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Found 13 results

  1. I don't know if this has been suggested before but given the design of the glass cutter itself I thought that would be a valid idea. The idea would be to implement a better damage modifier, but keep the durability the same (75 uses). My reasoning is: The cutter looks like a saw already and we have the glass axe, which work wonders against the Poison Birchnut Tree (kills 2.25 times faster); Damage increase instead of durability is because durability increase is reserved to Shadow creatures. Like when you use a Glass axe, even against Maxwell's minions, the uses are increased to 200; More uses for the Glass cutter outside fighting Shadow creatures. This would encourage players to craft the cutter on more scenarios; Solidify the idea that Glass tools (axe and cutter) are great against "wood". As it has been similarly showed on the Celestial Champion fight. Werebeaver has a damage modifier against both types of Treeguards even despite the fact he can't summon them in that form. What do you guys think? Are there any other reasons you can think of?
  2. Now that we've experienced the revamped farming system, I think I can post this suggestion now. Perhaps it would be a nice idea to have a plow you can attach to a tamed beefalo to till the farm plots. Here is a breakdown of the idea: Name: Farm Plow Craftable: Yes (under the tools tab) Crafting Requirements: 2 Boards, 2 Rope, 1 Hoe, Alchemy Engine to prototype Usage: Used to till soil in farm plots. It can till 3 spots simultaneously as it goes through the plot. Must be attached to a beefalo to work. Can only be attached to a beefalo with a saddle and the beefalo must be ridden for the soil to be tilled. If the beefalo shrugs off its saddle, the plow also get unattached but its durability is unaffected. Each three spots it tills consumes 1% of its durability, breaking when it reaches 0% and leaves nothing. When attached to a beefalo, it applies a speed penalty (around 50%, a bit slow but not as slow as carrying statues but this is a rough estimate). The speed penalty is removed when the plow is unattached. This can be helpful for those who love farming and those who build huge farming areas so they don't have to till the soil one by one. It also adds more incentive to taming beefalos. The added requirements such as a tier 2 science crafting station and beefalo taming were added so as not to make it too accessible to completely overtake Wormwood's perk. As for a better version, I propose something like the Premier Gardeneer Hat. Name: Premier Farm Plow Craftable: Yes (under the ancient tab) Crafting Requirements: 1 Thulecite, 4 Rope, 2 Living Logs, Cannot be prototyped. Must be near at least a Broken Ancient Pseudoscience Station to craft. Usage: The same as the basic farm plow with the following differences: Still has 100% durability upon crafting but no longer breaks upon reaching 0%. Loses 1 durability for every six spots it tills. Upon reaching 0% durability, it can no longer till the soil and requires Nightmare Fuel to be functional again. Has one inventory slot where any type of Fertilizer can be placed. It automatically fertilizes the farm plot is passes through with whatever was loaded inside it. This feature stops as well when the tool durability reaches 0%. That's all I think. I want to know your thought on this. Thank you for reading this far and have a pleasant day!
  3. Perhaps it's time to introduce a golden hammer to the game, most especially with the introduction of giant crops. Crafting hammers doesn't cost much I know, but having one with increased durability would be a welcome change of pace.
  4. The Measuring Tape "For those with a keen sense of symmetry" When Equipped it shows the ground around the player in a dotted 4x4 grid per pitchfork tile (or 1 wall unit) allowing you to place structures precisely centred on them (Could be used in farming aswell). Suggested Recipe: 1x Rope and 1x Feather Pencil It essentially does what the geometric placement mod does but it would be nice to have it as a ingame feature and not having to rely on mods The Geometric Placement mod is the only mod that I have a hard time turning it off since it's important to have a precise configuration of structures in certain situations and most importantly because I can't stare at assimetrical things without my brain melting.
  5. Greetings everyone.So i have one question.Is it possible to create a code that won't allow some(or even any)broken tool or dressing to be used in craft as ingredient?(For example: a broken pickaxe can be used to make a thermal stone.)I created a weapon that requires tentacle spike in craft and i want to be sure that nobody will use broken spike to make this. I really tried a lot but didn't succeed.
  6. Greetings, I have a set of tools for custom character in DS:RoG, but after transition in DS:Together they just stopped working at all, and character chops/mines with default animation(and if i had picked any tool before mine, like torch, etc. image remains in my hand).But it looks like i didn't miss something.Maybe i shoud add some extra lines in prefab or smthg?Or i'll just attach mod here to check what i did wrong. Also i have some problems with recipes, they work a bit incorrect.I've read about adding recipes alredy, but still no luck. Thanks Char.zip
  7. Excuse me if this was posted already somewhere, but I did some searching and found nothing. Basically, every time I open DST mod tools, I get the uploader. I then switch to Don't Starve Together and select my mod from the list. My mod is already on the workshop, has been for quite some time, I've pushed updates and so forth. But for some reason, now when I click it in the list, the uploader continues running for about 3-4 seconds before it stops responding. I don't know if this helps at all, but I have Visual Studio installed so I debugged the uploader using it, and I got this: Again, if a solution to this has been posted elsewhere I'll happily accept any links. Thanks in advance. ModUploader.log
  8. Solved! Edit1: Yeah so after someone sent me this: http://forums.kleientertainment.com/files/file/583-ktools-cross-platform-modding-tools-for-dont-starve/ And thus this post isnt needed any more. Thanks and sorry for this long winded post. Edit2: After further inspection it looks like this tool will not work un less you have both the anim.bin AND the biuld.bin This is a problem, since the files animation files do not come with a biuld. Edit3 So... using the Animation Commandline Tool to root around through the animation file for hints. I came to the conlustion that the character that was used in the creation of the animation is listed. Wilson appears to be the one used in most if not all animation. By placing his biuld.bin and tex file in the folder solves the problem. Edit4 after extesive testing of the exported rexported animation compared to the original animtion They dont match. values are a bit off all over. The problem seems to be is that we dont have a character biuld.bin and tex file that has all of the same layers. Original post: I'm going to be honest. I am way out of my league. 1 year of C++ and C# are not going to get me any where fast with out help. So im asking... begging for help with this task. The task at hand it to build a beter way to rearrage the z-order of elements in any animation. And the news is good. The heaviest lifting is already done. http://forums.kleientertainment.com/files/file/226-animation-commandline-tool/ In 2013 someone started on this path. The Animation Commandline Tool, decompiles the anim.bin files in to text files. Now if i wanted to change the order of characters hair, I could. BUT, doing so would be a task that would take you weeks by hand. You would have to change the order of the hair for each frame in each animation. Its messing and you would be left with z values in between what they should be. What I am setting out to do: Biuld a tool that shows the order each animation in a file and list the parts and lets you re-order them. Then spit it back out. So in turn chacaters can have the vanilla Animations with custom layer orders. Want hair above the face and the head in the z order? Now you would be able to have hair that hung down in front of the face. Or Want a girl with long hair? But need the hair behind the body when faceing forward? You could do that too. Now the files look a bit like this. ANIM4anim{ name idle face_right 0 face_up 0 face_left 0 face_down 1 root wilson framerate 30.000000 frame{ x 10.700500 y -179.524506 w 414.398987 h 377.148987 simple_element{ name LANTERN_OVERLAY frame 1 layer_name LANTERN_OVERLAY scale_x 0.948755 scale_y 0.948755 rot 353.623993 tx 105.449997 ty -107.448997 tz -5.000000 }one file can have several animations luckly I it doesn't look like the z-orders ever change over the frames for an animation. but can in diffrent in other animations witch can also be in the same file. so a blanket aproch to this will not work and the user needs to know wether they are changing animations for Forward, Left and Right, or Backward so they can order accordingly. The programing help I need is for turning all of that infromation in to data and variables that can be more easly worked with. That means writing a recursive parsing program then taking in that so it can be worked with in programing. After thats done, the next step is to give the user feed back on what they are looking at. As well as buttion to move selected item up or down. I'm currently working on this my self in c# with visual studio 2013 My aproch is to make a recursive parser that place all the data in lists or arrays. Once that way displace in a treeview. Then the user could see the Animations in the txt file as well as show the order of elements below them. Then some simple "move up" and "mover down" buttons Once orderd then re biuld the text file. I'm not sure i can do this on my own. I never was great at programing in class. And I'm dyslexic, and spell check is not your friend when coding. But this is the only way i think this problem can be solved, that is unless... Klei wants to throw us a bone and give us the .Scml spriter files for the animations to work with? Hint hint wink wink. Please, that would save me a load of time and stress. Did i mention I was my birthday this past week? I'm not below begging. Help me, help characters with long hair. [by the way that hair below her neck.... those arent boobs.] or characters that want hair that hangs in front of the eyes. Alot more thing are posible with re ordering.
  9. Ohhh, your examples are so awesome! I think this could be a definite winner as far as new item suggestions go. I enjoy that it should have an extra layer of challenge to it. As in, it would be a late-game item that you don't really need to use, it just makes life easier/more fun when you do. The trial-and-error aspect of the formulae are appealing.
  10. I have not hand drawn in some time.. but today I actually picked up a pencil and started doodling. I'm not sure if this falls into fan art since I'm pretty much replicated the original drawings by hand. I am not creative enough to have my own twist on things but nonetheless I do love to draw when the mood hits me. I just wanted to share. Cheers, Joy
  11. Bug Submission Please choose a category [Graphics] Platform Steam Version Number 70823 Issue title Poop Floats After Being Used as Fertalizer Steps to reproduce Put poop on a crop Sometimes it will float Describe your issue My poop. It floats. Picture link: http://steamcommunity.com/sharedfiles/filedetails/?id=115102590
  12. Im on day 50 something and im running into a problem where there are no more rocks/flint anywhere nearby.I know there are rock islands, and i have one close to my house, but i mined all of the boulders there and I'm running out of places to get flint. Problem: 1. My rock island was actually just a thin strip on my smallest island, yet it was the biggest rock area. (world generator problem here? perhaps requiring a certain amount of things to spawn in the world) 2. The other rock area is even smaller, and most of the space is taken up by tallbirds which killed me, (i had a respawn point) then chased me all the way back onto another island where they fell asleep. So not only do i have to deal with the crazy birds, but they take up all the space for any boulders! 3. the other islands have a few rocks, but it would take me 1-2 days to get there for only a few boulders. So if there are no more islands, I'm going to have to go all the way over there for only a few rocks. which won't fix the problem Suggestions: Perhaps making it so the rocks respawn on rock islands only. Maybe some sort of monster that spawns rocks some how? Perhaps a mound of dirt which you can dig up to find more rocks, and the dirt mounds would eventually regenerate, giving you more rocks. however it should be quite a few days before the dirt mounds respawn. Maybe this is just from one post, but i saw people asking for 2 rocks to be made into 1 flint. please dont do that. thats just making a way to make a limited resource item available with another limited resource item... that you find in the exact same place. Sorry if i type too much ._.