Jump to content

Search the Community

Showing results for tags 'request'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands] - General Discussion
    • [Griftlands] - Suggestions and Feedback
    • [Griftlands] - Mods and Tools
    • [Griftlands] - Localization
    • [Griftlands] - Bug Tracker
    • [Griftlands] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included: Spaced Out!] - Bug Tracker
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
    • Oxygen Not Included DLC Alpha
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Beta Branch
    • [Don't Starve Together] PlayStation
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Nintendo Switch
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
    • Eets Munchies
    • [Invisible, Inc.] General Discussion and Strategies
    • Mark of the Ninja
    • Shank
  • Other Stuff
    • Other Klei Services

Categories

  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out!
  • Griftlands
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Beta Branch
  • [Don't Starve Together] Nintendo Switch
  • [Don't Starve Together] PlayStation
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out!
  • Griftlands
  • Hot Lava
  • Don't Starve Together
  • [Nintendo Switch] Don't Starve Together
  • [PlayStation] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked

Categories

  • Hot Lava - Bug Reports

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Biography


Location


Interests


Occupation


Favorite Game


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together


Oxygen Not Included

Found 25 results

  1. So I've recently been trying to make a hotkey mod for Wortox that will allow him to teleport and drop souls through custom keybinds. I've been able to get it working, but the only way I found to get the telepoofing feature to work was to make a custom RPC call that would translate the pressing of the designated button into Wortox performing the action server-side, making the mod a server mod instead of a client mod. Dropping an item from an inventory actually already has a pre-built RPC Handler specifically for it (DropItemFromInvTile), but the only handlers that I can see that handle arbitrary actions are the ones that check for a specific button to be pressed ("Leftclick", "RightClick", "ActionButton", etc). The way these handlers are currently set up, if you try to trigger an action by other means (say, a hotkey) while trying to call the RPC handler and making it think an action was made, it will not work. I imagine this was deliberately set up to ensure synchronization between the client and the server, because the function that's called in the playercontroller component by the RPC handler specifically checks if the passed bufferedaction is the same bufferedaction that's retrieved from the available action pool of said handler's button (depending on the action in question). This probably wouldn't be an issue if I wanted to keep the action available on the right-click, however I don't. I actually removed the availability of the action to telepoof from Wortox's right-click by default so the only way for him to telepoof is to use the hotkey, thus leading to this action synchronization problem. My request is would there be any way to include a new RPC handler (and most likely new playercontroller function) to include a way for mods to be able to pass arbitrary actions to the server, allowing for more/better client mod custom button controls? I'll fully admit that I'm still a bit naïve when it comes to capability of the clients so maybe this is a bit of an outlandish request, or maybe it's something that's already possible that's I'm just missing/unaware of, but I think this type of capability would open up a world of more/better possibilities for hotkey client mods. I also still think it would be possible to allow for client/server synchronization if that's truly a worry by passing a check for the deisgnated hotkey in question in the newly needed playercontroller function. However, to achieve this may also require a function to be added to the playeractionpicker component (and maybe even an extra/appended API function to boot) to allow for such synchronization, so I can definitely understand how this may not be a trivial task to tackle nor a high priority one, but I do think it would open up a lot of opportunities for mod developers to add more client-based custom keybinds for actions. I mean if we're being honest, I'd vote to just add API support for adding in custom keybinds to the native controls menu in the options menu instead, but I just thought this route may be less of a hassle for your end while allowing us to achieve the same thing through our own mod's config.
  2. I've made a mod that I use that adjusts the warning thresholds of Wortox getting too full/empty on souls, but since the numbers that I need to change are hard coded in Wortox's prefab, I end up having to port over several local functions just to be able to adjust them. Is there any way, by chance, you could migrate these two magic numbers used Wortox's prefab (0.8 and 0.2 used in CheckSoulsAdded and CheckSoulsRemoved respectively) over to the Tuning file so that it would make adjusting them a lot more trivial and stable among updates? I would very much appreciate if so
  3. I would like to get gifs like this: (I know Krane) In which there is the character, with hat, armor and animations together.
  4. Hi, after many tries, I give up and ask if someone can do a staff that paralyze the target. I tried things like --inside weapon's OnAttack target.brain:Stop() target.components.locomotor:Stop() target.Physics:Stop() And tried create a custom component 'paralizable', copying the 'freezable' component (and removing the color hue, ice effect and frost pose), adding a custom stategraph, but nothing worked. I want the enemy become paralyzed, keeping the frame that he was when received the projectile, and in this state, he can't receive damage (all attacks/damage deal 0 health damage, and can't free him). The paralyze ends after some time (30*2, 2 days segments), but if the target receives a new paralyze, the effect ends instantly. The paralyzing projectile deal 0 damage too (or nil if possible, to not trigger the target hit animation). I want most the paralyze code, the sprite and aimation I will do after, with the weapon details (like recipe, max uses, etc) so, you can use any sprite/art/asset/name/etc. In advance, thanks so much for those who at least try this.
  5. Basically, I just want to be able to make a boat base as Wurt. Can anyone help me out?
  6. So I'm working on 4 custom characters. I can create them by myself with basic perks. But I have no idea how to code their Custom items: - An infinity-uses blanket (bedroll's anim): Can't be crafted. Everyone can use. - A throwable weapon (boomerang's anim): Single-use. Craft-able for 1 custom character only. Used by another custom character only. Can stack up to 10. - A new drop from killing beefalo. - Food items that can be cooked from it^. I can draw items by myself. I dont know how's the price for hiring coder though. Plz help if there's easy or DM me the prices.
  7. Request: I need a mod that can help with moderating community servers AKA letting the server owner take items from a players inventory and allowing them to put it in theirs. Reason: A lot of the time people take boss specific items then lie that they supposedly dont have them. Another reason is some people put stuff in their inventory then take it all with them for supposed adventures without us knowing.
  8. Hi there~ Does anyone know of any mod that adds a 'Saladmander' [the fruitdragon] as a pet? in the critters tab or can make one that does? i use the " More Pets <3 reuploaded " mod and there's a bunch in there, but the mod is actually dead, so i can't ask to the author, a good soul reuploaded it for us to use and it works fine now, but he hasn't touched the mod like editing/adding stuff to it, there's even this exact same request to add the saladmander in the mod's page but he hasn't touched the mod yet SO i ask, is there a way someone can make the code, create a standalone pet like this one <<, or update this 'dead' but ressurrected mod and post it again idk °n° they are so cute i'm mad at myself for not being able to edit this kind of things and add them myself [cries in noob language] thanks in advance for any reply
  9. We had this idea while endlessly picking up dug turfs when building a mega base. Tried to mess around with terraformer.lua but turns out we have no idea how to mod . Is there anyone that would like to take this request por favor? We think it'd be very useful for lots of people.
  10. Hi, So yesterday i found this really cool mod called Auto Fuel Supplier but it is only for ds. And i wondered if anyone could port it to dst? I dont know anything aboutmodding so i cant do it myself. I uploaded modfiles. Auto Fuel Supplier.zip
  11. I was just thinking, it'd be nice for those who are continually given extreme trouble by Don't Starve's combat, if there was a way to block attacks. Like a shield/bracer type thing that goes in the weapon slot. Maybe it'd lose a variable chunk of durability depending on enemy damage on strike. A wooden one that's quite flimsy, but doesn't require science, then a stone shield, a marble shield that slows the player, and a gold shield that's fairly costly, but has a chance to knockback on taking a hit? Something that's not just "kite or die". Now, perhaps it'd make sense for giants/bosses to ignore shields, via config options, too.... EDIT: Of course, how could I forget Bee Shield and Dark Shield? Bee Shield with damage reflection onto enemies, and Dark Shield with a strong melee bash, but sanity drain.
  12. Early game when I'm building my base, I want to plan it around where I will eventually build my ice flingomatics. However, if gears are in short supply, I might not be able to make one until much later than when I am initially building the base. I'd like a mod that somehow shows me the ice flingomatic range from the start. Even if it was something a little hacked where it shows the range around another object like a campfire while I am placing it (or maybe only if you are holding shift) that would work. Also, client side only of course.
  13. @Ipsquiggle, @PeterA, @ScottHansen, @V2C, This is a request to have a very specific API added to the mod scene, one that used to be possible until very recently. Per this thread: I have determined that this is no longer possible with the previous method which I devised in this post: Due to recent changes with A New Reign in the recipe.lua file; the simple method which I created previously no longer works. So I decided to create the code to have it reviewed and possibly added to the mod API, to support something the community would love to have. Please note that none of this code is tested, that is why I am wanting to have it reviewed and possibly be used as a quick start example to making this possible. The following files will need to be modified in order to make this a reality. scripts/components/builder.lua scripts/components/builder_replica.lua scripts/modutil.lua scripts/recipe.lua scripts/widgets/recipepopup.lua scripts/components/builder.lua:311 for k,v in pairs(recipe.mod_character_ingredients) do if MOD_CHARACTER_INGREDIENT[v.type] ~= nil then if MOD_CHARACTER_INGREDIENT[v.type].removeFn ~= nil then MOD_CHARACTER_INGREDIENT[v.type].removeFn(self.inst.components, v) end end end scripts/components/builder.lua:334 function Builder:HasModCharacterIngredient(ingredient) if MOD_CHARACTER_INGREDIENTS[ingreident.type] ~= nil then if MOD_CHARACTER_INGREDIENTS[ingredient.type].hasFn ~= nil then return MOD_CHARACTER_INGREDIENTS[ingredient.type]:hasFn(self.inst.components, ingredient) end end return false, 0 end scripts/components/builder.lua:518 for i, v in ipairs(recipe.mod_character_ingredients) do if not self:HasModCharacterIngredient(v) then return false end end scripts/components/builder_replica.lua:185 function Builder:HasModCharacterIngredient(ingredient) if MOD_CHARACTER_INGREDIENTS[ingreident.type] ~= nil then if MOD_CHARACTER_INGREDIENTS[ingredient.type].hasFn ~= nil then return MOD_CHARACTER_INGREDIENTS[ingredient.type]:hasFn(self.inst.replica, ingredient) end end return false, 0 end scripts/components/builder_replica.lua:270 for i, v in ipairs(recipe.mod_character_ingredients) do if not self:HasModCharacterIngredient(v) then return false end end scripts/recipe.lua:48 local MOD_CHARACTER_INGREDIENTS = { } local is_mod_character_ingredient = nil function IsModCharacterIngredient(ingredienttype) if is_mod_character_ingredient == nil then is_mod_character_ingredient = {} end return ingredienttype ~= nil and is_mod_character_ingredient[ingredienttype] == true end function AddModCharacterIngredient(ingredienttype, hasFn, removeFn) -- should we worry about duplicate mod ingreident types? MOD_CHARACTER_INGREDIENTS[ingredienttype] = { } MOD_CHARACTER_INGREDIENTS[ingreidnettype].hasFn = hasFn MOD_CHARACTER_INGREDIENTS[ingreidnettype].removeFn = removeFn end scripts/recipe.lua:68 self.ingredients = {} self.mod_character_ingredients = {} self.character_ingredients = {} self.tech_ingredients = {} for k,v in pairs(ingredients) do table.insert( (IsModCharacterIngredient(v.type) and self.mod_character_ingredients) or (IsCharacterIngredient(v.type) and self.character_ingredients) or (IsTechIngredient(v.type) and self.tech_ingredients) or self.ingredients, v ) end scripts/widgets/recipepopup.lua:329 local num = (recipe.ingredients ~= nil and #recipe.ingredients or 0) + (recipe.mod_character_ingredients ~= nil and #recipe.mod_character_ingredients) + (recipe.character_ingredients ~= nil and #recipe.character_ingredients or 0) + (recipe.tech_ingredients ~= nil and #recipe.tech_ingredients or 0) scripts/widgets/recipepopup.lua:369 for i, v in ipairs(recipe.mod_character_ingredients) do --#BDOIG - does this need to listen for deltas and change while menu is open? --V2C: yes, but the entire craft tabs does. (will be added there) local has, amount = builder:HasModCharacterIngredient(v) local ing = self.contents:AddChild(IngredientUI(v.atlas, v.type..".tex", v.amount, amount, has, STRINGS.NAMES[string.upper(v.type)], owner, v.type)) if num > 1 and #self.ing > 0 then offset = offset + half_div end ing:SetPosition(Vector3(offset, self.skins_spinner ~= nil and 110 or 80, 0)) offset = offset + w + half_div table.insert(self.ing, ing) end scripts/modutil.lua:479 env.AddModCharacterIngredient = AddModCharacterIngredient After these changes have been made the optimal usage is as followed: --AddModCharacterIngredient(ingredientName, checkFn, removeFn) local _ingredientName = "magic" AddModCharacterIngredient(_ingredientName, function(inst, ingredient) if inst.magic ~= nil then return inst.magic:GetCurrent() >= ingredient.amount, inst.magic:GetCurrent() end end, function(inst, ingredient) if inst.magic ~= nil then inst.magic:DoDelta(-ingredient.amount) end end) If following this particular code example, the only thing the end modder should be required to do is determine how to handle their newly modded character ingredients availability check (first function in call) and removal of the ingredients (second function in call). Alternatively as a stop gap measure you could add the following code to the scripts/recipe.lua and we could continue to use the previous method, by simply calling the function below. function AddModCharacterIngredient(ingredienttype) if is_character_ingredient == nil then is_character_ingredient = {} for k, v in pairs(CHARACTER_INGREDIENT) do is_character_ingredient[v] = true end end is_character_ingredient[ingredienttype] = true end I am bringing this request to light because I know there are at least 1 mod on the workshop currently that has been broken because of this particular issue. http://steamcommunity.com/sharedfiles/filedetails/?id=644104565&searchtext=chakra Regards, Kzisor/Ysovuka
  14. I was wondering, just how hard would it be to port the singleplayer DS mod, Take Your Time, to DST? I've sort of fallen in love with that mod, due to it alleviating the stress headaches the normal game pace of Don't Starve gives me. If I could see it ported to DST, that'd really be enough to get me back into that game in full. : P I have my suspicions that it could be hard, though. But i'm wondering.
  15. Okay, so, I've been playing Don't Starve for a while, and I've seen two characters who'd I'd like to see in the game in some way. Sadly, I am no modder or artist, so I cannot make them. However, I have the ability to share my ideas. 1) Salad Fingers (Warning: Quite disturbing at some points. If you are easily disturbed, you may not want to watch it.) May not be the most common thing, but I'd imagine Salad Fingers would be a health character, and would have a high sanity drain, I'm not entirely sure. But I feel like he would have certain starting items, like his puppets. The puppets may help his Sanity stay up, as they are all he can talk to. I have no major ideas, but I'd find it interesting to see him in the game. 2) Wallace A character originally intended for the game but scrapped. Correct me if I'm wrong, but I have not seen a playable version of him anywhere. Wortox, Wilton and Winnie are already added as mods, but where's Wallace? I'd be interested to see what could be done with him. Again, I don't mean to force anyone, I'm just posting this to see if anyone is interested in taking on the task.
  16. So I am making a character mod, but I have no skill at making character portrait art, especially in the art style of don't starve. I have my character, pose, and empty portrait right here: http://imgur.com/a/iQqxE. Thanks to anyone who would oblige!
  17. Hello everyone, I have a similar post on here mostly about scripting help and i have been receiving abit of help from a generous member called "DrSmugleaf" i am looking to expand this and get more assistance both from Scripters and from Artists, As i cannot even begin to draw a strait line or a stick figure for that matter. HorribleArts skills, woo. Anyways, I have ideas and things i would like to see come to life in Don't Starve Together, Though i have little knowledge and i am trying to understand how to mod better but i don't think much is sticking with me and would like more assistance in trying to get some scripts working on my ideas that some people just can't do lone, or would be easier to do with a group any help is appreciated and i really want to see this idea come to life in-game. Basically on the Art side of this I have two items that need a little drawing up which shouldn't be too bad while others script and i follow along to try and learn and see what does what and what do-dad goes where And then there is the character, A regal dragoness queen called "OnyxAzuretail" Which i think the bulk of this will come from i wish to have drawn and implemented into Don't Starve Together i don't really have much in mind other than Scales/Mostly human And a good lizardy tail. She is a rather soft and reserved Dragoness Here is what i wrote up with what would possibly need what any help is appreciated and i will be trying my best as well, Really want to see this come out c: Please and thank you all in the future who help [At the end i will ask for Names/Steam names to add as collaborators and give due credit, sorry if this looks sloppy!] Nickname: The Azuretail COMPLETED Motto: Oohh, Shiny! COMPLETED HP: 150 COMPLETED Hunger: 170 COMPLETED Sanity: 180 COMPLETED Perk: ~Can breathe blue fire/Cooks better food [Offensive and Utility](Need to add a Fuel bar? consumable Charcoal and Nitre to Refill) COMPLETED - Thanks to DarkXero Cooks better food^(Better cooking Quality of foods the character cooks, More hunger/HP Filling?) {NEED Script} ~Radiates Heat (Bit more than a Torch during winter?, Light as well){IN PROGRESS} ~Physically Weaker+Resistant to sanity drain (Wendy perk) COMPLETED Starting items: Queen's Azure Scale (For creating item to spawn Drakelings, usable only by Her. Respawnable or Re-Craftable?) {NEED Script+Art} Queen's Azure Tiara (Wearble, Usuable for 5 days, +15% Speed, Head slot) {COMPLETED? NEED Art} Azure Egg (Births into Wyvern, slightly Stronger than Drakelings, Takes 3 days to Hatch by fire/Warmth, Can be cooked , Onyx Lays one Randomly upon eating "Fuel" 10% Chance?) {NEED Script+Art} [Followers] Wyverns and Drakelings {NEED Scipt+Art} Quote for egg "W-what was that?" {NEED Scripting} Carries 3 more items than normal(Likes to collect things) {NEED Scripting} [Craftable Item] Azure Queen's Staff Ability to spawn Creatures (Drakelings 100 HP, 15 Damage, Max 2. Sleep by heat during night unless attacked or Onyx is Targeted) Spawns Drakelings to Follow Onyx 100% durability, -10% Per spawn Materials; Charcoal x2, Ash x2, Gold x1, Queen's Azure Scale x1 {NEED Scripting+Art} [Craftable Item] Queen's Azure Tiara +15% Movement speed 5Days of Durabiity Materials; Gold x3, Charcoal x1, Ash x2 {IN PROGRESS, Scripting Portion, NEED Art} EDIT: I also have created a github with what files i have already uploaded there, Thanks to "DrSmugleaf" again for the guidance. Also please ask if any more info is needed! EDIT2; 9/30/2015- It seems this is out of date, anything more will be posted in the Don't Starve Together workshop under the character "OnyxAzuretail" Thanks for reading anyways!
  18. Google Don't Starve Unimplemented Characters and go on wiki for art cues. Sounds may be in files. - I believe they are a cello. Wallace is Scottish, so maybe make Mactusks neutral? RACIST LINES LIKE WOODIE, EH? Able to craft thulecite (find craftable thulecite mod for a good recipe) Able to craft BROKEN Ancient Altar Can craft books Slow, due to age Spawns with a cane, does axe damage, and breaks in 3 days of being equipped (recraftable with 4 logs 1 axe) - Brings his speed up to normal speed, not equippable by other characters (think lucy) Slow attacks Bothered by stale food Sanity drain at night nonexistent Slightly dapper bonus during day (1sanity/min or so) Rain could bother him more (2x wetness gain, sanity loss) This makes thulecite and ancient items renewable, and against griefing in a multiplayer setting. Most art belongs to Klei, and PLEASE use the shirt that's shown on the portrait for the character. It's hugely annoying when someone recreates a character and changes stuff like that, naming no names. (*cough* Wilbur)
  19. Hi guys, I made a mod to add a structure to the game, the Synthesizer. It is a structure that, when fed with a resource, produce a number of that resource after a time (for common resources, it pop 5 new after a day, but for boss resources, it's only one after an entire week). basically anything that's pickable can be added to the mod, but I limited it to resources so the player can have an infinite amount of finite resources, like gears. You won't have to worry about not finding more gear anymore ! Now for the art. The machine grow the resource like a bee box, so resource appear one by one and can be collected early to stop the growing. What I need is a structure like this : Kinda like the science machine. It has a base structure, an oven opening (open when you can add stuff in it, closed otherwise), a dial with the number of item currently harvestable, a thermometer to show when the next item will end, and a weel that show that the item is currently synthesing (synthetising ?) something. Of course, thoose elements don't have to be exactly what I wrote as long as they serve the same purpose, if you have ideas, feel free to tell them. As you can see, i'm a big d*ck in drawing, even more on a computer. I need someone that could draw the elements in a don't starve style, and make the animations (I think I could manage the animations if you don't want to.). Help me please so you can use this mod as well ! It's currently 90% functionnal, and I just need the animations for last tests ! thanks a lot !
  20. Add me and comment on my profile saying you'd like to discuss the mod idea It's a pretty good idea and I've seen nothing of the sort at all on workshop so i've come here looking for help I'm also a terrible artist, so i doubt id be able to draw the stuff for the mod http://steamcommunity.com/profiles/76561198066526017/
  21. Shoundn't be too hard at all, in fact I'd do it myself if i knew how, but any chance anyone out there can whip up a quick mod that allows for use of ashes for fertalizer? Cause it's an actual thing and would make sense to have it in game
  22. So, There's a mod that lets you write on signposts. I'd just like an alternative for DST so I can mark things in my base. Thanks!
  23. Hey guys, I have some ideas about a new character mod.. Adds:Deadpool Character in-game,5 new weapons,1 new crock pot recipe.. Deadpool will have a health regen 1 hp per min. But has a faster hunger drain by 25%Also he is immune to insanity because he already is insane.The only way to find hallunications is to go to cavesIf Deadpool dies he respawns next morning,and will reattach his body parts and gets a stats penaltyNew lines when inspecting eating or using stuffSmall chance of voiced by Nolan NorthWeapons added: 1:Bow and Arrows:The bow requires 2 saplings ,1 rope ,2 slurtle slime* .When crafted it can throw arrows as fast as the darts are thrown.It is unbreakable. There are different types of arrows.Their basic matterial is bird feathers like the darts. The first type of arrow,the classic arrow requires 2 azure feathers,1 sapling and 1 flint to be crafted.It is stealthy meaning that if you attack a beefalo (for example) the rest of the herd won't start chasing you.It deals 100 damage per arrow and in order to stack the character has to wear a quiver.The second type of arrow,the stun arrow requires 2 jet feathers,1 sapling and 2 silk to be crafted.It has the ability to lower the walking speed and damage by 35% of every mob except Spiders ,Rock Lobsters,Treeguards ,and all kinds of Tentacles .However It deals only 30 damage per arrow.In order to stack the character has to wear a quiver.The third type of arrow ,the explosive arrow requires 2 crimson feathers,1 sapling,1 nitre and it has to be lighted by any fire source (torch ,campfire or fire pit ) in order to explode when reaches the enemy's body.It deals 120 damage if it's exploding mechanism is activated (lighted by fire) and it damages all the nearby mobsas well within a range of 2 berry bushes. However if thrown without being activated it deals 40 damage andno splash damage. Quiver:Arrows also require a quiver to stack.Only one type of arrow can be saved at a quiver at a time..The arrows stack when they are saved in a quiver..The quiver is an item that can be used at the chest slot,and it is used to save items (only arrows however) like a backpack .It has only one slot wich can save up to 40 arrows of a kind.It requires 5 pig skin ,4 boards ,and 3 ropes to be crafted. 2:Musket:It requires 5 boards ,6 cut stone ,3 gears.It is a ranged weapon that requires gunpowder to shoot..It is unbreakable.When the player drags a stack of gunpowder,the musket starts to gain durability . 20 gunpowders can get consumed at the time, meaning that each gunpowder gives the musket 5% durability.It deals 100 damage per gunpowder.When it is fired it requires a 4 seconds time in order to automatically reload the musket.When the character fires the musket, a shot sound will scare and make all the passive mobs to flee (except chester ). 3:Knife:Requires 5 flint,1 hammer,2 boards to craft.It can be used both as weapon and as a tool..As a weapon it deals only 25 damage but hits faster than normal weapons...Also it can be thrown to cause 30 damage but it has to be picken up..It has 100 uses as a meele weapon,50 uses as a ranged weapon and 200 uses as a tool.It can be used to insta-harvest reeds,grass and twigs..It can also be used as a razor without wasting uses. 4:Detonating Bombs:Requires a bee mine,3 nitre and 1 gunpowder..It looks like be mine but it detonates causing blast damage ( 50 damage per bomb).It is like the Demomans stickies and it can be detonated by some distance by right clicking on them..It cant stack but it will also detonate near by bombs 5:Katana Swords:Requires a hammer,10 flint,and 1 nightmare fuel and a prestihatitator to prototype.It deals 50 damage,and has 200 uses..Also while deadpool haves them equiped they appear in his back. Foods added: Chimichangas:It requires 1 meat of any kind,1 vegetable of any kind, 1 butter and 1 egg.It replenishes all stats by 70% and Deadpool gets a killing spree boost.When the boost is enabled,Deadpool deals 50% more damage,runs like a ninja (plus 30% faster walking) and all the stats are regenerated by 3 per minute for a short time.Boost ends after 5 in game hours..*slurtle slime in order to be elastic.. Thats all..I need help with this mod.I am able to draw the scetches and write the lines... Any help is aprocciated..My account on steam:http://steamcommunity.com/profiles/76561198044807107/
  24. Hello, Could someone please remake the picture below with Wilson instead of Poe? If you do, I would be really grateful.
  25. Good Afternoon,My gamer-name is Dathrick and I am a youtuber who has released 2 seasons of Don't Starve gameplay, and a total of 101 videos at this point. I have used the same thumbnail for both seasons of Don't Starve, and I don't want to use the same for a third season. What I am requesting is actually 2 separate pieces of artwork that I am given permission to use in my videos and as thumbnails. 1 artwork would be for Season 3 of Dathrick Doesn't Starve, which is sandbox gameplay. The second artwork is for a new series that tries out Adventure mode as it is created. If you have any questions, please feel free to post them here or to PM me.My channel is www.youtube.com/Dathrick93Thank you,Dath~
×
×
  • Create New...