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Found 10 results

  1. How do I know that a mod is compatible with RoT, cause i have a dedicated server and i need to know, Only testing in game? Anyone knows some of these mods that r working?
  2. As we know, the shipwrecked chef Warly is inbound to the main game of Don't Starve Together, with a rework to boot! With such news, comes ideas, and I have some I wish to share. As the title states, one big idea is having Warly take on a supporting role by giving buffs to the other survivors, but that needs its own paragraph, lets focus on the rest first. To start, lets go over what I think should stay unchanged. His faster hunger drain, need for food variety, and his want for crockpot food is fine, as it gives him a unique playstyle that plays into his cooking background better. However, some numbers should probably be tweaked and some way of knowing if you have eaten something already would be nice too. Next, his equipment. Warlys portable crock pot is great by itself, Warly should not be the only one to be able to use and hold it, it helps to share. His other item, the chef pouch, should also be shareable, though other characters won't get much use out of it. A change to it that I propose is having it only able to hold food, in addition to its halved spoilage rate. Maybe also give it 10 slots of space instead of 8, to compensate for the limitation. The point of the bag would be to act as an ingredient pack for the portable crock pot, and to make it so it's not just a direct upgrade to the backpack. Only Warly will get any real use out of the pack, but the option is there for others should they want it. Though I said it was fine, there is one change to Warly's refine palate that I would like to make. Normally Warly gains about 33% more/less positive/negative stats from crockpot food, and of course that's reversed more or less for non crockpot foods. I, and several others, propose a change to this, making it so any crockpot food Warly makes, gets the "gourmet" prefix. This causes the food itself to get the 33% perk that Warly normally has, allowing anyone who eats it to get the effects of that perk, even if they aren't Warly. This makes it so any food that Warly makes is better than if anyone else had cooked it, allowing you to get more out of your food then ever before. Better normal food is good and all, but let's get into the juicy bits. Warly of course has his own unique recipes, some of them are just good normal food, but others are even better. Warly has been experimenting in the kitchen and has invented new foods that will give passive temporary buffs to whomever eats it. Such buffs may include: More damage, faster movement speed, fire resistance, ice resistance, constant heating, constant cooling, greater sanity regen, health regen (better jelly beans, uses royal jelly), hunger regen (Wolfgangs rejoice), and maybe even some damage resistance. These are all temporary and give the buffs, in addition to whatever stat increases they have, when eaten. Might be able to stack them, not sure. With this new set of food, Warly can help fill the support role that Wortox has started. Even if Warly isn't fighting directly, he can still help his team beat bosses, or help fight the seasons, with his special food. With both better food and special buffs, Warly will not only be able to get more out of food than others, helping in times of famine, but also help both himself and other stay alive against the harshest challenge the constant can throw at them. Some final tweaks/clarifications, gourmet food cooks faster in the pot, they also have the same spoilage rate as normal food though, no need to change that. Give Warly some way to know what the crock pot will make, so you don't need a mod for it, maybe some kind of recipe book? Finally, maybe have something like salt from the gorge, something that helps reverse some spoilage on food. I want Warly to be more supportive, but not just in combat, but in the very name sake of the game, to make sure both he and the rest of his team, Don't Starve. With how complex the crockpot is, he is certainly not a noob friendly character, but I still think he has great potential for helping the whole team, for the whole game, and not just when a boss shows up. But that's just my ramblings, what do you think? Tell me below please, I crave validation and need attention to feel accomplished./s Edit: words and grammar, added new buff idea, other small changes too. Edit 2: Made a part 2 to this post:
  3. It was great to nerf the telelocator staff strat that “drowned” flying raid bosses on a sinking boat in Turn of Tides, but there are still a lot of out-of-bounds cheese strats left; Winona’s catapults on a boat will still kill Bee Queen for free while she and her grumble bees mindlessly hug the coastline, for instance. Would it be possible to let flying mobs travel freely over water/land boundaries in Turn of Tides, much as Hounds currently travel?
  4. Currently the two celestial crafting tabs from the celestial orb and celestial alter have the exact same tab hover text, and the same tab art. Together the tabs have a total of 8 crafting recipes. I think it would be a good idea to combine these two tabs in some way. This would simplify the celestial crafting category to be a single category rather than the strange split it currently is with one tab having only 2 crafting recipes. A couple suggestion for possible ways for them to be combined could be remove the celestial orb and put its crafting recipes into the celestial alter (or vice versa), or having the celestial alter take the celestial orb as another tech tree upgrade (similar to broken alters in the ruins being upgraded when repaired).
  5. To better support writing mods that work in both the main release and the beta branch, The mod ReleaseID has been updated to test against.(This is the same feature that was added for the A New Reign Beta) CurrentRelease.GreaterOrEqualTo( ReleaseID.IDs.R08_ROT_TURNOFTIDES ) ReleaseID.IDs.R08_ROT_TURNOFTIDES is the current release id, and a new one will be added for our next content push. This is the official way to check for beta content. Each beta update will add a new ReleaseID. When the beta is merged back into the main game, the ReleaseIDs will continue to exist there. This should provide a seamless transition for mods, with no emergency updates required. Example Lua Script: You can print the current ReleaseID by running CurrentRelease.PrintID() in the debug console.
  6. So yeah here are some unused trees from ham and compare them to the trees from the jungle on wormwoods teaser
  7. No, not the kind of waves we know from Shipwrecked. Similar ones, but not the same. Currently, I think that the sea is quite empty (I know that this is something to change). So I decided to suggest adding waves further out in the sea. We know how slow the boats (rafts?) are, and that you basically wouldn't be able to dodge any of waves coming at you, so I thought that they should be more dispersed. What would happen if you sail into one? Well, the wave would take a little bit of the boat's durability and make everything, and everyone, on-board drenched. If you sail along one? Well, aside from the fact that you may get a little bit wet, you'll get a demanded speed boost, just like in Shipwrecked. Waves would appear at a bigger/smaller rate, depending on how shallow/deep the ocean is. What do you think about the idea? If you feel that it has something missing, feel free to comment.
  8. I focused on introducing everything on list and sorry if it's not THAT detailed. But I kept it so it won't get too outdated after future updates. Also, I did not included items that are included but not implemented in game, example being "fish net" which can only be spawned with console command. I will do so if we actually get to use them.
  9. Alright, so I just worked this out. May I present... the guide to finding the island (I assume people already know this, but there's no guide out there (I think). Kudo's for @Sinister_Fang for giving me a tip). This guide is mainly aimed at those struggling to find the damn thing. Step I: explore the edges of the map. Collect food, build a sci machine, whatever you want for the boat, and get wood. Lots of wood. When you've completed, you'll notice something about the worldgen. Worldgen A: while most of the world is jutting out from the centre, you should have some little midget bits that are significantly smaller. This is so the island has enough space, and well, kind of a dead givaway for where our elusive friend is hiding. Worldgen B: the world is in a semicircle shape. The island completes that circle. Step two: Set up a sci machine near the end of that preoformentioned smaller bit, and get to crafting your boat. Nothing new here, but a sail isn't mandatory. It's a short trip, a couple of paddles does the job fine. Place your boat stuff on the boat (I'm basically Sherlock Holmes!). Step three: Go out and find the island. Be impressed by Klei's hard work. Die because you don't know what anything does. This entire process takes just under 7-8 days
  10. I just played a game with my friend to check out the new content for ourselves. We spent 5 days straight farming resources, and where ready to set sail on the open sea. We we're going to check out the island, maybe this might even become a game that we go back too after a while! Day one: no signs of the island. Day two: no signs of the island. Day three: no signs of the island. Day four: no signs of the island. Day five: We very nearly re-enacted a pinball machine, but I managed to stop us from hitting any rocks. Still no signs. Day six: We're starting to get pretty sick of this. Day seven: Still nothing. Day eight: Our food has ran out, and we're resorting to commands out of frustration. Day nine: None of them work. Day 10: We find the edge of the world, and begin following it around. Day 10: We narrowly miss some rocks, but drive into the edge of the world. Our boat sinks and we die. Any tips to avoid this, because, well, it's really boring going around on a boat the speed of a snail for days on end.