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Hi can we get this poster that is on a shirt also on a poster?


You don't want to add anything else, Klei?

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No "We are aware of how many of you feel about this update's state"?

You're not going to say "We'll try to make a qol changes to the game, regarding the old and half-baked content"?

Don't you want to inform us that you are "going to to fix the temporary solutions we've implemented"?

Maybe communicate that "we can see that the monthly update scheme is clearly not going to work anymore, now that we don't have character reworks as a buffer"

Aporkalypse in dst?

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Do you think this eye is connected with the Aporkalypse? Hamlet happens after the awakening of the shadow alter?Alter.thumb.png.c878b36a8bc3d6c2d496c86e8077c017.png

The Unfinished Skinsets (part III)

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We are now up to 4 Collections of skins that all 18 survivors have! They are the Costume collection, Snowfallen, Year of the Varg (aka Verdant),  and now the Shadow Collection (aka the Triumphant). 

What's left that's close-ish to finished: Victorian & Hallowed Nights still need a Wanda skin (probs can get these around Halloween time). Roseate needs Walter, Wortox, and Wanda. Formal collection needs Wormwood, Warly, and Wortox. Survivor set needs Warly, Wormwood, Wurt, and Wanda. And with the recent additions, the Moonbound Collection needs Wurt, Warly, Wortox, Woodie, Wes, and Willow.

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Linux Client-Side Help: Mods Not Successfully Downloading From Steam Causing Lag Spikes, Game Unplayable

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I recently switched to Linux Mint 21.1 less than a week ago. DST, for the most part, runs a lot better than the other systems I used before. But only ONE major problem makes it unplayable: a lag spike occurs every half a second, reducing the frame rate to zero for roughly half 0.2 seconds each time, as the game attempts to download mods from Steam in an endless loop.

This issue is exclusively related to downloading mods. The lag starts after clicking "I understand." in the "Mods Installed" section. The lag persists throughout, whether in any menu or the game. Whenever the internet is switched off, the lag stops, and the game runs as it did before. But if the internet gets switched back on, the lag returns. In addition, anytime I enter the Mods menu, it attempts to redownload all the mods.

As it stands now, there is nothing in the steamapps/common/Don't Starve Together/mods folder except for those two lua and two txt files. All the mods that are 'downloaded' get sent to steamapps/workshop/content/322330 folder instead. However, they don't have the "workshop-" prefix.

I tried to solve this on my own. I looked around and found there may be some workaround solutions to this, but it's not feasible in its current state. And I can't find any others that work.

Does anyone know a fix for this? If someone made a post about this exact problem before that has been resolved, could it be posted in the comments?

Thank you.

Terrors Below: Rhymes with Play Dev Tidbits on the Future

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Hello, it was another great and very informative Rhymes with Play and similar to the thread last month, I'm back summarizing key points made on future content:

 

  • Prompt to opt into harder challenges seems to make it clear that increased difficulty is the endgame goal
  • The scrapbook is just getting started with more categories being added in phases later on
  • This is still one of the first updates to this arc so rift challenges are lighter and easier than potential future challenges
  • May be more Endgame updates beyond the 3 announced depending on how complete the arc feels after the third update
  • They want to add more variations of lunar mobs - this is the reason the brightshade spawn rate is so high at the moment because of the lack of future mobs
  • Acid rain is currently tuned down until they rework some of the equipment in a later update
  • They are doing work to the umbralla so that you can activate it in a way so you will be able use your hand slot (coming soon)
  • Cowl might change in future - they are currently retuning all of the armor sets
    • They want people to use mixed sets more so this retuning will encourage this by moving around set bonuses
  • Chair sitting is just a teaser for a lot more things to come in future updates (other features will be more involved)
  • Gateway will have more importance in future updates                              
  • Future armor wont all be helmets and will likely return back to showing face now that there is a helmet for both sides.
  • They are finishing up the animation solution for the current cowl so that we can return to the old animations when not wearing it
  • Wolfgang and Wanda will have separate updates with new tunings to go with the new tiers of rifts

 

And thats all for now.

Again, thanks to the developers for the stream! 

 

 

Would this be a somewhat-simple and guaranteed way to domesticate an Ornery beefalo every time?

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tldr; If the per-day-average number of hits you give/receive riding your beefalo are over 51, will you get the ornery beefalo tendency?

Math:

1) A day is 8 minutes = 480 seconds. Assume you spend every second riding everyday of the domestication process. Realistically this could never happen but it's a generous estimate. For every second you ride a beefalo you get +0.000416 to the rider tendency (source: wiki). That's 0.000416x480 = 0.2 points a day

2) Every second your beefalo is over 50% hunger (150+ hunger points), it gets +0.000416 added (same as rider) to its pudgy tendency. Let's assume you never feed your beefalo 150 hunger in one sitting. A diet that's mostly lightbulbs would accomplish this, and never two steamed twigs at once. Suppose you did go over for a while. We can assume the seconds you weren't riding were about the same as the error of overfeeding it. So roughly, you rack up a total of 0.2 points a day for both rider and pudgy combined. Conservative estimate

3) Every time your beefalo gets hit, or you hit a mob, you get +0.004 to the ornery tendency. In order to lock-in a tendency, DST says you need to have one tendency's points greater than the other two combined. This means you need more than 0.2 points a day. That comes out to 0.2 / 0.004 = 50 hits

Does means if you count an average of 51 hits per day over the course of your taming process, you would certainly get the ornery tendency? Theoretical estimation this, in practice you could get a safer estimate and do 60 hits per day. But my question is would this work? Or is there a console command or mod to test this? I installed the "Show me" mod but it doesnt show the tendency stat

Unlock all contents in scrapbook

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how to unlock all contents in scrapbook by console codes?


Shadow Creatures look like they're "stitched together" when using Moggles in the dark.

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36385028_Screenshot2023-06-01at5_42_30AM.thumb.png.b90f42feb1301907708f4cb0e5af0b47.png

You can see several faint lines crisscrossing the textures for the Shadow Creatures that appear to be "seams" of some sorts and I'm not sure if this is across all platforms or the result of the translation of OpenGL/x86_64 code into Metal/arm64 instructions for macOS.
It looks like they're stitched together from several constituent parts with the lines being the "joints" to form a "mesh" of sorts that makes these entities easier to animate.

Growth formula controller issue

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Please add for a way for console/controller players to place growth formula in the ocean for it to rot faster. The only way you can is to let it sink from being on a boat and that is tedious.

I'm sorry, but the new pickup sounds give me bodily discomfort

Musical Leitmotifs for Characters in Don't Starve Together

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For some odd reason I rarely see people discuss the wonderful music in this series. Something I've never even seen documented is the use of leitmotifs associated with certain characters!

Here I've compiled some clips featuring character leitmotifs and visual aids to help show when a leitmotif is playing. When the character's head is colored the character's leitmotif is playing. When their head is faded their leitmotif is not playing,

Do keep in mind that I am not a very musical person and likely missed some examples, if you know of any please respond with them and I'll be sure to add them! Also I am aware of the Return of Them and Hamlet leitmotifs but this took enough time as it is, maybe in the future I'll make a post about them as well.

First up we have...

Charlie!

Spoiler

Charlie's leitmotif typically plays when Charlie herself is on screen, with the one exception being during a play performance.

On the topic of the play, it's the perfect place to showcase her leitmotif. The play features may different variations of the theme but I'll only be playing the "Mysterious" version of the track.

Keep an ear out for this melody as we go along.

Charlie's leitmotif first appears in 2016 in A New Reign, appearing both at the start and right after Charlie finishes zapping Wilson.

The next time it appeared was in Next of Kin, appearing right at the start.

Starting with Forgotten Knowledge the leitmotif plays more often correlating with the more regular appearances of the Shadow Queen herself. Here it plays while Charlie walks to the Archive.

Next up is Axiom Visus where the theme plays as Charlie walks out of the shadows.

Soon after it reappeared in Eye of the Storm and plays as Charlie walks through the Archive, ending the walking trilogy.

The next appearance is in Encore where it plays while Charlie shows Maxwell flashbacks and while she plays a nice game of chess with herself. Thanks to @Bronzebot for helping with this one!

And now on to the From Beyond arc. In Taking Root it plays as Charlie examines the blueprint to the Ancient Gateway.

And finally in Terrors Below it plays while Charlie giddily smiles and while she whispers in Maxwell's ear.

Next up is Wagstaff!

Spoiler

Unlike Charlie, Wagstaff's leitmotif isn't directly tied to Wagstaff himself and actually tends to appear during his lunar experiments instead. This can be seen by the fact that it plays during the Celestial Champion fight and not during the "Along Came A Spider" or "Disconnected" cinematics.

Wagstaff's leitmotif first appeared in the Eye of the Storm update. It initially plays while helping Wagstaff contain a lunar storm.

Keep an ear out for this tune as we go.

(Compared to Charlie's leitmotif, Wagstaff's is a bit harder to hear so I made this aid to help. This is what you're looking for.)

 

Also plays during phases 1 and 3 of the Celestial Champion fight (it may also play during phase 2 but I am unable to locate it).

 

On to the animations, starting with Eye of the Storm. Here it appears at the very end while Wagstaff checks on the Lunar Siphonator.

Despite appearing in The Curse of Moon Quay, Wagstaff's leitmotif doesn't seem to play. Interestingly however Celestial Champion's phase 2 theme does play.

Wagstaff's leitmotif next appears in Interference and plays twice, both times when Wagstaff beckons over Wilson.

And for its current latest appearance we have Taking Root. It appears at the beginning when Wagstaff is on screen and while the Lunar Rift is on screen.

Wagstaff's theme also appears in Terrors Below however this is only because it reuses the ending section from Taking Root.

My proposition of making the game more difficult, all the while eliminating most forms of undertelegraphed world griefing. Comment on thread for how you would raise game difficulty without base destruction

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Uncompromising survival is something in the hot seat of discussion. 
I'd like to offer one of my opinions that will probably piss off most boss rushers.
Here goes
Penalty for eating past hunger threshold.

I'll poke a hole immediately in this proposal by giving an example of wigfrid not being able to eat tall scotch eggs and meaty stew without a penalty.
She's my main and I present the idea at risk of this idea passing.

Earlier, I felt I cheated the game by healing off damage using bacon and eggs while in the fight against the ink trio.

I rarely heal past hunger threshold using food as a general principal, but I was almost going to die getting chomped on by Chungus blight.

I think difficulty can 100% be implemented without endangering builds. Especially endangering builds that are less than necessary for survival.

I ask anyone reading to discuss.

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Wigfrid after eating 5 bacon and eggs to heal 100 hp.

Klei slacking again

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Its not that hard to update the servers BEFORE updating the clients, im a klei server rat and i cant play cause the servers all still on old version with zero ppl on it, also not very ecconomical to pay for servers who literaly just idle.

Umbralla. Make it good

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I suggest one simple way. Just make player immune to earthquake, while wear umbralla. Earthquake is so annoying, and we don't have any way to protect ourselves from it. Umbralla can be the solution 


Stuck logging in randomly every time now

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Decided to disconnect from my local solo game, came back later and now its impossible to login. I even restarted my pc and its still stuck trying to log in.

 

Any advice?

Purchased a skin and the item did not arrive

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Purchased a skin and the item did not arrive.

I have initiated a refund request.

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This issue has been resolved

Triumphant Wortox is closest to original wortox concept and this is great!

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Just look at this:

65d1e84f00e29efbc7628e775f7608a867bb0e32

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Awesome skin!

Buff followers to compensate for "Together" design.

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Intro:
I think it's probably quite uncontroversial to say that a lot of the bosses in the game are designed specifically with the idea in mind that you are going to be fighting them as a group. Whether it be fuelweaver, crab king, toadstool, dragonfly or bee queen, there's a pretty consistent trend of bosses being essentially impossible to beat solo, at least without significant time invested in learning the specifics of each boss's mechanics.

This tends to result in a lot of suggestions for things like HP scaling, or just a general dislike of the design specific bosses bring to the table, but a lot of people see HP scaling as being too direct, and too messy a system.

My take on the issue:
I feel like the best way to fix this issue would instead be to buff the capability of "intelligent" followers, specifically pigs and merms, although bunnymen could plausibly be included in this as well. While followers can be used to help in some of these fights, the way they are used generally ends up being focused on spamming the minion in high numbers to overwhelm the target, which ends up causing issues if the boss has AOE, or if the minion count makes it difficult to players to actually engage the enemy, or deal with the unique aspects of the fight.

How to implement "better" followers
In my opinion, the best way for minions to be improved should not be in simply buffing their power, but instead buffing their capacity. Currently, every minion acts as a mindless attack drone, which is a relic from Don't Starve, where the stupidity of the pigs was meant to enhance the sense of isolation the player felt. As DST is very much not about that sort of feeling, I think it is OK to revisit the idea of improving their AI. I would suggest the following tweaks to all "Smart" followers, those being Pigs and Merms, and maybe Bunnymen.
 

  1. Prioritising the greater threat. I.E: focusing on a bosses's weak point instead of falling for their tricks. They would prioritise attacking things like Larvae, Claws attatched to their boat, Woven Shadows, Klaus (Not attacking the deer), and on Chopping the sporecaps. How this prioritisation would specifically work is up to discussion, whether it be independant behaviour from the mobs, or whether they will prioritise a task based on the command from their leader.
     
  2. Weapons can be given to followers. There's been some discussion on pigs/merms being seen with spears, and while it was evidently meant to be artistic license, I think there is real utility in just allowing this interaction. I understand that there would be some concern over combining the "minion spam" strategy with a bunch of weapon-wielding minions, something like this could be combatted with a greatly increased hunger drain from any minion wielding a weapon, to the point where having more than a handfull of minions wielding weapons would be something a player already extremely well-versed in the game's mechanics would be able to pull off. As to how exactly the damage increases would work, my take would be something akin to the weapon's base damage -10 is added onto the minion's damage. So a pig would deal 24(34-10) extra damage with a spear, 58 more with a darksword, etc.
     
  3. Healing items can be used by followers. Honey poultice, Healing salves, and tillweed salves are all generally not as used by the playerbase at large, but they'd be a nice addition to the improved follower, as we could rationalise that followers are too greedy to keep food instead of eating it. The healing of these items could scale with the follower's max HP, so they don't spend too much time standing around applying healing items.
     
  4. A general buff to helmet durability when worn by a follower. Putting a helmet on a follower is generally more expensive than the benefits you'll get out of their increased survivability. An alternative to this would be simply allowing the minion to carry helmets in reserve, but this would nessecitate adding the ability to view a follower's inventory, as it'd remove the ability to remove a hat from a follower by giving them a different one.
     
  5. General sailing capabilities. Stuff like being able to patch a leak, lower an anchor, raise a sail, or even row a boat. I think it'd be really cool, because it'd also incentivise solo players to have a "crew" that they are captain of, similar to the monkies having a crew, and it'd give the pirate bandanas some excellent utility for buffing minions. How exactly you'd implement that would be up for debate, but there's almost certainly a way to implement it that'd feel natural.

Misc. buffs that don't play into my point:
I think pigs especially are also just overdue some buffs in general, they've been in the game for ages, but haven't really been given any significant changes since DST's creation.

These don't really have anything to do with the focus on multiplayer, but I reckon it'd be nice if minions could also do stuff like pick up items, and use tools. I reckon as long as a player has to do maintinence in the form of paying their minions in food, it's OK for them to be able to do tasks that a player would be able to. I don't think the game would be broken by pigmen being able to gather logs, dig stumps, till fields, or even do something as simple as pick grass.

"But what about X character?"
Would some of these kind of make some specific character perks a bit worse? Sure, but that happens all the time. There's no reason a character can't just be buffed or given additional features if they lack a proper niche following a change.

Hi can we get this poster that is on a shirt also on a poster?

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