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Don't Starve SuperMod - Mod Abandoned


ArcticFox789
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Mod Version History

Ursapines - v.1.0.6 (Public)

Brewing - v.0.0.3 (Private)

Supermod Version History:

"A Fine Brew"

v.0.0.3 -

- Implemented inventory images for each new item.

v.0.0.2 -

- Implemented a working, craftable Kettle

- Implemented Kettle Recipes, works like a Crock Pot.

- Added LOADS of beverage and ingredient prefabs.

- Beverages restore health, hunger and sanity. Currently un-tuned or tested.

- Most beverages have a fancy unique temp buff. Scaled to be noticable.

- Implemented a craftable Phonograph, because Tea Time needs music.

- Implemented strings for the new prefabs.

v.0.0.1 -

- Implemented Tea Leaf and Dry Tea Leaf prefabs.

- Tea Leaves will dry and after approximately 6 days become 'Dry Tea Leaves'

- Implemented a Tea Plant

- Has full functionality, but using pre-existing ANIMs (Reeds)

"No Lions, No Tigers, just Bears, oh my!"

v.1.0.6 - Public Release

- Removed testing tools for the testing branch.

- Tweaked some recipes.

- Increased the Fancy Vest armour protection to 60%. (Same as Grass Suit).

- Removed unneeded prefabs and art.

- The Logan does increased damage, depending on the player's health.

- Tweaked Logan strings.

- Removed minimap tracking for Wandering Ursapines. Ursapine Caves are marked with a red 'X'.

- Fixed bug which caused Ursapine names to be replaced.

- Changed Cave Ursapine spawn to 6.5 days.

- Following Pigs no longer attack following Bears. No more follower rivalry.

v.1.0.5 -

- Removed Obsidian Armour. Shouldn't be in this update.

- Added ANIMs for Ursapine Claw and the Logan.

- Modified Ursapine Claw and the Logan's texture.

- Ursapine Vest now has an ANIM and a modified texture.

- Changed item strings, prepare for shocking Bear related Puns.

- Tweaked some recipes.

- A secret thing.

v.1.0.4 -

- Fixed the Ursapine proliferation bug. Properly this time.

- Following babies will NOT attack you.

- Baby Ursapine damage is up 7, to 22.

- Fancy Vest protection value has changed from 70% to 40%, giving you a choice of Sanity regen, low quality armour, or one specialist Sanity/Fighting item.

v.1.0.3 -

- Fixed a bug preventing Ursapines from paying you a visit.

- Only one Baby Ursapine will follow you at once.

- The Fancy Vest now acts as armour, with a 70% damage reduction rate.

- Ursapine Teeth, Ursapine Roll and Heavy Cane has been removed due to lack of need.

- Minor scripting reshuffle

- modmain.lua has been reorganised.

- All custom strings are in their own file.

- Honey is no longer overriden.

v.1.0.2 -

- Bears only spawn when the entity is awake.

- Baby Ursapines retain names and following status between sessions.

- Grown-up Ursapine followers retain names and passive status between sessions.

- Bears raid food supplies every 7-15 days. Does not count days with no stored food. (Chests etc.)

v.1.0.1 -

- Quick Bear Cave ANIM fix.

- A secret.

v.1.0.0 -

- Wandering Ursapines and Ursapine Caves spawn on world gen.

- Ursapine Caves spawn in forests.

- Wandering Ursapines appear in non-forest biomes.

v.0.1.8 -

- Ursapine Caves are in-game.

- Each morning, a mother and baby Ursapine exit the cave. They will return at night.

- Cave Ursapines take some days to respawn following death.

v.0.1.7 -

- Baby Ursapines are in-game.

- Baby Ursapines only attack when adult Ursapines are attacking.

- Baby Ursapines eat Meat and Honey off the ground, but don't raid chests.

- If a Baby is orphaned, feeding it Meat or Honey will result in it following the player and gaining a name.

- After a while, babies grow into non-hostile, yet non-following adults. They retain the name.

v.0.1.6 -

- Replaced all mentions of 'Bear' with 'Ursapine'.

v.0.1.5 -

- Implemented individual strings for all the characters.

v.0.1.4 -

- Fixed a bug that prevented the player from eating honey.

v.0.1.3 -

- Ursapines spawn Naturally! Thanks [MENTION=55]Ipsquiggle[/MENTION]!

- Implemented a map icon (Chester) for Ursapines for ease of use for testers.

v.0.1.2 -

- Fixed a bug that caused the Ursapine to glitch while eating.

- Ursapines will spawn on world generation [temporary method]

v.0.1.1 -

- Implemented Obsidian Suit (missing Inventory Image and ANIM)

v.0.1.0 - Troll Version

- Spawned thousands of Bears [Troll edition

;)]

v.0.0.9 -

- Implemented new Inventory Image files.

- Changed the Fancy Vest recipe.

v.0.0.8 -

- Added Ursapine Roll ANIM.

- Modified Bearroll.TEX hue to be more consistent with other Ursapine items.

v.0.0.7 -

- Ursapines no longer proximity aggro on each other

- Ursapines don't stop fighting to eat food.

- Ursapines stop whatever they're doing to retaliate if attacked

- Ursapines raid Chests correctly

- Ursapines no longer talk

- Sleep Dart resistance increased by 50%

- Health given 200 point buff to 650. [Highest Health for any non-Boss monster by 50]

- Attack Period decreased from 4 to 2

- Implemented Ursapine nameplate and a placeholder to the description

- Moved eater.lua changes to modmain.lua

v.0.0.6 -

- Implemented Ursapine Loot drops

- Ursapine Pelt (70%)

- Ursapine Claws (40%)

- Ursapine Teeth (20%)

- 2 Meat

- Implemented the Logan inventoryimage file

v.0.0.5 -

- Ursapine now has temporary ANIM until better set is completed.

v.0.0.4 -

- Implemented the Heavy Cane, Bear Roll and the Logan (ANIMs missing)

- Added code for scrolling the crafting menu with mousewheel

v.0.0.3 -

- Ursapine now eats food, and attacks/can be attacked while next to dropped food.

- Ursapine no longer becomes invisible and uniteractable due to non-existant ANIM

v.0.0.2 -

- Intergrated and fixed Ursapine Pelt ANIM files

v.0.0.1 -

- Created modstructure

- Added Ursapine, Ursapine Claws, Ursapine Pelt, Ursapine Tooth (ANIMs missing for Loot items)

- Added Fancy Vest (ANIMs missing)

Edited by ArcticFox789
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The Team!


The Current Team:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub-Leaders
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[MENTION=9782]DaS[/MENTION] [ANIMs, Art and Minor Code]
[MENTION=24606]chromiumboy[/MENTION] [Coding]
[MENTION=1667]MilleniumCount[/MENTION] [Art & ANIMs]
[MENTION=43228]milson[/MENTION] [Away indefinitely]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Coding
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[MENTION=44092]simplex[/MENTION] [Removal Pending]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Art and Ideas
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[MENTION=13073]~Matt[/MENTION] [Occasional help]
[MENTION=17097]infernalthing[/MENTION]
[MENTION=38056]Luggs[/MENTION]
[MENTION=8696]F3RR1S[/MENTION]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Approval Pending
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[NONE]

Edited by ArcticFox789
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[MENTION=7686]ArcticFox789[/MENTION] Okayy.... I just started poking around in the files and gave him most parts of the koalaphant brain, so its not a herd animal anymore and will walk around instead of staying at his place. I also removed all the growing parts (except the hair). Now.. when should he aggress? Should he back off first, or start attacking the player imidiatly?Point is, if he is aggressive from distance, u couldn't feed him to get him as a follower. U would need to grow a baby or something like that.And another point, should he be wandering around or would he search some place to stay?

Ok, this is an interesting point. We want the Bear to be territorial, like a Tallbird, but accept Food like a Pig? Can we achieve this, and if not, which idea do we drop?

Ill post some more ideas soon gotta do some homework

Wait! Ideas go in the other thread. This is for discussing the current project, which as of now, is Bears.
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This is probably the fastest promotion to a ''Leader'' position I ever have achieved...^^

Well, then. Let's do some serious work together! This is Don't Starve *kicks the Bear drawings in the bottomless pit*

Ok, this is an interesting point. We want the Bear to be territorial, like a Tallbird, but accept Food like a Pig? Can we achieve this, and if not, which idea do we drop?

If you ask me, the ''taming'' possibility should go if one of the two has to. The bear should be more of a threat imo.

But he should be attracted to food of every kind. Stealing honey or eat your drying racks empty.

Edited by MilleniumCount
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This is probably the fastest promotion to a ''Leader'' position I ever have achieved...^^

Well, then. Let's do some serious work together! This is Don't Starve *kicks the Bear drawings in the bottomless pit*

If you ask me, the ''taming'' possibility should go if one of the two has to. The bear should be more of a threat imo.

But he should be attracted to food of every kind. Stealing honey or eat your drying racks empty.

There's like two people in Artist doing Art, and I'm already a Leader, so it couldn't really be anyone else.

I agree, the Bear should be more of a threat, it'd be good if it turned on you, especially as it looks kinda cute. And I love it stealing honey. The only problem is that I'm pretty sure [MENTION=13556]eLe[/MENTION] has begun making it accept food in return for actions, Meat for aggression, fruit/veg for defence/passiveness and Monster Meat for something 'special'. It'd be kinda harsh to just throw that in the bin.

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I love to see my ideas on the bear taking shape like this :victorious: Keep up the good work guys! I'm gonna start brainstorming a little over the next mobs :D

Be good if you could have a look at natural minerals actually. That was the next most suggested thing I could find. Iron, Copper, different coloured Gems etc. and possible craftables from them. Although Mob Ideas are good too.

Why don't we keep the full grown bear as a permanent enemy and create the ability to raise a babybear who actually will stay friendly even if its full grown?

I can see that. Now we need Baby Bear art. I'm on it. Edited by ArcticFox789
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There's like two people in Artist doing Art, and I'm already a Leader, so it couldn't really be anyone else.I agree, the Bear should be more of a threat, it'd be good if it turned on you, especially as it looks kinda cute. And I love it stealing honey. The only problem is that I'm pretty sure [MENTION=13556]eLe[/MENTION] has begun making it accept food in return for actions, Meat for aggression, fruit/veg for defence/passiveness and Monster Meat for something 'special'. It'd be kinda harsh to just throw that in the bin.

This doesn't lower my excitement in any way. ^^No one speaks from throwing something away. The baby bear rise could be the perfect method. It just has to have downsides otherwise it would be an everyone got an Pet bear because it would be stupid not to do it.Ahhh, I go to bed now. I'm curious what happened here when I come back tomorrow!See ya.
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Iron, Copper, different coloured Gems etc. and possible craftables from them.

I fully agree with this. While a great many people would probably disagree that anything resembling metalworking probably wouldn't "fit" the them of Don't Starve, I'd love to see it added in simply for player options. Besides, I generally need something to do during Winter and uprooting floor tiles for when I get around to making my own only goes so far...I think more precious metals like that would be fun for the exploration theme as well. I also cringe when I see that Gold is the only metal and it's how you make the improved tools.
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Just an idea:Check this suggestion threadhttp://forums.kleientertainment.com/showthread.php?20118-Giant-huntable-animalsPeople loved that idea, and they decided to call a modder to mod it.What if we...?

Yeah. For mod ideas [MENTION=13073]~Matt[/MENTION]'s your guy. You two should get brainstorming. After natural minerals, we'll probably do a mob.
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This doesn't lower my excitement in any way. ^^No one speaks from throwing something away. The baby bear rise could be the perfect method. It just has to have downsides otherwise it would be an everyone got an Pet bear because it would be stupid not to do it.Ahhh, I go to bed now. I'm curious what happened here when I come back tomorrow!See ya.

Yeah, I found the Baby Bear idea literally as I posted that. I fully agree with Baby Bear. Results in no work lost. Hopefully.

I don't know if I can post at this, I am on the team but I'm not on the name list, lol.But:Bear's diet should also be fish, they prefer fish over meat.

I'll add you now. Oops.
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I'm still thinking we all need to have some sort of agreement on what all we'd want to see accomplished. You know, a design doc of sorts.I think setting something up so everyone can be on the same page will ultimately make everything easier and limit any confusion.Also what I think should be considered, is blocking the ideas together and creating a sort of modular release. Say, for example, we group the "Giant, Huntable Animals" together in one block, the Bears and other new wildlife in one block, and then finally the "Natural Minerals" together. Players can either download one piece, or all three for the "full" experience.As an example, for those who have played Shogun 2, the Radious Total War Mod.HereAs you can see from the Stickies, they're all seperate mods. But, if you click here you can instead just download the full package.This is wonderful, as it allows me as a player choice on what experience I want. As a modder, it centralizes things so I know what I'd want to change and where if I wanted to tweak his mod some for my own uses when playing. If I don't fully like his "Garrison Mod", for example, I can either download a different version and overwrite the one I have, or I know where the files are located to go in and change as I see fit for my gaming tastes.I think a model like that is what should be aimed for, personally.

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I'm still thinking we all need to have some sort of agreement on what all we'd want to see accomplished. You know, a design doc of sorts.I think setting something up so everyone can be on the same page will ultimately make everything easier and limit any confusion.Also what I think should be considered, is blocking the ideas together and creating a sort of modular release. Say, for example, we group the "Giant, Huntable Animals" together in one block, the Bears and other new wildlife in one block, and then finally the "Natural Minerals" together. Players can either download one piece, or all three for the "full" experience.As an example, for those who have played Shogun 2, the Radious Total War Mod.HereAs you can see from the Stickies, they're all seperate mods. But, if you click here you can instead just download the full package.This is wonderful, as it allows me as a player choice on what experience I want. As a modder, it centralizes things so I know what I'd want to change and where if I wanted to tweak his mod some for my own uses when playing. If I don't fully like his "Garrison Mod", for example, I can either download a different version and overwrite the one I have, or I know where the files are located to go in and change as I see fit for my gaming tastes.I think a model like that is what should be aimed for, personally.

Yes, I was planning on splitting the mod. Hopefully, we won't just stop at 3.
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As I said, consider adding fish on the bear's diet. It is bear's signature food (besides honey).

Putting honey/fish on the ground would attract the bear (he would go and eat the food).

Criticism:

Also, maybe I am wrong, but I think that making an bear faster than an beefalo will be kinda "weird". You guys will see when testing, it will be like an heavy and slow creature running faster than one of the fastest animals in the game (beefalos).

We shall decide if he is too fast or not when testing the game.

@Tip

Creative guys: Try to make creative animals names. I mean, the game has some very cool names (like beefalos, koalaphant...) so I think we should maybe try to do the same?

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Ok.I don't know what's being coded, but here's what's being thrown around- Eating Fish- Baby Bear- Meat = Aggressive; Fruit/Veg = Passive; Monster Meat = Surprise- Tamable (Baby Bear)- Speed Debate, faster or slower than Beefalo?- Audiovisual cues about state of Bear, angry, passive- Terratorial- Babies don't stay or even attempt to stay with parent.

Edited by ArcticFox789
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Just an idea:Check this suggestion threadhttp://forums.kleientertainment.com/showthread.php?20118-Giant-huntable-animalsPeople loved that idea, and they decided to call a modder to mod it.What if we...?

If the art and code guys are up to the work of doing different Suspicious Dirt Piles, I'll give it a sketch.

Be good if you could have a look at natural minerals actually. That was the next most suggested thing I could find. Iron, Copper, different coloured Gems etc. and possible craftables from them. Although Mob Ideas are good too.

I'll look into it. I've actually got some ideas for what we can do with iron tools...
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