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Oxygen Not Included

Found 10 results

  1. The quiestion is actually more complex. I am making a mod that allows you to move objects attaching them to mouse cursor. But I don't want players to be able to throw objects into ocean. Mainly because I can't figure out to make items on water play their floating animation. (Second problem is - drowning enemies is just too easy.) Is it possible to detect those invisible walls that separate ocean and island? (So I can force drop grabbed object before it goes into ocean). I want to prevent this:
  2. Retrofitting world

    I noticed that after the ROT them update came out....my system successfully updated, and the DST main menu changed, but my 600+ day world didn't do the retrofitting 'count down' when I started the game. I'm not sure if it has really retrofitting because I don't sail, so I haven't seen salt formations yet. Has anyone else's world not done it also?
  3. Let me tell you a story, where i spent a good 25 days or so, traveling around the world with boat, just to find a gap that seemingly should have been fine it was basically the size of the boat, and apparently it wasnt, so we had spent all of this time trying to get to a gap that had just stopped us in our tracks, its a real shame. Please just let the land to ocean ratio be big enough all around for world gen, waterfalls look nice, but dont work nice!
  4. Edit: - stone fruit bushes that sprout from the 1%saplings don't need fertilizer, or get diseased, because they are considered like natural bushes from lunar Island However, if you replant them, you will have to start fertilizing them Perks: - 20+ Stone Fruit Bushs spawn on lunar island, and can be shoveled - Each yields 3 stone fruits every 1.5 days - Each stone fruit doesn't spoil, and can be mined for 50% chance of rock, 50% chance of stone fruit or 1% chance of stone fruit sapling - Stone fruits spoil as fast as juicy berries - Stone fruits have 12 hunger value, cooked or raw (like juicy berries) - Stone fruits have 1 health value uncooked, and 3 health value cooked (like juicy berries) - Stone fruits are not fruits, but vegetables! - Stone fruits count as 1 full vegetable too, not 0.5 veggie - They grow in winter too! - They have two stages (so you need two Horticulture book uses to fully grow) - If not picked in time, the crop is lost and turns to dust when picked. - They consume quite a lot of rot because they grow so fast, but you can make rot easily by leaving stone fruits on ground to rot - Maxwell is great at mining the stone fruits, but most characters can just use golden pickaxes - A fun way to open hunderds of stone fruits is to drop individually on ground and use gunpowder or slurtle slime to blow them up (you cannot drop stacks on ground, since it only opens up one stone out of 40) - You can stockpile them forever. - they do get diseased if replanted Best food item in the game? For me, it is. Especially if you are a maxwell main with miners always on standby. Definitely best filler for me. It even dethroned ice. These things are insane. I always solo-sail to lunar before day 20, since they are just too good. Can feed nations. They are literally the sole reason to go to lunar, as a mandatory detour. Do you think Klei will nerf them? Any other Stone Fruit obsessionists around?
  5. So, I noticed a little something that actually is really cool. As we are all aware of, boats are a thing now. And with boats, comes drowning. When your character drowns, they will lose a portion of their maximum HP. But something I noticed, if you are to drown as WX-78... he will actually lose DOUBLE the maximum HP. That's awesome!
  6. So, you know when you reach the edge of the map, the ocean basically falls into... another ocean? It got me thinking, and about an hour later, I came up with this. Thoughts?
  7. This second ocean is very nice. It gives me tons of classic DS vibes.. This is not a good topic
  8. I've been able to set up dedicated servers in the past, but I can't seem to get it to work with RoT. I have changed the .bat file I use to start the server to include c:\steamcmd\steamcmd.exe +login anonymous +app_update 343050 -beta returnofthembeta validate +quit However, I get the cluster token error when I launch, though I have a cluster token in the RoT folder. I did re-use the cluster token from the old server, does this not work? The only reason I did this was that I can't generate cluster tokens anymore; whenever I try to run the console command it returns 'variable "GenerateClusterToken" is not declared'. What am I doing wrong? Update: I managed to properly generate a new cluster token and have placed this in C:\Users\<redacted>\Documents\Klei\DoNotStarveTogetherReturnOfThemBeta and then ran the server .bat file, but still get the invalid token error.
  9. No More Food Rot

    If anyone's interested, I've updated the 'Winter update' food files so there's no rot. I also have instructions on how to get them into your Chrome install.
  10. I've been playing the Beta for a while now and this Winter update is the change I've been most excited for (bring on the difficulty!). I played through to my first winter and found it actually kind of dull, though. Don't get me wrong, preparing for winter was stressful and fun. It made the quite easy "early game" more challenging knowing I didn't just have to survive, I had to prepare, hoard, and plant. Then living through the first 7 or so days of winter and testing my preparations was fun too. But then... It became obvious I had hoarded/planted enough resources to sustain myself at a steady state through the winter. I could replace morsels by boomeranging birds and bunnies, get some berries every few days for filler, and chop enough wood nearby to stoke the fire. These "chores", however, only took about 1/4 of a day cycle. After that, I ended up just surfing the internet, with the game and volume on in the background so I could listen for hounds/eyeclops. This is no way to play a video game! Basically, winter adds much-needed difficulty to the game, but that difficulty is loaded onto summer days, with the actual experience of winter just being mostly tedium. I love the idea of cyclical seasons, but I don't think precisely one half summer and one half winter is appropriate. Even if you can choose long/short seasons when setting up a sandbox game, you're still getting half of your days as extremely long and full of activity (fun!) and half of your days sitting by a fire in the dark (tedious). It would be nice to have fall/spring, where day length is between summer and winter and freezing is a hazard only during dusk or night. Anyway, just my two cents. This game has already returned a great time/$ ratio for me, especially for a beta. I can't wait to see what you guys think of next!