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Found 43 results

  1. I'm kind of impatient for the hamlet season updates. I know we got a sniplet like a week ago, but as April closes in i can't help but worry hamlet may get abandoned without the necesary tweaking. I still count on klei though, because that doesn't seem like they're kind of thing.
  2. Hey, I think that the Ancient Atrium in the picture from the What´s next thread resembles Shadow Creatures coming to Constant and we didnt had a "Sanity" update in a few years so i think the next update will be about New Worlds and Shadows.What do you think ?
  3. Sorry if this is not the correct place to ask this. I tried searching, but I couldn't find any info anywhere in regards to the next content update. I just started playing around ~1 week before QOL mk1. So maybe they always wait a while between updates. I understand that its game development and takes a lot of time, so I am not trying to rush anything, I was just looking for any idea of a time-frame.
  4. this is a full list of changes, including stuff klei might have glossed over in their patch notes! (note: this is only code changes, it would be far to taxing at-least at this moment to go over image and animation changes) Component Changes: The builder component now does a check for the tag "hungrybuilder" and removes 5 hunger if that was the first fast craft in the last minute. The burnable component has a new property called ignorefuel, when burnable.ignorefuel is set to true, the fueled component doesn't start/stop consuming fuel when set on fire/extinguished. The combat component no longer checks the fueltype of fueled entities when determining if they are burnable. The combat component also no longer loses its target when it wakes of from sleep(the game state, not sleeping from like a panflute) The deployhelper component now has a function called AddRecipeFilter(recipename), which makes the deployhelper only activate when the recipes added via AddRecipeFilter are being placed. The herd component has a new property called nomerging, when herd.nomerging is true, herds can no longer merge with other nearby herds(duh) The lootdropper component also uses the burnable.ignorefuel property to determine if it should drop its loot. The pickable component got a off by on bug fixed regarding protected_cycles giving one more protected cycle than it should. (thanks Scott) The placer component now uses WallUpdate(60 tps) instead of Update(30 tps) this has been handled in such a way that mods are unaffected. A new component circuitnode which is used to connect entities to other entities within a certain radius. A new component updatelooper, because klei got fed up with DoPeriodicTask being imprecise. Prefab Changes: The bugnet's build got changed from "bugnet" to "swap_bugnet" structure_collapse_fx got a new material type called "none", thats silent. The trunkvest_summer got the waterproofer component added to it. winona now has the tag "hungrybuilder" the following are new prefabs, which due to the nature of content wont be covered: winona_battery_high winona_battery_low winona_battery_sparks winona_catapult winona_catapult_projectile winona_spotlight Misc Changes: Priority has been changed for oval/shield portrait loading, see characterutil.lua@12 The engineering tab was added for winona FUELTYPE.MAGIC was clarified to be a "V2C: use this one if u don't want there to be any associated fuel" WAY WAY WAY to many changes to the skin system for me to even try to understand, let alone explain here, all that you should know is that if you used any "skin function" it more than likely got changed. This is all the files that got changed in reference to skins: that's all the changes for this update, expect these with every update that klei pushes! for a more game-play related overview of this update checkout Game Update 315751, The Players Change-log! Previous update: Game Update 304366, The Modders Change-log! As always, if I got anything wrong, or missed something, let me know and I can take another look at the code.
  5. This is a full list of changes, including stuff klei might have glossed over in their patch notes! (note: this is only code changes, it would be far to taxing at-least at this moment to go over image and animation changes) The following items/entities got code added for current/future skinned items: Ice Flingomatic Bug Net We actually know what the two skins for these items are, For the Ice Flingomatic we have the: Amazing Snowball Juggler, which is a twitch drop(that is presumed to drop next week). For the Bug Net we have the: Ravenous Spidernet, which is a proof of purchase skin(is presumed to be something that you will get from the Klei Store). The following are minor changes or tweaks to the game: Certain things that took fuel, that were un-ignitable before can now be set of fire. Entities that get unloaded can now keep their target when they get loaded again. Fixed a bug that caused medium mushtrees to not get desolation spawned(when just none exist in a large radius) Fixed pickable entities getting one extra protected harvest(where they can't wither regardless of temperature). Fixed the game saving at a certain point keeping a ride-able beefalo alive when they should be dead. Fixed the houndius shootius targeting the player under weird edge cases. Fixed the poop flies sometimes making noise when they shouldn't. Fixed volt goat herds merging when they shouldn't be able to Fixed the Pig King not starting the wrestling match due sinkholes being right next to the Pig King As a side-effect, the Pig King doesn't search for walls(or anything with the "blocker" tag) anymore, so feel free to place them wherever you wan't inside the "previously un-placeable" range Fixed the wrestling match sometimes not un-pausing the hounds. Fixed frogs being a little quieter than intended sometimes. Fixed beavers being able to take knock-back. Fixed being able to heal entities when they were dead to duplicate drops. Fixed a bug causing special events to sometimes not have its data loaded. Fixed Winona's catapult hitting maxwell's shadow minions. Fixed Winona's catapult sometimes making noise still after being burned. Fixed a bug that caused both of Winona's generators to stop/start consuming fuel when burned(theoretically allowing infinite fuel). Fixed the same bug as above for the Red Lantern. Fixed koalefant's dropping ash instead of a cooked trunk when killed by fire. Fixed Varg Shrines not working if YOTV was enabled manually. Summers are now 8.2% darker(before it had a brightness value of 0.7, now its 0.65). Bee-Boxes got a few more describe strings(depending on how full/empty it is). The Breezy Vest is now slightly waterproof(20%). Now for winona's stuff: We have "Winona's Generator": Crafted with 1 Trusty Tape, 2 Logs, and 2 Nitre. This provides power to any structures within a radius of 5 around it. This takes two Nitre to go from having no fuel to completely fueled. When fully fueled, this generator is rated for 1 day's usage(each nitre is half a day of rated usage). We have "Winona's G.E.M.erator": Crafted with 1 Trusty Tape, 2 Boards, and 2 Electrical Doodads. This(just like the other generator) provides power to any structures within a radius of 5 around it. This takes 3 gems to go from no fuel to completely fueled. When fully fueled this generator is rated for 6 day's usage(each gem is 2 days of rated usage). Now, for how fuel consumption works for these: For every connected structure that consumes power the power load is increased by 1 For example, if you had 4 structures that consumed power the power consumption rate would be 4, which would mean you would take the rated usage time and divide it by 4, to determine how long the generator would last. BUT, something interesting exists, where if a structure is getting powered by multiple generators, each generator splits the cost of running it. For example, if you had 2 generators running 1 structure that consumed power, the power consumption rate would be 0.5 for each, so each generator would last double its rated usage time. Lastly, the generators consumption rate can never go below 0.2, which means that if one structure was getting powered by 6 generators, rather than each generator having a consumption rate of 0.1667, they would still have a consumption rate of 0.2. We have "Winona's Catapult": Crafted with 1 Trusty Tape, 3 Sticks, and 15 Rocks. With a max range of 15(radius) and a minimum range of 4.75(radius), doing 42.5 damage per hit, and attacking every 2.5 seconds. Whenever a catapult is hit, it attempts to target it(if its outside its min range, and inside its max range), but regardless of whether or not it can target it, it share's that target with all the catapults within a radius of 15 around it. Lastly, it can target anything within its range of 15, as long as one of these things is true: The player is targeting that entity The entity is targeting the catapult The entity is targeting a player Over the course of a whole day, it will go from 0 to max hp(400). We have "Winona's Spotlight": Crafted with 1 Trusty Tap, 2 Gold Nuggets, and 1 Firefly. It will target somebody within a radius of 20 around it, and will keep a light on them until they leave that radius. Multiple spotlights all target different individuals, so spotlights are fairly smart now. Lastly, we have changes to Winona. Her fast crafting has been changed, when below 33% hunger, she takes 1.5 seconds to craft things(0.5 seconds slower than a normal player), but when above 33% hunger, she crafts things at a speed of 0.5 seconds, but will lose 5 hunger if she hasn't fast crafted(the 0.5 second craft) anything within the last minute. that's all the changes for this update, expect these with every update that klei pushes! for a more technical overview of this update checkout Game Update 314835, The Modders Change-log! Previous update: Game Update 304366, The Players Change-log! As always, if I got anything wrong, or missed something, let me know and I can take another look at the code.
  6. Seen diverse opinions about the new character update and having that as basing, here's an idea: -Only Winona’s Catapult, Spotlight, Generator & G.E.M.erator cost hunger. -Other things created with her don't suffer this penalty. With this, we avoid a "nerfing" for the catapults and the posibility of abuse him (aka create 20 or more catapults with no effort in few days), at the same time. We fix the constant issue of having hunger by crafting even the most simplest item (Ropes, Boards, etc). And finally, this allow a more friendly path to begginers player (who just want make a football helmet and a spear, for now) or experienced ones with not much interest of use exclusively a lot of catapults.
  7. Warbucks didn't deserve what he got. Sure, he was a rather offensive shade of orange, had some pretty weird perks, had a backstory that made no sense due to half of it being removed, and probably killed a few people with that entire East India Company thing, and wasn't quite sure if he was an explorer or a hunter. He wasn't perfect, but he still didn't deserve... this. Poor old Warbuck's is the first ever character to get removed to Don't Starve, and one of the few features overall. So may we mourn the loss of our trusty orange explorer friend, who couldn't quite make the cut in the end.
  8. One of the things people wanted a few updates ago was a simple spring cleaning, to refine old or relatively new things because some had left some pretty bad bugs. So Klei decided to do a "The little things" update. And I think thats great. But they also said that the development is going to shift into more plain content, optimization, balancing and bug fixing. The QoL upgrades had very little content, just to would have the least possibility to reintroduce new bugs. Do you guys think that all "major" content is done so there's just little things left, or do you guys just think that the mechanics are all in place, so now they can introduce more content to these frames? For example, Jobs, Diseases, materials?
  9. So as we saw in the past klei listens to community and they add stuff that we want and as i see the most popular topic is character rebalanc so they will probably do it some time,maybe the next big update.They also said they will add permanent stuff to dst cuz thats what the community wants which is great. I have 2 questions: 1)Is rebalanc of characters the most important thing to u?I think it owuld be rly cool to see cuz we can all get a new experience with characters we played for hours(they probably wont complitly change characters ,maybe a buff or nerf here and there,but still cool),or somebody can play wilow without troling. 2)For the people that played when a new region was being added i have a question:Do they add all stuff at once or small updates cuz i saw some posters of new region update and every one has some new stuff on them.And do thing get added to existing world or u need to create a new one (that would rly suck) P.S Sorry for English
  10. So the things they said they will add are really awesome and i cant wait,but pls for love of god add them in existing worlds also. In the plan they said there will be new bioms to explore but is it posible to add new bioms in existing worlds?
  11. this is a full list of changes, including stuff klei might have glossed over in their patch notes! (note: this is only code changes, it would be far to taxing at-least at this moment to go over image and animation changes) The following items/entities got code added for current/future skinned items: Boomerang Battle Spear Bee Mine Wardrobe Tooth Trap Trap Bird Trap Pighouse Fence Presumably all 4 trap items(trap, tooth trap, bird trap, and bee mine) are gonna be skinned by a single item. People expect the pig house skin to be a hamlet reward. Its the year of the pig king, which means some new stuff! Lets start with the permanent content: A new minigame which gets activated by giving the pig king a "Golden Belt" a new item given to you by pigs wearing them when they reach max loyalty, or dropped by killing pigs wearing them. Pigs can have only one "Golden Belt"; when they have a golden belt, you will see them wearing it. Upon being spawned the first time, they have a 50%(its 50% during YOTP, it will be 5% once YOTP ends) chance to spawn with a Golden Belt. Everytime they leave a pig house, they have a 50%(its 50% during YOTP, it will be 5% once YOTP ends) chance to have one on, this chance is regardless of whether they had one on when they entered the pighose. A couple conditions apply for starting the minigame: First the Pig King must be awake, and there must be more than 2 minutes before the nighttime phase would start. Second, the area in a radius of 12 around the Pig King must be free of fire, structures, minigame items, workable objects(trees rocks ect), and blocking objects(like walls and such). Third, hounds must not be in warning or attacking phase, the player who handed the Pig King the Golden Belt must not be smoldering or burning. Forth, nothing with a radius of 24 around the Pig King, must have a combat target. Fifth and finally, a minigame must not be underway. Upon the minigame starting, and every .75 seconds later it "pulses" and finds spectators and participators. Spectators can be any entity thats not a monster or a player, but is a "character"(not character in terms of game character, but how the game classifies characters) in a radius of 32 from the pigking, here is the list of characters: Abigail Bunnymen Chester Hutch Lavae Mandrakes Merms Gobblers Elite Pigs Pigs Small/Teen Birds Mactusk Wee Mactusk The Following characters, while matching the criteria for being a spectator, probably would either crash or just not work as such. Forge Abigail Forge Bernie Forge Magma Golem Gorge Mumsy Gorge Billy Gorge Sammy Gorge Pipton Gorge Swamp Pig Elder Gorge Pigs Rock Lobsters Participators must be players in a radius of 27 from the pigking. You cannot trade with the pigking during a minigame. Hounds are "paused" while a minigame is going on(so you wont be disturbed while playing it). All the Obelisks are forced down during a minigame. You are blocked from building anything on a 6x6~ tile area centered on the Pig King during a minigame. Upon "participating" in a minigame, all followers except the following will be dropped from your follower list: Critters(or Pets), the things made from the rock den. Abigail Shadow Maxwells Inside the minigame there are 10 rounds each lasting 6 seconds. During each round the following will get launched by the pigking: X Lucky Gold, The formula is 2 + (number of player participators / 2 rounded down) + a random amount of 0-2, capped to a minimum of 3 lucky gold, and a maximum of 8 lucky gold. X Prop Signs, The formula is a random amount between 1 and 2 + (number of player participators / 2 rounded down). The Goal of the minigame is for the players to pickup the most Lucky Gold, thus depriving the Elite Pigs from getting Lucky Gold. A number of things are considered "cheating", nothing bad will happen if you do them, except getting called out by the spectators for the next 5 seconds, they are as follows: Putting the elite Pigs to sleep. Freezing the elite Pigs. Burning the elite Pigs. Using the Telelocator Staff to try to teleport the pigs(they added code that prevents you from teleporting the elite pigs outside the arena). Using the Lazy Forager to pickup the Lucky Gold. Attempting to burn any burnable "minigameitems" Here are the rewards: Atleast 60% of the lucky gold was collected by the players, each player will get 8 Lucky Gold, along with whatever Lucky Gold they collected. Atleast 30% of the lucky gold was collected by the players, each player will get 4 Lucky Gold, along with whatever Lucky Gold they collected. Atleast 10% of the lucky gold was collected by the players, each player will get 2 Lucky Gold, along with whatever Lucky Gold they collected. Atleast 0% of the lucky gold was collected by the players, each player will get 1 Lucky Gold, along with whatever Lucky Gold they collected. Finally the non-permanent content. Which is the Pig Shrine, made with 8 gold nuggets, and 2 boards it offers the following recipes: 6 Lucky Gold Nuggets for a Tribute Roast, which is equivalent to a Meaty Stew 4 Lucky Gold Nuggets for a Fish Head, Its stats are 75 Hunger, 6 HP, 1 Sanity, and spoils in 15 days. 1 Lucky Gold Nuggets for a Mud Pie, which has a hunger value of 150, but can only be eaten by the following: Cave Spiders Hounds Krampus Penguins Pigs Spiders Spider Queen that's all the changes for this update, expect these with every update that klei pushes! for a more technical overview of this update checkout Game Update 304366, The Modders Change-log! Previous update: Game Update 291341, The Players Change-log! As always, if I got anything wrong, or missed something, let me know and I can take another look at the code.
  12. this is a full list of changes, including stuff klei might have glossed over in their patch notes! (note: this is only code changes, it would be far to taxing at-least at this moment to go over image and animation changes) Behavior Changes: ChattyNode has two new args delay and rand_delay the args are now ChattyNode(inst, chatlines, child, delay, rand_delay) if left undefined they default to 10. StalkerChaseAndAttack is depreciated, now calls under the hood ChaseAndAttackAndAvoid with a avoid_dist of 6. ChaseAndAttackAndAvoid is a new behavior, which is really just what StalkerChaseAndAttack with a configurable avoid_dist, ctor is ChaseAndAttackAndAvoid(inst, findavoidanceobjectfn, avoid_dist, max_chase_time, give_up_dist, max_attacks, findnewtargetfn, walk) LeashAndAvoid which is Leash but with the same avoid code as ChaseAndAttackAndAvoid, ctor is LeashAndAvoid(inst, findavoidanceobjectfn, avoid_dist, homelocation, max_dist, inner_return_dist, running) PanicAndAvoid which is Panic but with the same avoid code as ChaseAndAttackAndAvoid, ctor is PanicAndAvoid(inst, findavoidanceobjectfn, avoid_dist) Component Changes: weapons with the tag "propweapon" can be used to attack players even with pvp off, but cant do any damage. followers can target players during minigames. follower.keepleaderduringminigame being true prevents you from dropping that follower when entering a minigame. Prefab Changes: any prefab that can be a follower has this check now if giver.components.minigame_participator == nil then --[[add as a follower]] end mermhouse's anims got split from the pig_house.zip and now are in merm_house.zip, the bank build and anim names are all different now. nightmarerock now has a stategraph. Misc Changes: Support for stackable skinned items was added, anywhere where stacking code was added the check from: item.prefab == other_item.prefab to item.prefab == other_item.prefab and item.skinname == other_item.skinname The following files got this change: actions.lua, componentactions.lua, components/container.lua, components/inventory.lua, components/selfstacker.lua, components/stackable.lua, prefabs/container_classified.lua, prefabs/inventory_clasified.lua, widgets/inventorybar.lua, widgets/invslot.lua, and widgets/itemtile.lua Added Launch2 and LaunchAndClearArea check them out at scripts/physics.lua im not gonna try and explain the differences here. Added some physics things in standardcomponents.lua that were "taken from lavaarena" New Stuff: 4 new components: minigame, minigame_spectator, minigame_participator, and squadmember. 5 new prefab files: pig_token, pigelite, pigshrine, propsign, and yotp_food. that's all the changes for this update, expect these with every update that klei pushes! for a more game-play related overview of this update checkout Game Update 304366, The Players Change-log! Previous update: Game Update 291341, The Modders Change-log! As always, if I got anything wrong, or missed something, let me know and I can take another look at the code.
  13. Q.O.L. Bugs

    I know there is an official bug tracker but I figured I would list some of the bugs I have been encountering as well as some bugs I have seen other people mention since the Q.O.L. update. I am doing this so I don't have to report each bug individually or have to randomly comment on another thread. My hopes is this will help Klei figure out how to best deal with the bugs and other people may feel free to contribute if I missed anything. Tumbleweeds disappear upon hitting the edge of the map Beefalo can travel to Shipwrecked and through wormholes which causes major issues (I wont include individual bugs that world hopping can cause because that will take forever). Beefalo will not allow player to mount it unless you feed it at least one piece of grass. Making a board as Warbucks can crash the game Some boss music seems to be missing/not working correctly Bundling Chester's eyebone will cause chester to stop following you. Some Shipwrecked clothes items along with the Machete are available to craft in R.O.G. Using the brush on a Beefalo doesn't give you any wool. Making a Hamlet world Large in the world options just generates a never ending loading screen. Peekos can spawn and climb down chopped down Tea Trees Some dark spots appear on the left hand side of the screen when the fog effect occurs during Humid Season. The loading music can sometimes continue into the actual start of the game (it goes away eventually but still annoying). Burning a cocooned tree will leave the webbing on the floor. It'll also have an invisible stump that prevents building of structures and prevents you from walking through it, but can't be dug up. Burchnuts bounce when planted. birds stop spawning after first Zound wave. Working music only plays the first time you craft an item and then never plays again unless you relog. Divining rod only sounds once and then remains quiet while still showing its effects without sound. Jumped to Shipwrecked at the end of lush season in Hamlet, ended up in dry season but without eruptions and Alter was dormant and was not open to sacrifices of any kind. As of last patch the crockpot crashes the game. Hopefully this is helpful, let me know if I missed anything.
  14. First off, I get that change is good and the werebeaver, in technical terms, is pretty over powered. But I simply wished to speak of all the new things and changes in case any were unaware. So I begin. Okay so I've been playing around with Woodie for a little while. Testing things here and there, and playing around with functions to see how things worked. Normal nerdy stuff. Anyways, testing out the new werebeaver mechanics I noticed something. Or would it be a lack of something? I'm unsure how you would word that...But, I digress. The beaver seems to be acting like Woodie with night vision and a hunger for only wood.(and possibly if he was wearing rabbit muffs but that's beside the point) Now I am unsure if this was intentional or if it's still being worked out. Damage is still taken the same. Unlike before when you could take a hit and about 80% would be taken. You can still freeze your tushy off or overheat. Weather WILL affect you. So I am asking, is this intentional change, or something being worked on? I am highly curious, because with the sanity draining that fast I know you'd go crazy before you freeze but the beaver is now technically affected by weather. If damage is being reworked I'd almost suggest maybe doing what was done before. Have the log meter tank most of the damage and whatever's left can be applied to health. The only thing he has going for him right now is his night vision, speed boost, and needing to only eat wood. Sanity drain is going to be a doozy as the tick is -1or-2/sec Good thing the tree planting sanity boost was added or you'd most likely be a goner. It's a +5/plant so it's semi decent. Honestly I'd suggest getting as much sanity boost as you can early game and shoving it all in a backpack, avoiding battle on the first moon. Actually the full moon brings up a point. Be Careful! Your log meter will initially go down to 25(the change point) And immediately begin draining at about -1or-2/sec If you have a forest nearby you can turn back pretty quickly and actually wander about the rest of the full moon uninhibited. Odd, but useful.(And I suggest doing that fast if you want to fight anything because fighting is not your strong suit) And no, you need not eat all of the wood. Some, if you wish to speed up the process, but it's not needed now. Similar to how chopping wood drains the log meter, gnawing wood raises it(by about 1 or 2 each hit)...Which I suppose in technical terms makes sense but game play wise, it's tad confusing. You're being taught one thing at the start, so you expect it to play through. But, it's not a horribly big deal. And remember where I said fighting is not your strong suit. Take that to mind before doing anything beavery. You cannot wear any sort of armor, at all. (Nor clothing, aside from a backpack)You have no natural defense so any damage a mob does normally is immediately getting kicked from your health bar. (Giants will wreck you, bud)You can, and will, die...a lot. (Unless you are able to turn back quickly)Your damage is a low 27. (You are metaphorically, and literally, attacking things with an axe, without armor) NOT RECOMMENDED! -Rhodey
  15. For the last couple of days the Klei Updater doesn't updates the game properly and gives me an error: (I am using Mac OS 10.6.8) ABORTED File "<string>", line 1242, in <module> File "/Volumes/Workspace/Jenkins-MrBuildDS/workspace/DontStarve_Release_OSX_StandAlone_MakeDMGPackage/source/tools/Updater/build/updater.osx/out00-PYZ.pyz/wx._core", line 8660, in MainLoop File "/Volumes/Workspace/Jenkins-MrBuildDS/workspace/DontStarve_Release_OSX_StandAlone_MakeDMGPackage/source/tools/Updater/build/updater.osx/out00-PYZ.pyz/wx._core", line 7952, in MainLoop File "<string>", line 639, in OnUpdateComplete File "<string>", line 788, in ShowError HTTPConnectionPool(host='cds.e7w6c5n3.hwcdn.net', port=80): Max retries exceeded with url: /e7w6c5n3/cds/osx/data/anim/lightning.zip/c35162bf915487b7bc89477254253814?expires=1380021513.0&token=40ea601607180936f7f7eed0691728ef (Caused by <class 'socket.error'>: [Errno 54] Connection reset by peer) Finished!
  16. Post your pics of the new update and the history behind them(this thread is based in this other one,made by Symage) and tell the history behind them!.For example,the first thing I did when I returned my test version's file was respawn the guardian.You can imagine the rest: (The picture is inside the spoiler tag just to make sure)
  17. On this thread I will be writing stuff about DS that happened to me and my friends while playing Don't Starve. Enjoy-Seth
  18. Hello everybody! I'm going to be starting a new world with the updated client, attempting to survive in the caves for as long as possible. I'll be playing until I master this new and dangerous environment as my favorite character, Wickerbottom. Come stop by and say hello! Any advice or commentary on my progress would be most welcome, you could even join me on skype if you want to really join me for the ride.http://www.twitch.tv/wickedtribetvHere's the link for my twitch page, so check it out - I'll be starting the stream soon!
  19. I hope someone can help us clear this up, Soon.
  20. It's hard to get by without honey early-game, but once you get a bunch of hives up after the first winter you can crank out piles of it. So, I've seen a lot of good posts about how honey and honey-made items should either be nerfed stats-wise, or made harder/more dangerous to farm (the nosy bear would be awesome!). My big concern, though, is if there are plans to implement other decent healing items. My biggest gripe with the game after the rain update is how honey and honey items are the only good way to consistently heal yourself. If honey is made more scarce (or less powerful), I would like some alternate healing items and preferably ones that can't be planted and farmed at your camp. Maybe something mushroom or spider-based? The closest thing we have now is blue shrooms, which restore health in exchange for sanity. How about something that restores health in exchange for hunger? There are a lot of times where I'm flush with food but need some health. Maybe a "monster martini" could improve health and sanity, but make you really crave fistfuls of jam? Or how about a wearable silk-based bandage or sling/cast that heals you slowly but makes you move much slower over time? That way you could have a healing/vulnerability trade-off.
  21. Here's what has been seen in the video:Confirmed names:Red MushroomRainometerHoney Poultice UmbrellaDrying Rack (For meat for some reason.)Fire StaffOne Man BandUnconfirmed Names:Mermen (Mutant Pigmen maybe?)Obelisks (The Black Spikes)Tiki Torches (The things that the pigs were by.)Chess PiecesPurple GemMaxwell Bee HiveHound SkeletonIf you find anything else tell me and I'll add it here. If you know what Honey Poltice is tell me. If the unconfirmed names have names tell me.
  22. I think it's a baby koolafant
  23. Copied from my reply in a general chat thread:"I have been toying with the idea in my head of a shrine system and how it could work. I initially considered shrines as something you would find generated into your world, a landmark so to speak, at which you could make sacrifices of meat or gold (as basic examples) with varying effects. Sacrificing meat to a dark shrine could increase difficulty on an unseen scale... hound attacks could become more frequent, or in larger packs, sanity could drain at a faster rate... and adversely gifting gold to a light shrine would move this unseen scale in the opposite direction... hound attacks could become less frequent, sanity drain decreased etc. Both these functions could even be handled with one shrine, dependent merely on what is inserted into it. This "sacrifice" or "gift to the gods" system could allow you to dynamically change your experience, even affecting the appearance of the character. (Wilson sporting a halo or growing little devil horns anyone?)"
  24. Hello Ladies and Gentlemen, I am SirHughzus and on the 14th of February an update for Don't Starve was released entitled "Insanity" and along with was new additions to the game and also a new mode, "Adventure mode". I, SirHughzus, attempt to survive the harshness of the world and try to find out what is the difference between Adventure and sandbox but accidentally making sexual innuendos and trying to burn forests. The wackiness has just begun. I hope you enjoy the video and if you really enjoy it don't forget to subscribe so you never miss one! Thanks for your time to read this and if you are still interested, here is the link; (P.S; in the first episode my voice is a bit quiet so when the others are released feel free just to skip to them) Link; http://www.youtube.com/watch?v=dlohYt624Uo Regards SirHughzus
  25. Hello Ladies and Gentlemen, I am SirHughzus! I want to show you my latest video on the game "Don't Starve", this is where I attempt to survive but encounter some wacky things like as the title states; Treeguards, Beefalos, HORRORS! I roam islands trying to find a perfect place to survive the weird world of Don't Starve! This is an ongoing series and I am aim to show you the best I can on Don't Starve and also this video includes the update "Insanity" which includes, new monsters, new characters and also a new HUD addition! I hope you enjoy it as much as I did recording it! Youtube video; http://www.youtube.com/watch?v=K99f6m5iriU Regards SirHughzus (Kieran)