only way seems to be to set a storage bin with a specific amount then, drop it and sweep it to where it`s needed. 4. Moving critters between planetoids - moving them around your base is annoying enough but getting them into a rocket and out is a next level of annoyance. I wish we could have a critter container(maybe a cryo one) that would allow to move them around and not get released on drop. 5. Managing food spoilage and suit durability - You don`t want stale food in your rocket, neither you want a low durability suit during a space mission. But there`s no way to separate those. You can resort to not spoiling food or compost stale pieces but you can`t force a repair on a suit it should be a possibility. 6. Rad pills - You want the exposed dupes to use them but that requires to turn it on and off when dupes get exposed (like during space missions). They should be used only when dupes get radiaiton symptoms. 7. Filters and valves - When constructed you need to look just in time to set the right parameters or it can lead to disaster when a valve is set to 100% or a filter lets everything through. It should be able to set them before they are constructed. Anyone has more tedious tasks that take unncessary time and attention to do?
  3. So! Something I've been wanting for a long time now was the ability to disable the "hand" part of hand skins. This recently "sort of" became a thing with Wonkey. I'll provide examples. Essentially I'd love for this to be something you can toggle for every character! There's a lot of skins that have "cuff" parts that I'd love to wear without the main hand half attached. For example, this skin! I LOVE the gold bits here, though I don't really want the brown hands since it doesn't go with the rest of the outfit. An option to toggle it off would be wonderful! Since Wonkey isn't allowed to wear the hand part of skins, this happens naturally with them. Which I love! It's just a neat little QOL I thought of for skins, I think it'd be super nice and would maybe open up a lot of potential since a LOT of hand skins actually have these really nice "cuffs" attached to them. Like some of these:
  4. Lately I have used the weather pain is very useful for combats such as the Crab King or Fuelweaver. But I always find the same error, when you press L3 you will target an enemy and to unlock it you must press a circle. This is where my problem comes if you set a target and at the same time have the weather pain in hand the game will give priority to unlocking the target making you unable to launch the tornado, this makes the strategy to beat the crab king not as effective. Now, for me the solution is 2 simple options: 1.Give the possibility to edit the controls of the game and so each player decides with which button to set to a target and with which to use the weather pain 2.Change the button to unlock the enemy, that is, if you press L3 to lock it also press L3 to unlock it And that's how simple I think this can be fixed, I hope klei can listen to this suggestion and add it to an future update.
  5. So currently a gas bridge looks like this: But to me it makes more sense if it would look like this: Now all three arrows point in the same direction. Satisfaction! The same goes for some other buildings as well. Currently it looks like this And if you flip the inputs, then it becomes: Not only does it look nicer, but it helps recognize how gas/liquids flow more easily.
  6. Version 2.0.0

    457 downloads

    This mod improves upon the Lua console in Don't Starve Together. It was started as a collaboration between this author and @squeek. Major Features Extended and configurable command history. Each history line is editable (that is, scrolling past a previous line will save any modifications to it), and the command history is preserved saved between game sessions. Console log is scrollable Console keeps focus when you'd expect it to Console doesn't close after each line entered Added basic CTRL+A select all support (hitting backspace after CTRL+A will delete all the text) Added support for multi-line inputs (useful for e.g. function definitions and for loops) Many general useability improvements, bugs that have been fixed, and small but useful tweaks Better, more informative and less cluttered error handling Minor features Technical features Dedicated server support This mod has essentially two elements: extending the console UI and extending the processing and execution of Lua code. The former makes sense only in a client, and requires only the client to cooperate, and this is why this is a client mod. However, it may still be enabled in servers, including dedicated servers (though force enabling from modsettings.lua may be required). If that is done, the extensions to the execution of Lua code (including syntax extensions and all that was discussed in the "Technical features" section) will be applied to the server, both for code transmitted to it via a remote console by an admin user and for code read by a dedicated server from its terminal input. Get involved Repository on GitHub (branch together)
  7. Version 2.2

    211 downloads

    This mod forces Don't Starve Together to run in offline mode. When clicking on the Play button on the mainscreen, no popup is shown and the game goes right into the main menu under offline mode, that is, only being able to see, join and host LAN servers. The is primarily meant as a tool for other modders, wishing to reduce iteration times when mod testing.