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Found 14 results

  1. Hi. I want to make it so at, for example, full moon, you can make certain crockpot recipes during that night, and at new moon, other recipes. How would I go about doing this?
  2. So I used a mod called configurable time of day, I wound up adding my own setting that made the time in a single day so long it basically halted the time. I figured for creating a custom map this was perfect. So combining this with simple map editor and not enough items, I had a go at trying to create such a map. I did just that, I managed to make everything I wanted to in said map, so I went and removed the mods but one issue persisted. I thought after removing the configurable time of day mod that the world would go back to its default time of day speed. I was wrong, my world is now stuck with this near halted time speed, making it unplayable. Is there any way to fix this? I tried using the configurable time of day mod and setting it back to the default value but that obviously didn't work, I want to set the world's timer back to 0 and somehow set it's daytime rate back to the default value. If there's anyone here who knows how the heck to accomplish this, please let me know, it saddens me to see this custom map just die due to this issue.
  3. Hello! I've ditched my previous two ideas in favor of something a little more manageable. Basically, I want to make my character gain sanity based on the phase of the moon, with the highest being during a full moon and the lowest being during a new moon. The code I currently have looks like this: local function Clock:GetMoonPhase() if --(whatever i would put for it being nighttime) if isfullmoon then --[insert dapperness thingy here] etc, etc. Is what I have right now on the right track? And how would I reset the dapperness value after night, so that she isn't constantly gaining sanity while the sun"s out? Also, is it possible to make it like a sliding scale between the maximum and minimum sanity gain (basically it's like a smooth transition b/w full and new?? idk if i'm explaining this well enough) Thanks for any help!
  4. I'm upto day 380 but I took these screen shots on day 372http://steamcommunity.com/profiles/76561198061110181/screenshots/After a while it gets to easy, so I just made a new customized world so I can get that new world feeling, im playing as Wolfgang with no winter and no hounds
  5. So, the initial is 1 day, that part of code I have found. However, the consecutive ones are smaller. Would anyone happen to know which part of code controls this and makes it so that WX gets less charge after each consecutive hit? And is this part of the code actually located in wx78.lua or some other file? I just can't seem to find it
  6. Allows you to set the amount of gain/loss of each stat for each sleep-tick, how often sleep-ticks occur, as well as # of uses, AND whether the equipment can be used during the day (dusk/night for siestahuts), and all of these things can be set INDIVIDUALLY for each of the four kinds of sleeping equipment! Also, I have coded in an elaborate temperature system, with which you can set at which temperatures the equipment will work, and at which temperatures it will bestow penalties, and whether it can cool you down or heat you up at all, or both. Link to Steam DST version Sadly, a bug in the source code for DS/RoG/SW is preventing me from releasing a version for it. There are so many settings, that it crashes the game on worldgen. I've reported the bug to Klei, and they say they will fix it eventually. Settings Information You can set gain/loss per sleep-tick for all stats, including health, hunger, sanity, wetness and temperature, FOR EACH INDIVIDUAL SLEEPING-ITEM! You can even set how quick the sleep-ticks are You can set uses for all 4 types of equipment. If you choose "Unlimited" or "1" use for one of the bedrolls, it will become stackable. You can set whether you should be able to sleep at day (also individually for each item), and/or siesta at night. For temperature, you will have a large amount of variables to tweak, including whether the equipment can cool and/or heat the player towards a target temperature. If neither are enabled, the player temperature follows the world temperature while sleeping. There are heating/cooling barrier variables indicating above which temperature the equipment can no longer cool down the player, and below which temperature the equipment can no longer heat up the player, in which cases the player temperature will follow the world temperature. There are also heat/cold penalty limits, which work sort of like the barriers, except the fact that if the world is above/below the selected temperature, instead of ticking the player temperature towards the world temperature, you can decide whether the player should get colder or hotter. Usage notes a. Does NOT require you to make a new world before taking effect. b. This mod only works if the host of the server has enabled it. c. When using this mod as a host, this will apply to all the players on the server. Known bugs - The game is also trying to change your temperature, which will sometimes result in the player only almost reaching target temperature. Not much I can do about it. I'm able to keep him about a maximum of 0.3 degrees from target temperature, at worst.
  7. Allows you to set the amount of day-cycles, before bosses start to arrive. You can even make them be able to spawn at day 1! Link to Steam DS/RoG/SW version Link to Steam DST version Settings Information You can set the amount of days in the following increments: 1-100 days in increments of 1 100-200 days in increments of 10 and a special option of 1 million days. Usage notes a. It will NOT despawn already spawned bosses. b. There are several variables that factor in, when the game decides which boss to spawn and when. This just sets one of those, albeit the most important one. I cannot guarantee that a boss arrives at the exact day you choose! The season decides which boss is spawned. c. Does NOT require you to make a new world before taking effect. d. This mod only works if the host of the server has enabled it. e. When using this mod as a host, this will apply to all the players on the server.
  8. Many of us want to pass the time, so while we wait... What should we do to pass the time? You can suggest challenges, ask questions, but all in all, pass the time. I for one can not wait until the Don't Starve Together closed beta begins on the 22nd. So, let's start, shall we?
  9. I have a Dont Starve Steam key and I want a Dont Starve Chrome key
  10. I am not sure if it's just the games that I'm used to, but this game does feel like it runs just a little too fast. The day and night cycles just seem like they go too quickly. As well as how quickly the food seems to go down. Again this might just be me, but i just feel that the game cycles through things too quickly and would like to see if the game could run just a little slower due to the fact that day lasts around three or four minutes IRL time. Post your comments and tell me if you see it differently, I'm more or less curious if time is just passing by too quickly with this game or not.
  11. Thought it a little strange that animals just sit around placidly when yer felling trees, might make trapping/hunting a little more interesting. What do you think?
  12. Bug Submission Please choose a category [Graphics] Platform Steam Version Number - Issue title Solution to mouse hitbox/ screen zoom issues Steps to reproduce I've seen a lot of Issues where people cannot click properly in game while in full screen because mouse detection is way off or the screen in zoomed in too far. I may have a solution. Describe your issue Steps to Fixing these problems: For Windows 7 64bit 1: Locate the dontstarve_steam.exe file in your steam folder ---(usually "Program Files (x86), steam, steamapps, common, dont_starve, bin) 2: Right click dontstarve_steam.exe and click on compatibility. 3: Click the check (so it appears) next to" Disable display scaling on high DPI settings" ---(optional: click the box for "Run this program as an administrator") 4: Click "Apply" 5: Start up don't starve and make sure your refresh rate matches what your monitor can support. 6: Enjoy! (hopefully) Sorry if I've posted this in the wrong location. But I figured it would get exposure here.
  13. While playing "Don't Starve" I have been noticing that after day 30 or so the game becomes pointless. Yes they obviously aren't even close to finishing it but I thought I'd put in my input in about what could happen as days pass, and you get bored, and nothing is challenging. In my opinion, rare events should happen slightly more often and other rare events should open up every 15 or so days. Also enemies could wear armor as the days progress and careless mistakes could cost you a lot. There could also be "Boss-Type" fights at certain spots on certain days. For example: Every 5 days from days 5-20 you can access boss X at location X Every 5 days from days 25-40 you can access boss Y at location Y (Both giving you an OPTIONAL boss fight, with reward of course) Npc's?: Yeah there are the pigs but I mean real, people Npc's, or something similar, I mean it does seem odd that you are the only one in the world for a second then you find a civilization, it would kind of ruin the point of the game. But could there be some way to implement something similar? Maybe. But these Npc's should: Sell you things or have some sort of trading system. Give you tasks to complete. Be for sale as a guard or a companion. There are also many other things they could do if that wasn't the direction you wanted. Nights becoming different as time passes: Full moons bring harder enemies, Colored moons can bring certain types of enemies. Example: Blue moon: Ice enemies Red moon: Fire enimies Story progression: Obviously the story isn't even close to done, but when it is instead of just laying it all on you: Start: 70% of the story Middle: 5% of the story End: 25% of the story ^Don't do that^ You could base it off of days and player progression, releasing parts of the story as the game progresses. And hopefully finding out who Maxwell is. 0.o That is really all I have for now, but I'd love to hear others' suggestions on what should happen as time passes.
  14. PART 1 Since it’s so close to the next update, and i’m really hoping some new map generation will be included, i’ve been waiting to start my next run of Don’t Starve. So instead of playing briefly today I decided to write up some observations and general ideas. So aside from the feather hat I have built/tried all craftables, done battle with every kind of monster and played all the available characters. I would certainly say i’ve used all the content so far. After a few deaths just working out what in the game is deadly and what isn’t, i’ve ended up suiciding with all the characters just to try a start with each one. To start, let me just say I really love this game - the art design, quirky character quotes/personalities, and feel of the game world are all excellent. I found it by far the most entertaining at the beginning, having no idea what to do (didn’t read any spoilers) and testing things out. However, one thing that seemed pretty obvious was that the only threat to surviving was really doing random dangerous stuff as part of the learning process (dying at a beehive, spider nest, fighting tree-zilla, etc). Gathering enough food seemed really trivial even on my first playthroughs, and that was without using any “exploits” - I was using traps with bait to catch rabbits and bird traps to catch birds. Never even saw a reason to transplant berry bushes although I did later on just for the fun of building a garden of sorts. My first suggestion would definately be making the (early) game much more difficult. There are just so many resources around, and sources of food, that it doesn’t feel like a struggle to survive at all. Now I was considering the result of having far fewer resources around, and initially that would seem bad simply because the map would be quite bare and unappealing. Perhaps it would make more sense to have some “filler” type things, such as shrubs or sapling trees that are too small to yield usable resources. This way it would be possible to avoid the abundance of resources we have currently without making the screen look barren. On my last start i had more than 40 carrots after a couple of days of exploring, that seems totally excessive for a game focused on survival. I understand that some of the problem with re-starts seeming quite easy currently is due to the research system, which will be changed (hopefully this coming update), and that should help to make a new start a bit more fun as there will be more to do with prototypes. No big suggestions here as I quite like the idea of building prototypes, hopefully at a much higher cost so that it is not trivial to just research everything. Can’t really say more on this until the new system is revealed! So, what seems like the biggest issue for devs and sometimes for players, is having a “base” that is just too safe, as well as lack of motivation to leave and explore. I felt like the idea of having resources be divided in some cases between different biomes was designed to encourage the player to travel between different areas to gather needed resources. However, transplanting of course made it extremely easy to go dig up however many grass/trees/bushes you need and build little farms of the stuff at your base. I had two ideas that perhaps would help with this problem. Firstly, having the process of transplanting reduce the output of the plant. So once a plant is moved, it then will grow much slower than in the wild. Providing the reduction in growth is significant this would mean wild plants would be much more valuable in terms of yield as transplanted ones. Now I know people reading this will be thinking “if that was implimented, we’d just go dig up as many extra plants as needed to compensate”. So... secondly, how about changing the mechanics of digging up a resource, so that it does not automatically produce a plant that can be replanted. Say if you only got a plantable resource 20% of the time, it would be more of a risk/reward choice to try and dig things up as you might end up destroying them. Now if this was combined with my earlier suggestion about reducing overall resources in the gameworld, the choice could be an important one. The way I imagine it is that founding several bases of operations near different naturally occuring resources would be preferable, and that digging up plants from more distant areas that would be too far to harvest to suppliment the natural resources might be the way to go. This kind of setup would help encourage travelling further out to get more of an elusive resource, and due to the element of chance in trying to dig up the plants there is more of a sense of adventure in it (rather than knowing 100% you’ll get X number of berry bushes from a location). Making these kinds of changes in general environmental difficulty would make the early game less of a cakewalk like it is at the moment, although even if current resources were halved along with a low % chance to produce a plant when digging, it would certainly be within the grasp of the average player to create permanent camps planted with needed resources. However, it would be a (I think) fun challenge to find and build up a bunch of bushes, or grasses, or whatever resource you wanted, with perhaps some sense of achievement to it. At the moment I’m seeing screenshots of people planting 50+ of everything in big fields all around their camp with no difficulty in doing so. On a side note - having plants around that don’t yield resources, to fill up some screen space in the absence of some current resources, would give the opportunity to use them as decorative items should you wish to dig up and replant shrubs/saplings around your camps.
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