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Found 7 results

  1. Use this topic to tell QoL stuff you want I guess anyways here's some of my thoughts Let us turn off Wortox' and Lazy Explorer's teleportation mechanics. That's the only reason I never ever play Wortox. There's not even a click button just a mouse telling me to teleport. For the lazy explorer as long as I have a risk to lose durability and my mouse icon is a big text telling me to "telepoof" I'm going walking cane > lazy explorer all the way. Let characters control -especially Maxwell- their allies. I be storing my stone fruits for emergencies and my puppets be breaking all the fruits crack open like stop I wasted last of my nightmare fuels on you please listen to me stop it. Same for pig, bunny and especially merm allies. We have a character entirely based on being a Merm but as soon as you hit a tree once even by accident, there's no turning back. You will trigger the bug where Merms don't follow you and walk away to cut a tree 300m away from you, and once you walk away they never respawn from their houses ever again. And it is a lot more common than you think, plus it happens with lots of things like when you're mining, or attacking. What's the point of Webber rework in a multiplayer enviroment if the den decorations have a very short limit? You have to put the dens from far away the base and that is not how Webber works?? Let us feed our allies in a more simple way other than playing the guess and click. We never now what ally is fed or even what mob is our ally and which one is not. Maybe add a mark on them other than them saying stuff like "you good" for 0.2 seconds.
  2. Only 2 clicks were needed in most use cases, it was simple and quick to use. I agree there's room for improvements but right now the new resources tab is really annoying : it looks better but takes more space the search input in the resources window is not focused by default I found myself to click a lot on " + see all" because I want to check how many resources I have for a category (for instance how much refined metal I have) not highlighting resources on the screen is really annoying, you can't see where are offgasing resources in a glance for example the resources window is way too big and feels clunky The true problem is the new resources panel does a different job than the old one. It's actually very useful to monitor key resources, but an annoyance for everything else. Therefore my suggestion is : revert to the old panel with updated look (maybe a bit more compact though) move the resource monitoring functionality to the diagnostics panel QOL : add a '+' shortcut to quickly pin a resource to the diagnostics panel from the resources panel
  3. Hi everyone, I come back with this story of keys mentioned in the topic on the QOL. I relaunched a game recently and it's the return of tooth traps and rearmament hell (houndius shootius I miss you), would it be possible to switch "pick up" and "rearm" keys please ?????? I'm tired of picking up the traps when I just want meat or gems. If a dev sees this message a little sign would be really welcome. On the other hand from the accessibility menu of my PS4 I changed L2 with left arrow and R2 with right arrow and it's so much comfortable for everything. It's been a while since I changed, at the beginning it's a monumental misery to unlearn muscle memory from several years of playing but once the transition is made it's just fun, no more hassle to switch walking cane with a weapon in combat or any item with a horde of monkeys who want to bite my a.. An in-game menu to change the keys would be much easier. And its will allow you to have the correct keys displayed. Here is my little story, if anyone tries let me know what you think. good game everyone and happy cawnival Salut tout le monde, je reviens avec cette histoire de touches évoqué dans le sujet sur la QOL. j’ai relancé une partie récemment et c’est le retour des pièges à dent et l’enfer du réarmement ( houndius shootius tu me manque ), s’erait il possible d’inverser les touche « ramasser » et « réarmer »s’il vous plaît ?????? J’en peut plus de ramasser les pièges alors que je veut juste la viande ou les gemmes. Si un devs voit sa un petit signe serait vraiment bienvenue. D’autre part depuis le menu accessibilité de la play j’ai changer L2 avec flèche de gauche et R2 avec flèche de droite et c’est tellement plus comfortable pour tout. sa fait un moment que j’ai changer, au début c’est une misère monumentale pour désapprendre la mémoire musculaire de plusieurs année de jeu mais une fois la transition faite c’est que du plaisir, plus de galère à switch la canne avec une arme en combat ou n’importe quel item avec une horde de singe qui veut me croquer le c…. Un menu in-game pour changer les touches serait vraiment plus simple. Et sa permettrai d’avoir les bonnes touches affichées. Voilà ma petite histoire, si certains essaye faite moi savoir se que vous en pensez. bonne game a tous et joyeux cawnival
  4. Wigfrid's Fireproof Falsetto Now heat the body and make the character that has this buff impossible to "freeze" I mean they can't turn you in to a block of ice, since we have 3 bosses with this power and 1 very annoying. Wendy's Vigor Mortis works in dead character too, because it's a ghost potion and I didn't see people using this, they despawn and spawn Abiagail instead. Willow's Bernie Now can turn into big BERNIE! When enlightenment reach 100-120 and Gestals target him instead Willow, and helps other players too like normal Bernie. In resume Bernie woks the same way with insanity than Enlightenment because with the last update make him useless when all night is full of Gestals, and Willow deserve a little of love. Astroggles make Woodie impossible to transform in full moon, Woodie is another character that feel awful to play when the moon event start, Why stroggles? Because it comes at the same time that the full moon event. To valance Woodie a little I suggest losing sanity when Lucy is not in his inventory. Walter's Slow-Down Rounds now deal a little area of electric damage like Moongleam does (You know, the new spores from the moon event) Why? Because no one use this ammo, I'm running out of ideas and I think is fine for the cost. PLEASE TELL ME YOUR OPINIONS ABOUT IT, YOUR IDEAS, AND SHARE WITH OTHERS IF YOU LIKE IT
  5. I see an issue with the Game right now. We cant recreate Ores. This can be as of right now be an issue if you change all your ores into metal. Not that this is controllable yes. But i think we could use 100kg metal and 100kg stones to recreate 100kg metal ore in the molecular forge as an solution. I mean Refined Metal is alread renewable and stone too via vulcanos. If you need to create ore for what purpose ever it should come with a little penalty. Also Ores are needed for Plug slugs right now there was another solution posted here about the Slugs: If needed it could even be a new building called ore creator if you want don't want to use the high end Mollecular Forge for it. This could be the non natural Equivalent to this topic. This would also solve the issue that you only can use steel for certain buildings when the ores are out. Since we as of yet can't use refined metals for ore buildings except via mod.
  6. Version 2.0.0

    440 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

    197 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.