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Oxygen Not Included

Found 5 results

  1. 1.Changed the turf of "RuinedCity" to MUD,Every time I look at it I wonder, why is there guano turf here?This place doesn't seem to have anything to do with the creator of guano. "RuinedCity" is on the red line When I looked at the file I found,This room appears to be a result of a merger of DS's "Ruined City" and "BGMonkeyWilds".However, the merge did not change the ground to MUD,Caused the typical mob monkeys and slurpers here to fail to spawn. "RuinedCity" in DST original DS room I don't see why you don't use the "BGSacred" room directly, but I hope you can change that. Other, can you add some Lesser Glow Berry? A little bit of deception is needed here. 2.Changed the turf of "BGSacred" to TILES.In DS this room uses tiled turf.Currently it uses brick turf, but I think tiles turf is more suitable here. Although this room is not used much in DST The ambient sound of this turf is different from other ruins turf,It uses the "Cave of Civilization" seriescivilisedcave_norm_LP.wav,The other two turfs use normal ruins sound effects.Ruins_AMB_LP.wavThat's what makes it unique. If you look closely, you will find that the color of the tile turf is similar to the color of the ruins pillars.
  2. Hey guys, I have a problem, my character can causa a meteor shower if his sanity gets too low, and he resets this meteor shower as his sanity drops, this is the code under the: local master_postinit = function(inst) inst:AddComponent("meteorshower") if inst.components.meteorshower.task then --it automatically scheduled a shower inst.components.meteorshower:StopShower() --remove the automatically-scheduled shower end --override the StartCooldown on this particular component instance so it does not schedule more showers after completing one inst.components.meteorshower.StartCooldown = inst.components.meteorshower.StopShower --Watch sanity to know when to trigger the showers inst:ListenForEvent("sanitydelta", function(inst, data) --data provides the oldpercent and newpercent for sanity, so it is easier to do thresholds in percents --... but you could convert like this local oldsanity = data.oldpercent * inst.components.sanity.max local newsanity = data.newpercent * inst.components.sanity.max local level = nil if newsanity <= 0 and oldsanity > 0 or newsanity <= 10 and oldsanity > 10 then level = 3 elseif newsanity <= 20 and oldsanity > 20 then level = 3 elseif newsanity <= 30 and oldsanity > 30 then level = 3 elseif newsanity <= 40 and oldsanity > 40 then level = 3 end if level then --we passed a threshold and need to spawn a shower inst.components.meteorshower:StartShower(level) end end) with this code if his sanity drops from 41 to 40, a meteor shower will happen, but if the sanity rises from 39 to 40, nothing happens. okay, but the biggest problem here is that this works inside caves, it makes no sense at all. I wanted to do something like this: if the character is in the surface, he will cause a meteor shower if his sanity gets too low. But, if the character is inside a cave/ruins, he will cause an earthquake inside the cave/ruins in the same level that he would cause the meteor shower if he were in the surface, of course if his sanity gets too low. it's possible to do something like that?
  3. edit: A little side note the first time I tried recording the deerclops died in two hits
  4. I really like the sense of isolation in Don't Starve's atmosphere. Why not add an extra layer by adding abandoned structures such as run-down forts, chared campsites, some kind of statues, and others on the map to give the impression just how long ago the last person may have been on this island?
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