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Webbers father and maybe the character got into the world

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Hi there i have been playing Don't Starve Together and the original game Don't Starve and i have come up with a theory...

 

My theroy is that the creator of the radio that one brought Wilson into the don't starve world and also the radio that is used a the divining rod is Webbers father.

My reasoning is kinda loose but does makes sense, so if u look at the quotes from webber when inspecting the Alchemy Engine he says "Father used to work on something like that" which would lead me to believe that maybe his father was a inventor of some sorts.

Now the only person i could think of that would have invented stuff (apart from Wilson) was Robert Wagstaff (notice the W) he was the one who created the Voxola PR-76 radio. I also believe that maxwell had a hand in help Wagstaff Build the radio as a mean to bring people into the dont starve way to free him.

Now the factory that the radio where going to get

 

 


Showcase for tidy bases

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I'd love to see nicely decorated and tidy bases. Show me some screenshots of your base with as few items lying on the ground as possible. Everyone can stack their stuff and spread it out, so please only clean bases. Show me that you took some time in decorating it. They don't have to be big or symmetrical (since I also mess up a lot on that subject D:). Small and nice details are also very much appreciated.

Here are some pictures of my current base. It is still work in progress and I plan on putting walls up next.

If anyone has some suggestions how I could improve my base, please let me hear it. :wilson_flower:

Spoiler

20170325161038_1.jpg20170325161131_1.jpg20170325161148_1.jpg

I will also update from time to time if I made some progress worth noting

 

Caboodle of Know-Hows

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Welcome to the Caboodle of Know-Hows!

A Don't Starve and a Don't Starve Together forum of ideas of the discovered and for the undiscovered. This forum is a showcase of veteran knowledge and experiments fitting the different dynamic mechanics of the world of Don't Starve and the Don't Starve Together.

Disclaimer

Spoiler

For beginners who are starting to play the game, this forum page isn't your greatest bet to start the game but rather if you're experienced enough to survive the difficult learning curve and immediately start your indefinite survival, the Caboodle of Know-Hows is your forum place to learn and spice up your indefinite survival.

The forum will be on construction and improvements indefinitely and along ideas will be documented in a rather understandable way. 

 

Ragtime Music

 

 

 

"Dragonfly Scale Farm"

"The scale of the fiery conflagration of the beast, now I own."

Spoiler

 

A forum topic  had opened for a question of an efficient way of farming dragonfly scales. This pondered me about how inefficient the gunpowder tactic was. So I came up for a number of research with the help of the Don't Starve wiki, @Asparagus' bunnyman count and my knowledge of pathfinding behaviors.

Thanks to the Don't Starve community wiki and @Asparagus ' shenanigans and his low frame rate videos about fighting the Dragonfly. I came up for a way of an effective scale farm.

 

May I represent the Dragonfly Scale Farm

Screenshots:

20161024065949_1.jpg20161024070134_1.jpg

 

Requirements:

This contraption uses homeless bunnymen ( 58?cb=20130522054019 from97?cb=20130916121519) encased in an enclosure of walls,fences and gates (latest?cb=20130130091601latest?cb=20130130091611latest?cb=20131114102924latest?cb=20160902175524latest?cb=20130130091548latest?cb=2016110517553680?cb=20161105211657), a small pathway for you and the dragonfly to get in between, a melee weapon  of choice, armor of preference (100?cb=20141225142418) and an optional a resurrection item and medications (latest?cb=20141210082922latest?cb=20130626170901latest?cb=20121216110233 and latest?cb=20131129171900).

 

I'll explain the technicalities

The Dragonfly (101?cb=20140402193408) has a mechanic whenever if you deal more than 1250 damage, it will go into a forced knock-out. And if you could deal 2500 damage she will drop a scale (latest?cb=20140417075617). She will not drop anymore scales (latest?cb=20140417075617) when she's stunned again but straying it away fro its location and going back refreshes and repeats itself. Exploiting this kind of behavior, we would use a bunnyman ( 58?cb=20130522054019) because it doesn't have a kiting behavior, has an increased damage and has hostility towards monsters and giants. Using 12 bunnymen will give out in in every second, a damage out of 480. Multiplying it by 5 seconds will successfully give 2400, more than enough to knock it down. 

 

Another thing involve is its own attack priority. Dragonfly's #1 hit list will be the player, second will be the mobs itself. This makes up for safety of your homeless bunnymen as you're the meat shield. Unless in cases of situations, but it's ideal situation that you'll achieve. The walls are to limit the bunnymen's movement and to stop them from wandering and follow the dragonfly during his lavae spawn phase.

 

For the operation of the farm:

  • Lead the Dragonfly (101?cb=20140402193408) towards the narrow hallway in order for the bunnymen 58?cb=20130522054019) to attack the Dragonfly whilst your character receives the damage.

 

  • Once knocked out due to the overwhelming damage output, hit with all your might to drop the scale.

 

  • When the Dragonfly (101?cb=20140402193408) wakes up from its forced sleep state, immediately remove yourself from the bunnymen 58?cb=20130522054019) and follow the Dragonfly. Dodge incoming lavae (150?cb=20160720025737) attacks and anticipate the fifth lavae spawn. Then lead the Dragonfly as far from her set piece in order for her to fully respawn. 

 

 

Thanks for reading!

aspalove.JPG

 

Author:

@Aeschwutz

 

The original thread

 

 

 

 

"FLower Farming"

"It is buzzing with activity." 

  Hide contents

 

 Flower farming were once discovered by the forerunners of the Don't Starve society long before. A simple mechanic upon stumbling  the behavior on homeless worker bees. Pollinating from flower to flower until it reaches the maximum threshold of six flowers, a homeless bee now once at rest produces a elegant blossom. But there comes dilemma about this measly simple mechanic. 

In instances, Don't Starve players may create flower farms in an unorthodox manner. Meaning flower farms tend to be erratic and somehow unpleasant for players who have the love of symmetry but only to face uneveness on their sights. Somehow it takes a lot of buzzing by the bees by how far they would go to pollinate from flower to flower. The same instance for players picking flowers from point to point.

Here I'm about to show to all of you a screenshot that would take flower farming in a tidy manner.

 

Screenshots:

 

20170410165332_1.jpg20170410170127_1.jpg

 

Requirements:

 

The construction uses butterflies ( latest?cb=20121215201941) acquired from flowers using a bug net, walls or fences (latest?cb=20130130091548latest?cb=20130130091601latest?cb=20130130091611latest?cb=20131114102924latest?cb=20160902175524) oflatest?cb=20161105175536 different variations crafted by different ingredients, and as well as bees (latest?cb=20121215144349) acquired from beehives using a bug net.

 

This flower farm utilizes freedom on how much flowers planted using butterflies which equals to the amount of homeless bees (e.g 40 butterflies = 40 flowers = 40 homeless bees) you want to use. The corner walls/ fences (latest?cb=20130130091548latest?cb=20130130091601latest?cb=20130130091611latest?cb=20131114102924latest?cb=20160902175524) for the flower farm signifies any flower inside must not be picked rather only the flowers outside the pollination chamber. This gradually helps the homeless bees and makes the process quicker due to the distance being nearly for every flower.

 

20170410170232_1.jpg20170410170414_1.jpg

Procedures:

 

There are certain procedures needed to create and operate the farm as functional as it should be.

For the creation of the flower farm

  • There must be no natural flowers (latest?cb=20131201192756latest?cb=20130410055803)  in the vicinity due to how uncontrollable the homeless bee's behavior (latest?cb=20121215144349)  is. As well as to guarantee the flower (latest?cb=20131201192756latest?cb=20130410055803) produced as is.

 

  • For evil flower (latest?cb=20131201192756) farms, I would highly suggest creating them upon checkered flooring or even savannah turf latest?cb=20130314191530latest?cb=20130109102146due to their aid on your sight towards those moments of insanity.

 

 

  • Flower farms must be constructed on a location where you wouldn't encounter always for it to not function.

 

For the operation of the flower farm

 

  • If you are done with your flower farming I would highly suggest to put all of the homeless bees to sleep either by the use of the pan flute or submerged into darkness. Pick the flowers left over and immediately go far away in order for the chunk to be unloaded. (basically they are on a time freeze) - Clean way of finishing the job.

 

  • You can leave the area immediately in order to be unloaded but expect picking the left flowers immediately in order for the homeless bees to go back to the pollination chamber

 

  • Pick the flowers outside the pollination chamber and not what's inside. And still continue picking the flowers outside in order for the bees to go still on the pollination chamber.

 

This farm can yield on petals and dark petals (latest?cb=20121216131625latest?cb=20130314181500) for manure (latest?cb=20121216141435) by using a sole Werepig (87?cb=20160624191245) and rot (latest?cb=20130406105511) if left over time for your farming needs, garlands (latest?cb=20130315043437) for all days, and dark petals (latest?cb=20130314181500) to be refined to produce nightmare fuel (latest?cb=20160719171659). In occasion butterfly wings and butter (latest?cb=20121215202033latest?cb=20121215201639) if you're up to butterfly farming but it is not advisable though and a different flower patch   would be a better solution for that one.

 

I hope you're fluttering with Don't Starve knowledge and thank you for the support.

 

Author:

@Aeschwutz

 

 

""

Spoiler

 

 

"Hound farming"

Spoiler

 

 

"Overheating & Freezing"

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Spoiler

 

Given the amount of time you spent playing Don't Starve (Together), you've probably wanted ways for a quick temperature rise or drop due to the fact that you wanted to retain your character's body temperature long enough before beginning to freeze or overheat from the global temperature. It is a practical annoyance that could lead to certain death if not immediately treated but there would be an easy way of of a quick rise and temperature drop.

This uses two campfires and fire pits (latest?cb=20131205161805latest?cb=20131205163230) or even endothermic fires and its fire pit counterparts (76?cb=20140227224725122?cb=20140412085415) to quickly manipulate your character's temperature to rise or fall in order to use other utilities and clothing to maintain body temperature and reduce temperature loss of the character.

 

 

 

A maximum of 2 and if added more will have no guarantee effect and will be only plain redundancy and can still give off quite a significant amount of heat/ or even chillness even not on their maximum output. But it is not limited only to these but  other sources of heat and cold which this applies to almost all of the given.

These are the following:

 

These emit heat

latest?cb=20131205161805latest?cb=20131205163230150?cb=2016072002573799?cb=2013072706582074?cb=20160923183313136?cb=20150506140526

In order: Campfire, Fire Pit, Extra-Adorable Lavae, Dwarf Star, Scaled Furnace, Magma Pond

These emit cold

76?cb=20140227224725122?cb=20140412085415

160?cb=20160903012331+latest?cb=20160902192203

In order: Endothermic Fire, Endothermic Fire Pit, Polar Light, Moonbase + Mooncaller's Staff

 

 

 

 

 

 

This can lead to temperature "machines" for a quick temperature increase and decrease, even portable and non-portable temperature machinery. Only for your character's bodily needs whilst giving longevity before your character needs the warmth or even coolness of the fire.

 

 

  

 

"Path Finding Behaviors"

"They've gone right into my trap."

Spoiler

 

In Don't Starve and in Don't Starve Together knowing certain behaviors of entities can be crucial to create meticulous contraptions that provides advantages for the player and now I'm here to explain it bluntly as possible.

 On path finding there are two categories of obstacles in order for all of you to understand: which are legitimate obstacles and unintended obstacles. Legitimate obstacles are obstacles intended and follows an open path if there is any but if there is any path that is closed it doesn't follow and goes straight to the direction in rationality. Unintended obstacles are structures that could still block but doesn't have what legitimate obstacles can do.

Mobs follow the nearest legitimate pathway for them to reach their target unlike giants which of course doesn't recognize and instead demolish the obstacles on their own path. Simply put for the giant's description they make their own path for themselves.

 

 

 

"Light It Up"

""

Spoiler

 

Lights are essential to humankind as it provided us protection from darkness and what lies beyond. Just like in Don't Starve and in Don't Starve Together they are used as illumination for threats coming from the dark and from her as well. Here is where it will show conventional and innovative ways that functions as it is in dangerous or peaceful situations

 

 

 

 

 

"Poor Man's Honey Farm"

Spoiler

 

 

"Sanity Stations"

Spoiler

 

 

"Shroom Skin Farm"

Spoiler

 

 

"Strange Interactions with the Moonstone"

Spoiler

 

Have you gone up thinking how tedious mining specific boulders in order to get moon rocks? But in the end, it is not enough to make yourself the required building materials to build your masterpiece. Well I'm about to show you a rather strange mechanic onto place.

The Moonstone is a natural occurring structure that resides in a part of a forest on some grassland turf with seemingly suspicious petrified specimens covered in moon rocks. This structure could change one of the staves in the game in order to be converted into the Moon Caller Staff. On the night of the full moon, under a fully repaired Moonstone, you insert a Star Caller Staff and defend the Moonstone in incoming attacks of waves of Werepigs and Hounds. 

But curiosity take over and a little experiment was shown by me before that led to the discovery.

 

 

 

 

"The Loot Stash"

"The dark secrets of the Loot Stash has been revealed." 

  Hide contents

 

 The loot stash upholds its meaning to be a white sack locked in chains bound by the Klaus' lock and key. Which brings forth upon opening presents and giving the Winter's Feast cheers. Shiny baubles, winter's feast lights and  food, gold, charcoal, wax paper, forbidden knowledge, and the skins of the notorious giants.  But is that the one and only use of the loot stash? Just for that single purpose?

Now I am willing to introduce and change your own views rather simply this bag of loot to be a container of preciousness but something more. But we are in need of suitable of equipment in order to produce this one of a kind feat that you never ever seen before the Don't Starve world.

 

Required items:

20170410170954_1.jpg

 

 

The following items  to create this feat will be using telelocator staves (latest?cb=20130626173341), deer antlers (latest?cb=20161211195702latest?cb=20170101225034latest?cb=20170101225138), electric-resistant clothing (latest?cb=20140416203432latest?cb=20140301083749)

and as a replacement for clothing, a lightning rod (22?cb=20131205164454).

 

Procedures:

20170410171123_1.jpg

 

  •  Bother the two-horned key keeper by fitting Deer Antlers acquired from migratory No-Eyed Deers by slamming themselves onto any different kind of trees. As you're prepared for the situation by erecting lightning rods and electric-resistant clothing.

 

20170410171135_1.jpg

 

  • Once on sight, equip the telelocator staff on your hand slot and immediately teleport Klaus.

 

20170410171150_1.jpg

 

  • Once teleported, either follow the loyal Gemmed No-Eye Deers or stay on that specific location. Once the background music for fighting Klaus dwindles into oblivion the Gemmed No-Eye Deers becomes normal. If the background music still continues and the Gemmed No-Eye Deers became normal No-Eye Deers on sight, immediately run far away until Klaus despawns itself.

 

 

This set up can provide red gems and blue gems from the freed No-Eye Deers, also that they provide meat upon killing them. Additionally some couple of bone shards resulting from unlocking the loot stash for your farming needs and purple gems upon crafting the two together and an optional situation wherein if you have a fellow WX-78 in the brink of needing an overcharge.

Now you can fill those deserted biomes with life by repeating the procedure in which produces an amount equal of the telelocator staves used. Practically an endless of free roaming deers that were freed by the cruel key keeper of the stash.

 

Author:

@Aeschwutz

 

 

 

"The OverCharger"

""

Spoiler

 

 

"Toadstool Solo Elimination"

Spoiler

 

 

"Willow's Happy Place"

"No one could understand me."

Spoiler

 

Willow in honesty doesn't have uniqueness due to the fact Klei Entertainment made complete revisions which removes her own "fire" out of Don't Starve Together. Making her stand point in Don't Starve Together as a beginner character while removing certain aspects that makes her truly Willow. But an aspect of her can be unique and I'm here to show to you it.

In the character selection screen, Willow defines her love and affinity to fire. Whenever she's near a fire whether controlled or even uncontrollable, Willow gains sanity regeneration. It even before existed in the sister version of Don't Starve Together and there born the easiest way for Willow to regenerate her sanity into seconds. But fire mechanics in Don't Starve Together are different towards the sister version of it and how would you do it? Well that's why I'm here to tell all of you reading.

Unlike in Don't Starve where fire immediately spreads fast, fires in  Don't Starve Together has a mechanic called smoldering wherein in a certain amount of time it will ignite into flames but can be stopped before igniting. But there is a workaround in order to achieve the same effect like on the sister version.

 

Requirements:

This uses a depending amount of burnables that can last long enough right before they turn to ashes(latest?cb=20121215201259) exclusive to Willow; her own lighter(latest?cb=20130625202429) or even a torch (latest?cb=20121216162140) and  a fire-extinguisher (latest?cb=20150329234302latest?cb=20140403020506latest?cb=20170113194028latest?cb=2016011504025194?cb=20140306112814)

 

I would highly suggest to add this mods (any of the two works):

http://steamcommunity.com/sharedfiles/filedetails/?id=817161265&searchtext=

http://steamcommunity.com/sharedfiles/filedetails/?id=873350047&searchtext=

 

Procedures:

 

  • With the burnables (latest?cb=20121215201259) prepared, you must stack the burnables individually using the mod highly suggested only in one place. I would suggest the quantity to be stupendously high in order for the burnables not even turn into ashes.

 

  • Once done, optionally place down your ice-flingomatic (

94?cb=20140306112814)

but you could even use other fire-extinguishing methods (latest?cb=20150329234302latest?cb=20140403020506latest?cb=20170113194028latest?cb=20160115040251) but likely an area of effect.

 

  • Light the individual stack of burnables with a torch or even a lighter (latest?cb=20130625202429latest?cb=20121216162140) and it will quickly ignite due to how close they are to each other. You could either stand on the fire using a scalemail or stand a few steps still without getting burned to death.

 

  • Remember and be alert yourself and extinguish it immediately once your sanity (latest?cb=20130410165150) is full.

 

 

Thank you for reading and I hope it will satisfy -somehow- Willow's fire after all.

 

Author:

@Aeschwutz

 

 

 

 

 

 

 

 

Topic Template:

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Spoiler

 

 

 

 

 

 

"Under Construction"

 

 

 

Request for help on your ideas as well. It's hard myself to motivate working on this thread so whoever wants to help me post your work here only and I'll edit some of it. For courtesy the status "Author" will be given if you posted a post whether new or within my knowledge. Thank you in advance!

 

 

Any Plans to Merge Shipwrecked with Together?

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As far as I know, the original Giants content was added to Together. Ever since I learned that Shipwrecked has not I have questioned if it ever will be. Wondering if there have ever been any kind of references to it becoming a thing.

 

It would be so amazing if they made it so, islands are generated inbetween gaps of land and past the edges of the wilderness. Adding more bodies of water in the game to put the content in as well, and potentially rivers which you could build bridges over and use your boat to travel along. Actually integrating Shipwrecked with the base build of the game so that voyaging on water is not just its own mode its actually a part of the system. Seems really squandering to make it its own separated thing instead of just adding it onto the main game.

Would be a huge endeavor for sure but would add an entire new element to the experience, really is just irritating to know such a huge opportunity is being missed. it is great new content is still being made, but why not put existing content to greater use. Even just having Shipwrecked Together as well would be great.

Game keeps crashing!

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Hi, I am wondering if I am the only one here who uses the cracked version of DST and DS?

Well the game was working fine I played it three days ago, nothing changed, now all of a sudden I am getting this error and it crashes:

[string "scripts/widgets/topmodspanel.lua"]:162: attempt to index local 'jsonresult' (a number value)
LUA ERROR stack traceback:
    scripts/widgets/topmodspanel.lua:162 in (method) OnStatsQueried (Lua) <148-182>
    scripts/widgets/topmodspanel.lua:80 in () ? (Lua) <80-80>

Someone please help! :( 

Crash error.png

Webbers father and how maybe the character got into the world

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Hi there i have been playing Don't Starve Together and the original game Don't Starve and i have come up with a theory...

 

My theory is that the creator of the radio that one brought Wilson into the don't starve world and also the radio that is used the divining rod is Webbers father.

My reasoning is kind of loose but does makes sense, so if u look at the quotes from webber when inspecting the Alchemy Engine, he says "Father used to work on something like that" which would lead me to believe that maybe his father was an inventor of some sorts.

Now the only person i could think of that would have invented stuff (apart from Wilson) was Robert Wagstaff (notice the W) he was the one who created the Voxola PR-76 radio. I also believe that maxwell had a hand in help Wagstaff Build the radio as a mean to bring people into the dont starve way to free him.

Now the factory that the radio was going to be distributed from burned down, me and my friend have a theory that Wagstaff himself burned down the factory after finding out Maxwell’s intentions and once Maxwell found out what Wagstaff had done he dragged him into the world and possibly his son Webber too, I believe that before the factory a few radios got out and could be the reason all the characters are in Don’t Starve due to these radios Maxwell created with Wagstaff

Shake that screen for me

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STORY TIME! The shaking screen, one of the worst things in don't starve. It makes people unable to focus during fights against giants, it gives you an headache and it is disabled on almost everybody's client for this.

And then unexperienced people who finally come to summer suddently lose everything to a sinkhole and ask me "Onetel-sama Onetel-sama! what happened?". And i answer "If you had the screen shaking enabled you would've seen the Antlion coming".

ACTUAL TOPIC I understand that screen shaking is one of the core points of the game, to warn you about earthquakes, mr. Antlion and even an enraged deerclop coming your way. But hell, that thing gives me Nausea! I always put it on during summer because i'm too lazy for the Antlion (honest .. ) but most people don't and end up getting caught by surprise. 

Could Devs think about lowering the shaking just a tiny bit, or if there is , a mod that stops the shaking for giants but leaves it for any other event? I already have a mod that lowers the sanity sound to 0-25-50-75% so that your hears don't have to explode!


DISCUSSION: What are your opinions about screen shaking ? Do you keep it enabled the whole year or just when the antlion is being a cry-baby who wants toys? :wilson_laugh:

 

Console command to restore day count?

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A long time ago I read on this forum that there is a way to restore somebody's daycount after using the command to despawn their character (c_despawn(AllPlayers[number])). However, I can no longer find this topic. Does anyone know which console command to use in order to add days survived to a specific player?


DST on handheld device.

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I want DST on a handheld device so bad. I bought a Switch, but I would buy a ps vita if it came to that first. Just want to be able to play my server on a handheld device, not a laptop. Be awesome if the Smatch Z actually happens, id have it on a handheld device. :( Steam should make their own handheld device. Or if I could hack either to run steamos. 

[Game Update] - 215079

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  • Fixed bug where Birchnutters can still escape while frozen.
  • Fixed missing emote sounds for /sit and /squat
  • Fixed missing mount sounds for yawn animation.
  • Fixed missing dirt in dug Spiky Bush animations.
  • Fixed incorrect inspect strings for picked Succulents.
  • Fixed bug where hover text may not reset correctly on mod configuration screen.
  • Fixed rarity of the The Ancient Explorer.

View full update

Metheus Puzzle Part 3 (Spoilers!!! Updated With Chest Answers).

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The ancient chest has appeared next to the Ancient Pseudoscience Station, it accepts 6 items (similar to how our part two puzzle was 6 slots), and requires the right combination of items. YOU AND YOUR PARTNER BOTH NEED TO BE NEAR THE CHEST.

If you want to teleport there, go inside the caves with your partner:
c_gonext("sacred_chest")
c_gatherplayers()

The following are confirmed:
Quantity of items
5jgUlBA.png = 1 3Lf0jR1.png = 2 O1SKmc4.png = 3 O5haPTu.png = 4 CHfD6SP.png = 5 USTIbRR.png = 6 dLsH3lr.png = 7 Sj2o627.png = 8 jpxg5UX.png = 9

The item
tHOkYDE.png = Walking Cane (This is present in every single solution code).
W9m3fjA.png = Thulecite (This is present in every single solution code).

dfYumqm.png = Purple Gem E3xdbIy.png = Crow tS06BtL.png = Nightmare Fuel ibl3jir.png = Petals onT9q6F.png = Berries
RuLxam3.png = Yellow Gem  2powCv8.png = Bee   LiKos35.png = Carrot UzOBKPx.png = Orange Gem 3crghca.png = Rabbit D3d5gn6.png = Butterfly


Item Prefab Listing

 

c_give("cane")
c_give("thulecite")
c_give("purplegem")
c_give("crow")
c_give("nightmarefuel")
c_give("petals")
c_give("berries")
c_give("yellowgem")
c_give("bee")
c_give("carrot")
c_give("orangegem")
c_give("butterfly")
c_give("rabbit")



Here is an example puzzle and how to solve it!
ZwTJTlo.png

The image shows us the position in the chest, Metheus Runes show us the item (left picture) the square-nooks give us our quantity (right picture). Our solution would be:
Walking Cane (1), Crow (1), Petals (8), Nightmare Fuel (4), Purple Gem (2), Thulecite (5).

Huge shout-outs to all the contributions from the community! WE DID IT TEAM!
https://docs.google.com/spreadsheets/d/1IQ8pFhdRU1EQaisSea_-ckvhYq1ryI_ZJ2hcsxyX6DA/edit#gid=0

How would you rate player ability?

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Most people come up with beginner, intermediate and advanced, I think there is room for one more, maybe expert.  Just off the top of my head..

 

Beginner - A player who is still struggling to survive winter, knows a few basics but a lot of the world is still new to them.

Intermediate - Can survive all four seasons and is learning how to deal with giants and the ruins.

Advanced - Can handle any giant solo (with the exception of Fuelweaver), is very adept at exploring the ruins and has an in depth knowledge of crafting.

Expert - This is a player who has advanced farming techniques, has developed significant exploits in dealing with the giants and can execute speed runs.

 

How do you rate players, what do you look for in determining their proficiency?

Wich world options for maximum Content?

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Hello,

Me and my Girlfriend are playing DST  and enjoying it very much.

My question is:

Wich options do i have to activate when i create a world at the begin, for getting the maximum content out of the game?

I mean we are currently playing in endless mode(since we die quite often lol, we aint that bad we have bee farm fridges wather thrower and so on).

We didnt activate the caves to begin so we play without them.

-Is it worth starting a new game with caves enabled? I mesn is there much content and interesting stuff we are missing?

-Is there more game content in survival or wilderness compared to endless mode?

Also we saw videos were players made big bases with animals(bunnyman for example) trapped behind walls and doors like an zoo.

-I cant find any options to build doors, do i need a mod for it?

-Also is there a guide how to catch (for example) a goat wich we can keep in the zoo?

 

 

 

 

History of Potato Cup

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How this meme was born? When was born? Why was born?

 

 

 

Spoiler

@nome, I'm waiting for your reply ( ͡° ͜ʖ ͡°)

 

What are the limitations on world size?

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I always use the largest setting but figuring out an entire world in just 8-12 days makes it less interesting, I like the idea of longer journeys and undiscovered lands, the element of mystery.    Larger caves might make it difficult to find ruins though.

 

On the client end is it processing power that is the bottleneck or your internet connection speeds?


[Q] Hound mounds? Why...?

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OK, I've read a few posts in this topic the other day, and left puzzled why would anyone be concerned with loss of hound mounds.

Can some of those posters - @Clwnbaby, @Weird Wanderer, and I think quite a few others - please elaborate, what good are these hound spawners? Maybe my playstyle is different from theirs (obviously), but just from the regular waves, I have more than I know what to do with of all possible loot - monster meat, teeth, and gems. I guess if you have Wickerbottom on the server and use blowdarts for everything, then you probably need all the teeth? Or are in the caves all the time and need to farm teeth ASAP? Even then, wouldn't having a Varg pen in the swamp/near beefalos accomplish the same goal, and provide extra loot? I looked at the tips on the wiki and nothing struck me as totally worth it, because...

I'm thinking of nuking the last 3 or so mounds in my game, to build a tumbleweed farm in the 2nd desert. (The 1st desert has the antlion, and dealing with the sandstorms every summer there is just a PITA... - oh right, if you have 2 deserts, only the one with antlion will get the sandstorm. No summer breaks for you, dragonfly...)

Also, has anyone tested if mound hounds ignore walls the same way varg hounds do (ie. they never damage walls as long as the spawner is alive)? I might be inclined to preserve them if I can keep them in a pen.

Please Add Critters to the Wild

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I just want to see them naturally in the wild during Spring. To make the game feel that it´s actually a living world and create a better sense of immersion. 

Here's some ideas:

- Varglings spawn near Hound Mounds in Spring and they stay close to it at all times (making them difficult to approach).

- Catcoons in Spring spawn out of the Hollow Stump with a little Kittykit, which follows the mamma around wherever they go.

- Ewecus in Spring spaws with a little Ewelet.

- At full moons in Spring, if Glommer's flower is still on the Statue, little baby Glomgloms will come along with Glommer and frolic nearby the statue. 

- In Spring, there's a chance that picking a berry bush will disturb a Gobbler's nest and five littke Gibblents will jump out, and dash for berries. 

You can kill critters for morsels (except for Glomglom, you get monster meat) and it has severe naughtiness point (because, you know, you are killing a puppy). Or you can catch them with a net and tame them that way. You can still keep the Critters Tab and the Rock Den, but just have this as an alternative for players who are more into the exploration and survival aspects of the game.

Have you ever used rollbacks

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I want to no if anyone thinks it's cheating or not

Big Foot Backpack

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Oh hey my first topic neat

Anyway i haven't seen anyone talk about this yet so i thought i would.

Why hasn't this skin been added yet? You see Wendy wearing it in one of the loading screen portals but it's not in the game? Yeah Bigfoot and the old bell itself isn't in the game, but i don't see a reason the backpack shouldn't be added as a nice little nod to its existence. I wouldn't care so much about it if it wasn't in the loading screen meaning klei had plans to add it but just never did?

wendybigfoot.thumb.png.cc8bec75cbe6f2be03669ca3e5f6b33f.png

Charlie's Sister [Spoilers]

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This thread contains potential major spoilers, and is intended to be a place to discuss a topic without having to veil every comment in the spoilers text box; read on if you dare.

 

 

 

 

 

 

 

 

 

 

 

 

 

Anyways so recently, there is a rumor going around that Charlie's sister Winona may be added into the game as a playable character. People have been claiming they even found numerous, numerous dialogue strings for her in the code; which have just recently disappeared. The dialogue actively referenced themes such as Winona being familiar with the factory workplace and mechanics, Maxy which was Charlie's nickname for Maxwell - Waxwell - William and that there is a potential feature which gives Winona one free hit from Charlie in the darkness.

Highly unlikely this is a prank from the developers for April Fools seeing as that would just be an incredibly poor way to infuriate the fanbase, Perhaps this may even be a prank made by fans themselves who are all falsely claiming that something existed in the code which isn't. But would like to believe people do not suck that much.

There is a mod for Winona, but it is apparently very outdated and the text strings found include dialogue for very modern updates to the game like the Atrium. So it could not be some player accidentally viewing a mod they installed as a part of the core game.

Would also like the believe if it was fake the developers would step in to disprove it all to save the playerbase a massive disappointment.

 

However the developers are also very well aware that any coding they put into the game is blatantly dug up as it is released, and that their fans are very much used to deciphering vague information the developers leave behind. Having Charlie's sister added to the game would also be a very logical way to advance the plot and hinting to it around April Fools just causes more chaos.

 

Any thoughts, information on the subject, so on.

 

Here are the dialogue strings found in the code before they were removed.

Spoiler

return {

    ACTIONFAIL =
    {
        REPAIR =
        {
            WRONGPIECE = "That'd clog up the assembly line.",
        },
        BUILD =
        {
            MOUNTED = "Can't assemble it up here.",
            HASPET = "Nah. I'm a one-pet gal.",
        },
        SHAVE =
        {
            AWAKEBEEFALO = "Dirty work's not for broad daylight.",
            GENERIC = "Misusing tools'd be a workplace hazard.",
            NOBITS = "Smooth as sheet metal.",
        },
        STORE =
        {
            GENERIC = "It's full to bursting.",
            NOTALLOWED = "That's impractical.",
            INUSE = "No rush, take your time.",
        },
        RUMMAGE =
        {    
            GENERIC = "Can't right now.",
            INUSE = "No rush, take your time.",
        },
        UNLOCK =
        {
            WRONGKEY = "Wrong piece.",
        },
        USEKLAUSSACKKEY =
        {
            WRONGKEY = "Didn't work.",
            KLAUS = "Success!",
        },
        COOK =
        {
            GENERIC = "I'm not in a cooking mood.",
            INUSE = "How's the grub coming?",
            TOOFAR = "I need to get closer. Or grow longer arms.",
        },
        GIVE =
        {
            DEAD = "Seems they're dead.",
            SLEEPING = "They're off the clock.",
            BUSY = "They're busy working.",
            ABIGAILHEART = "No one should have to lose a sister.",
            GHOSTHEART = "Some things even I can't fix.",
            NOTGEM = "What sort of engineer do you take me for?",
            WRONGGEM = "Nn-nn. That doesn't go there.",
            NOTSTAFF = "That's not how it assembles.",
            MUSHROOMFARM_NEEDSSHROOM = "It doesn't need this.",
            MUSHROOMFARM_NEEDSLOG = "It needs something else.",
            SLOTFULL = "No sense wasting materials.",
            DUPLICATE = "We already made note of that one.",
            NOTSCULPTABLE = "That ain't for sculpting.",
            CANTSHADOWREVIVE = "Not workin'.",
            WRONGSHADOWFORM = "I have to disassemble it and try again.",
        },
        GIVETOPLAYER =
        {
            FULL = "I'll keep it. They're all loaded up.",
            DEAD = "Seems they're dead.",
            SLEEPING = "They're off the clock.",
            BUSY = "They're busy working.",
        },
        GIVEALLTOPLAYER =
        {
            FULL = "They've got their arms full.",
            DEAD = "Seems they're dead.",
            SLEEPING = "They're off the clock.",
            BUSY = "They're busy working.",
        },
        WRITE =
        {
            GENERIC = "I'm better with my hands than my words.",
            INUSE = "Workin' hard, or hardly workin'?",
        },
        DRAW =
        {
            NOIMAGE = "I'm not much of an artist.",
        },
        CHANGEIN =
        {
            GENERIC = "All a gal needs is a good pair of overalls.",
            BURNING = "Fire in the textiles department!",
            INUSE = "Should I build another one?",
        },
        ATTUNE =
        {
            NOHEALTH = "I don't have it in me right now.",
        },
        MOUNT =
        {
            TARGETINCOMBAT = "It's a bit preoccupied.",
            INUSE = "Only one to a beef, hey?",
        },
        SADDLE =
        {
            TARGETINCOMBAT = "It's a bit preoccupied.",
        },
        TEACH =
        {
            --Recipes/Teacher
            KNOWN = "Pfft. A baby could assemble those.",
            CANTLEARN = "That's above my pay grade.",

            --MapRecorder/MapExplorer
            WRONGWORLD = "That ain't gonna work here.",
        },
        WRAPBUNDLE =
        {
            EMPTY = "I can't wrap thin air.",
        },
    },
    ACTIONFAIL_GENERIC = "I really gummed the works there.",
    ANNOUNCE_DIG_DISEASE_WARNING = "That helped a bit.",
    ANNOUNCE_PICK_DISEASE_WARNING = "Whew! If that isn't the mightiest smell.",
    ANNOUNCE_ADVENTUREFAIL = "Yeow. Don't make me come back in there!",
    ANNOUNCE_MOUNT_LOWHEALTH = "You're not looking too good, big guy.",
    ANNOUNCE_BEES = "BEEEES!",
    ANNOUNCE_BOOMERANG = "I'll catch you next time! Ow...",
    ANNOUNCE_CHARLIE = "Charlie? Is that you?",
    ANNOUNCE_CHARLIE_MISSED = "Ha! I know all your moves!", --Winona gets one free hit from Charlie
    ANNOUNCE_CHARLIE_ATTACK = "Yeow! Quit it!",
    ANNOUNCE_COLD = "Brr! Cold as frozen steel out here!",
    ANNOUNCE_HOT = "It's hotter than a tin smelter in July!",
    ANNOUNCE_CRAFTING_FAIL = "How did I junk that up?!",
    ANNOUNCE_DEERCLOPS = "Democrew incoming!",
    ANNOUNCE_CAVEIN = "I hope everyone brought hardhats.",
    ANNOUNCE_ANTLION_SINKHOLE = "Demolition!",
    ANNOUNCE_ANTLION_TRIBUTE =
    {
        "Get a load of this!",
        "Hope it's to your likin'!",
        "Here ya go!",
    },
    ANNOUNCE_DUSK = "Another hard day of work comes to an end.",
    ANNOUNCE_EAT =
    {
        GENERIC = "Hits the spot.",
        PAINFUL = "Yeow! That one bit back!",
        SPOILED = "I regret doing that.",
        STALE = "I've had worse.",
        INVALID = "Pretty sure that's not food.",
        YUCKY = "Blech! No way!",
    },
    ANNOUNCE_ENCUMBERED =
    {
        "Hhff!",
        "Easy as pie! Hff!",
        "Like eggs in coffee!",
        "Hhngh!",
        "I've... *huff* I've got it!",
        "Ha! I'm plenty rugged! *huff*",
        "Ooff...",
    },
    ANNOUNCE_ATRIUM_DESTABILIZING = 
    {
        "Something's happening to this place.",
        "Now what?!",
        "Let's not stick around for the fight!",
    },
    ANNOUNCE_RUINS_RESET = "Nothing stays dead around here!",

    ANNOUNCE_SNARED = "Hey!",
    ANNOUNCE_REPELLED = "It blocked my blow!",
    ANNOUNCE_ENTER_DARK = "I can't see!",
    ANNOUNCE_ENTER_LIGHT = "Whew! I can see!",
    ANNOUNCE_FREEDOM = "Ha! Out-engineered!",
    ANNOUNCE_HIGHRESEARCH = "Innovation!",
    ANNOUNCE_HOUNDS = "Do I hear dogs?",
    ANNOUNCE_WORMS = "Was that a tremor?",
    ANNOUNCE_HUNGRY = "When's lunch?",
    ANNOUNCE_HUNT_BEAST_NEARBY = "I didn't order lunch to go. Find that beast!",
    ANNOUNCE_HUNT_LOST_TRAIL = "Gah! I lost it.",
    ANNOUNCE_HUNT_LOST_TRAIL_SPRING = "Are those my footprints? Gah!",
    ANNOUNCE_INV_FULL = "I only got two hands.",
    ANNOUNCE_KNOCKEDOUT = "Yeowch! Hello workman's comp!",
    ANNOUNCE_LOWRESEARCH = "I'll take what I can get.",
    ANNOUNCE_MOSQUITOS = "Gah! I hate bugs!",
    ANNOUNCE_NOWARDROBEONFIRE = "Uh. It's on fire.",
    ANNOUNCE_NODANGERGIFT = "Not the best idea right now!",
    ANNOUNCE_NOMOUNTEDGIFT = "I can't open that up here.",
    ANNOUNCE_NODANGERSLEEP = "It's not safe.",
    ANNOUNCE_NODAYSLEEP = "Can't sleep now, there's work to do!",
    ANNOUNCE_NODAYSLEEP_CAVE = "No sleeping in the mines!",
    ANNOUNCE_NOHUNGERSLEEP = "Not without supper first.",
    ANNOUNCE_NOSLEEPONFIRE = "That's NOT fine.",
    ANNOUNCE_NODANGERSIESTA = "I'm in danger here!",
    ANNOUNCE_NONIGHTSIESTA = "I'd rather sleep than nap.",
    ANNOUNCE_NONIGHTSIESTA_CAVE = "Sleeping in a mineshaft ain't a bright idea.",
    ANNOUNCE_NOHUNGERSIESTA = "I'd rather whip up some grub.",
    ANNOUNCE_NODANGERAFK = "I gotta stay alert!",
    ANNOUNCE_NO_TRAP = "That was a cinch.",
    ANNOUNCE_PECKED = "Yeow! Lay off!",
    ANNOUNCE_QUAKE = "Woah! Earthquake!",
    ANNOUNCE_RESEARCH = "Now I can build more things.",
    ANNOUNCE_SHELTER = "Ah, that's better.",
    ANNOUNCE_THORNS = "Yeow! That smarts!",
    ANNOUNCE_BURNT = "Ow! Ow! Ow!",
    ANNOUNCE_TORCH_OUT = "Out like a light.",
    ANNOUNCE_FAN_OUT = "Useless handmade junk!",
    ANNOUNCE_THURIBLE_OUT = "There goes that.",
    ANNOUNCE_COMPASS_OUT = "Shoddy handmade junk!",
    ANNOUNCE_TRAP_WENT_OFF = "Heh, whoops.",
    ANNOUNCE_UNIMPLEMENTED = "Yeow! That still needs some tinkering!",
    ANNOUNCE_WORMHOLE = "That'll get the adrenaline pumping!",
    ANNOUNCE_TOWNPORTALTELEPORT = "Thanks for the lift!",
    ANNOUNCE_CANFIX = "\nIt'd be a pleasure to fix it.",
    ANNOUNCE_ACCOMPLISHMENT = "I can do ANYTHING!",
    ANNOUNCE_ACCOMPLISHMENT_DONE = "Mitt me, kid!",    
    ANNOUNCE_INSUFFICIENTFERTILIZER = "It demands poop!",
    ANNOUNCE_TOOL_SLIP = "I meant to do that!",
    ANNOUNCE_LIGHTNING_DAMAGE_AVOIDED = "Ha! Now you gotta kiss me!",
    ANNOUNCE_TOADESCAPING = "Oh no you don't!",
    ANNOUNCE_TOADESCAPED = "Slippery devil.",

    ANNOUNCE_DAMP = "A light mist never hurt nobody.",
    ANNOUNCE_WET = "I oughta find some shelter.",
    ANNOUNCE_WETTER = "This is just uncomfortable now.",
    ANNOUNCE_SOAKED = "I'm DRENCHED!",
    
    ANNOUNCE_BECOMEGHOST = "ooOooooO!",
    ANNOUNCE_GHOSTDRAIN = "My head's all fuzzy...",
    ANNOUNCE_PETRIFED_TREES = "These trees seem shadier than usual.",
    ANNOUNCE_KLAUS_ENRAGE = "HOLY RIVETS! Time to make tracks!",
    ANNOUNCE_KLAUS_UNCHAINED = "The mitts are coming off!",
    ANNOUNCE_KLAUS_CALLFORHELP = "He called his goons!",
    
    BATTLECRY =
    {
        GENERIC = "I'll demolish you!",
        PIG = "We're makin' bacon!",
        PREY = "I'm the engineer of your demise!",
        SPIDER = "I hate spiders!",
        SPIDER_WARRIOR = "Let's dance!",
        DEER = "Let's throw down!",
    },
    COMBAT_QUIT =
    {
        GENERIC = "I quit!",
        PIG = "I went easy on you!",
        PREY = "...Demolition's rescheduled.",
        SPIDER = "This isn't over!",
        SPIDER_WARRIOR = "Next time!",
    },
    DESCRIBE =
    {
        MULTIPLAYER_PORTAL = "That was a one-way ticket.",
        ANTLION = 
        {
            GENERIC = "How's the weather up there?",
            VERYHAPPY = "Looks like we're safe for awhile.",
            UNHAPPY = "That is not a happy monster.",
        },
        ANTLIONTRINKET = "It's a colorful bucket.",
        SANDSPIKE = "Hit and a miss!",
        SANDBLOCK = "Things are getting gritty!",
        GLASSSPIKE = "That's a hazardous decoration.",
        GLASSBLOCK = "Admirable craftsmanship.",
        ABIGAIL_FLOWER = 
        { 
            GENERIC = "It's a nice little flower.",
            LONG = "It's a nice little flower.",
            MEDIUM = "It's getting antsy.",
            SOON = "Something's coming.",
            HAUNTED_POCKET = "It wants down.",
            HAUNTED_GROUND = "What do you want? Water?",
        },

        BALLOONS_EMPTY = "No fun without Wes.",
        BALLOON = "Oh! A balloon.",

        BERNIE_INACTIVE =
        {
            BROKEN = "He's a bit of a fixer-upper.",
            GENERIC = "This little guy's been well loved.",
        },

        BERNIE_ACTIVE = "Is he clockwork? Can I peek inside?",
        
        BOOK_BIRDS = "I was never much of a book learner.",
        BOOK_TENTACLES = "I'm not really a \"book smarts\" kind of gal.",
        BOOK_GARDENING = "I prefer to learn from experience.",
        BOOK_SLEEP = "I already know how to sleep, thanks.",
        BOOK_BRIMSTONE = "I prefer hands-on learning.",

        PLAYER =
        {
            GENERIC = "Hey, %s! How ya doin'?",
            ATTACKER = "Hands to yourself, bucko!",
            MURDERER = "Murder! Get'em!",
            REVIVER = "You're good people, %s.",
            GHOST = "Stop whinin', %s, it's just a scratch!",
            FIRESTARTER = "You better not have singed any of my projects, %s.",
        },
        WILSON = 
        {
            GENERIC = "Hey %s! How ya doin'?",
            ATTACKER = "Hands to yourself, bucko!",
            MURDERER = "Mad scientist! Get'em!",
            REVIVER = "You got a good head on your shoulders, scientist.",
            GHOST = "Stop whinin', %s, it's just a scratch!",
            FIRESTARTER = "You better not have singed any of my projects, scientist.",
        },
        WOLFGANG = 
        {
            GENERIC = "How you doin', big guy?",
            ATTACKER = "I wouldn't wanna catch the business end of those mitts!",
            MURDERER = "Watch out! He's got a taste fer blood now!",
            REVIVER = "You're just a big softie, ain'tcha, %s?",
            GHOST = "Walk it off, big guy!",
            FIRESTARTER = "Was that fire an accident, %s?",
        },
        WAXWELL = 
        {
            GENERIC = "So... %s.",
            ATTACKER = "Don't make me noogie you, %s.",
            MURDERER = "How many lives you plannin' on ruinin', %s?",
            REVIVER = "Nice job, ya big walnut.",
            GHOST = "We both know that's not gonna stop ya, %s.",
            FIRESTARTER = "Mysterious fires seem to follow you like a plague, %s.",
        },
        WX78 = 
        {
            GENERIC = "C'mon, %s! Justa lil peek under the hood!",
            ATTACKER = "Yeesh. They're on the fritz again.",
            MURDERER = "I'm gonna reset you to factory standards, bot.",
            REVIVER = "Ha! This bucket'o'bolts has feelings after all!",
            GHOST = "Incredible! You gotta tell me how that works, %s!",
            FIRESTARTER = "Your logic lets you set fires, %s? Why?",
        },
        WILLOW = 
        {
            GENERIC = "Good ta see ya, %s!",
            ATTACKER = "%s's turning out to be a major workplace hazard.",
            MURDERER = "She's gone nuts! Get'er!",
            REVIVER = "You're good people, %s.",
            GHOST = "All that butt talk and you went and got yours handed to ya!",
            FIRESTARTER = "Business as usual.",
        },
        WENDY = 
        {
            GENERIC = "Hey there, %s.",
            ATTACKER = "Woah! Watch it there, slugger!",
            MURDERER = "She's not playin'! Murderer!",
            REVIVER = "You got a sharp mind on ya, %s.",
            GHOST = "That's fine so long as you left the other guy lookin' worse.",
            FIRESTARTER = "You got somethin' you wanna tell me about that fire, %s?",
        },
        WOODIE = 
        {
            GENERIC = "You down ta chop some trees for me later, %s?",
            ATTACKER = "Watch where you're swingin' that thing, %s!",
            MURDERER = "Yikes! Axe murderer!",
            REVIVER = "You're a good, honest guy, %s.",
            GHOST = "You're fine, %s, I've seen worse.",
            BEAVER = "Well ain't that somethin'.",
            BEAVERGHOST = "You're just a walkin' disaster, ain'tcha, %s?",
            FIRESTARTER = "You're gonna start a forest fire, %s!",
        },
        WICKERBOTTOM = 
        {
            GENERIC = "How's life treatin' ya, grams?",
            ATTACKER = "Yeesh, the librarian packs a punch!",
            MURDERER = "Watch out! Grams is on a rampage!",
            REVIVER = "Don't worry grams, I won't read too much into it. Ha!",
            GHOST = "Nothin' you can't handle, %s.",
            FIRESTARTER = "A fire? I thought you were the responsible one, grams.",
        },
        WES = 
        {
            GENERIC = "Don't worry bucko, I'll do enough talking for the two of us! Ha!",
            ATTACKER = "Didn't know ya had it in ya, %s!",
            MURDERER = "Killer mime! We're havin' nightmares tonight!",
            REVIVER = "Thanks for the assist, %s.",
            GHOST = "Stop making that face, %s. You're not gettin' workman's comp!",
            FIRESTARTER = "You the one responsible for that fire, %s?",
        },
        WEBBER = 
        {
            GENERIC = "How's life treating ya, squirt?",
            ATTACKER = "Yeesh, kid, dial it back!",
            MURDERER = "Killer spider! Get it!",
            REVIVER = "You did good, kid.",
            GHOST = "You're gonna be fine, kid, yer a boxer.",
            FIRESTARTER = "Alright, %s. Why'd ya set the fire?",
        },
        WATHGRITHR = 
        {
            GENERIC = "Hey! Arm wrestle rematch later, %s?",
            ATTACKER = "Woah! Watch that right hook there, %s!",
            MURDERER = "Takin' the warrior thing too far, %s!",
            REVIVER = "That was good work there, %s.",
            GHOST = "Shake it off, %s, there's work to do!",
            FIRESTARTER = "Quit startin' fires, %s!",
        },
        WINONA = 
        {
            GENERIC = "That's a good lookin' gal!",
            ATTACKER = "It was %s, not me! Swear it!",
            MURDERER = "You're not me! I'd never murder so openly!",
            REVIVER = "I owe ya one, %s.",
            GHOST = "That is not a good look on you, %s.",
            FIRESTARTER = "We're supposed to build machines, not fires!",
        },
        MIGRATION_PORTAL = 
        {
            GENERIC = "Hellooo? Anyone in there?",
            OPEN = "Make way! I'm coming through!",
            FULL = "It's packed. I'll stay put.",
        },
        GLOMMER = 
        {
            GENERIC = "Check out the peepers on this guy.",
            SLEEPING = "He deserves a break.",
        },
        GLOMMERFLOWER = 
        {
            GENERIC = "That's one big flower.",
            DEAD = "Did we not water it enough?",
        },
        GLOMMERWINGS = "You can see right through'em.",
        GLOMMERFUEL = "Doesn't look useful.",
        BELL = "There's always a stampede when the quittin' bell rings.",
        STATUEGLOMMER = 
        {    
            GENERIC = "One weird sculpture.",
            EMPTY = "The materials were worth more than the statue.",
        },

        LAVA_POND_ROCK = "That... is a rock.",
        LAVA_POND_ROCK2 = "That... is a rock.",
        LAVA_POND_ROCK3 = "That... is a rock.",
        LAVA_POND_ROCK4 = "That... is a rock.",
        LAVA_POND_ROCK5 = "That... is a rock.",
        LAVA_POND_ROCK6 = "That... is a rock.",
        LAVA_POND_ROCK7 = "That... is a rock.",

        WEBBERSKULL = "I swear the kid'd lose his head if it weren't... wait.",
        WORMLIGHT = "It glows just as much on the way out, lemme tell you.",
        WORMLIGHT_LESSER = "This one's a bit shrivelly.",
        WORM =
        {
            PLANT = "Nothing out of the ordinary.",
            DIRT = "Mhm. That's dirt!",
            WORM = "That's a huge worm!",
        },
        WORMLIGHT_PLANT = "Nothing out of the ordinary.",
        MOLE =
        {
            HELD = "I love it.",
            UNDERGROUND = "Dutiful little miner.",
            ABOVEGROUND = "Taking a break from the mines?",
        },
        MOLEHILL = "The excavation crew's down there.",
        MOLEHAT = "A real strange contraption.",

        EEL = "You're looking a little eel. Ha!",
        EEL_COOKED = "I'll eat anything once.",
        UNAGI = "Fancy eats.",
        EYETURRET = "That's a fine piece of work.",
        EYETURRET_ITEM = "Lemme assemble it.",
        MINOTAURHORN = "That's one doozy of a horn!",
        MINOTAURCHEST = "Maybe there's loot inside.",
        THULECITE_PIECES = "Just needs a spitshine.",
        POND_ALGAE = "Ha! Gross.",
        GREENSTAFF = "It's a hard work destroyer.",
        POTTEDFERN = "That's my kind of decor. Simple.",
        SUCCULENT_POTTED = "It's in a pot now.",
        SUCCULENT_PLANT = "That plant doesn't give up easy.",
        SUCCULENT_PICKED = "It's been picked.",
        GIFT = "My presence is a gift. Ha.",
        GIFTWRAP = "I could wrap stuff up real nice.",
        SENTRYWARD = "Someone's got their eye on me.",
        TOWNPORTAL =
        {
            GENERIC = "It runs on magic instead of electricity.",
            ACTIVE = "Rarin' to go.",
        },
        TOWNPORTALTALISMAN = 
        {
            GENERIC = "It's uh, a rock. Mhm.",
            ACTIVE = "Let's get a move on.",
        },
        WETPAPER = "Is something written on it?",
        WETPOUCH = "Hefty.",
        MOONROCK_PIECES = "That's... strange.",
        MOONBASE =
        {
            GENERIC = "I don't think it's done yet.",
            BROKEN = "In need of a good fixin'!",
            STAFFED = "Job well done! Now what?",
            WRONGSTAFF = "Hm. This wasn't assembled right.",
            MOONSTAFF = "Moonlight's good for the complexion, hey?",
        },
        MOONDIAL =
        {
            GENERIC = "Must be broke. I can still see the moon.",
            NIGHT_NEW = "Brand spanking new moon.",
            NIGHT_WAX = "It's waxing.",
            NIGHT_FULL = "Full as can be.",
            NIGHT_WANE = "It's waning.",
            CAVE = "It was impractical to build this here.",
        },
        THULECITE = "I love getting new materials.",
        ARMORRUINS = "Such craftsmanship!",
        ARMORSKELETON = "More than a bit unsettling.",
        RUINS_BAT = "This Thulecite stuff is incredible!",
        RUINSHAT = "Transforms the wearer into the \"King of Snoot\".",
        NIGHTMARE_TIMEPIECE =
        {
            CALM = "Nothing out of place here.",    --calm phase
            WARN = "I feel uneasy for some reason.",    --Before nightmare
            WAXING = "The air prickles with intensity.", --Nightmare Phase first 33%
            STEADY = "This horrible feeling has reached its peak.", --Nightmare 33% - 66%
            WANING = "My head's finally starting to clear.", --Nightmare 66% +
            DAWN = "I'm feeling much better.", --After nightmare
            NOMAGIC = "Things seem pretty normal.", --Place with no nightmare cycle.
        },
        BISHOP_NIGHTMARE = "Did the get you, too?",
        ROOK_NIGHTMARE = "Get a load of this spalder.",
        KNIGHT_NIGHTMARE = "You're in rough shape, huh?",
        MINOTAUR = "You've been down here too long.",
        SPIDER_DROPPER = "That's a nasty looking spider!",
        NIGHTMARELIGHT = "I regret poking my nose so far down here.",
        NIGHTSTICK = "Electricity at my fingertips.",
        GREENGEM = "Now that's a proper gem.",
        RELIC = "Handmade goods are outdated. Mass production is the future.",
        MULTITOOL_AXE_PICKAXE = "That's really not my forte.",
        ORANGESTAFF = "For people who fear good, honest work.",
        YELLOWAMULET = "Useful little tool.",
        GREENAMULET = "We could be good friends, you and I.",
        SLURPERPELT = "That's WAY too fuzzy.",    

        SLURPER = "It's just a mouth!",
        SLURPER_PELT = "That's WAY too fuzzy.",
        ARMORSLURPER = "So tight I barely remember my hunger!",
        ORANGEAMULET = "For those with a lackluster work ethic.",
        YELLOWSTAFF = "I'm not fully grasping this whole \"magic\" thing.",
        YELLOWGEM = "I like gems best before they're cut.",
        ORANGEGEM = "I don't like it.",
        OPALSTAFF = "Did it get chillier out here?",
        OPALPRECIOUSGEM = "This gem feels sad.",
        TELEBASE = 
        {
            VALID = "Fully operational.",
            GEMS = "Still gotta tinker with it a bit.",
        },
        GEMSOCKET = 
        {
            VALID = "Ready for a test run!",
            GEMS = "Still gotta tinker with it a bit.",
        },
        STAFFLIGHT = "No time for star gazin'.",
        STAFFCOLDLIGHT = "That's real pretty.",

        ANCIENT_ALTAR = "Some incredible things could be built here.",

        ANCIENT_ALTAR_BROKEN = "Needs a good fixing.",

        ANCIENT_STATUE = "I'd never wanna meet one in person.",

        LICHEN = "Not to my lichen. Ha!",
        CUTLICHEN = "Not to my lichen. Ha!",
        CAVE_BANANA = "Everything since I got here has been bananas.",
        CAVE_BANANA_COOKED = "Caramelized banana is great.",
        CAVE_BANANA_TREE = "That's, uh, a banana tree.",
        ROCKY = "Easy there, slugger!",
        
        COMPASS =
        {
            GENERIC= "I'm pretty good with directions.",
            N = "North.",
            S = "South.",
            E = "East.",
            W = "West.",
            NE = "Northeast.",
            SE = "Southeast.",
            NW = "Northwest.",
            SW = "Southwest.",
        },

        HOUNDSTOOTH= "I hope no one comes back for it.",
        ARMORSNURTLESHELL= "Go ahead, give'it a punch.",
        BAT= "Stay out of my mines!",
        BATBAT = "Clever.",
        BATWING="Surprisingly meaty.",
        BATWING_COOKED= "Meat's meat.",
        BATCAVE = "I'm gonna leave that right alone.",
        BEDROLL_FURRY= "Better to hit the fur than the hay.",
        BUNNYMAN= "You really oughta get some sun.",
        FLOWER_CAVE= "Woah! It doesn't even need electricity!",
        FLOWER_CAVE_DOUBLE= "Woah! It doesn't even need electricity!",
        FLOWER_CAVE_TRIPLE= "Woah! It doesn't even need electricity!",
        GUANO= "What? We all do it.",
        LANTERN= "Who would want a non-electric lamp?",
        LIGHTBULB= "Not at all like the lightbulbs I'm used to.",
        MANRABBIT_TAIL= "This piece fell off. Shoddy craftsmanship.",
        MUSHROOMHAT = "Really?",
        MUSHROOM_LIGHT2 =
        {
            ON = "It lights up, even without filament.",
            OFF = "Is there an \"on\" switch?",
            BURNT = "Roasted.",
        },
        MUSHROOM_LIGHT =
        {
            ON = "How's it work without any wiring?",
            OFF = "Where's the plug?",
            BURNT = "Roasted.",
        },
        SHROOM_SKIN = "An unusual and not very welcome texture.",
        TOADSTOOL_CAP =
        {
            EMPTY = "Hole lotta nothing.",
            INGROUND = "Something's in there.",
            GENERIC = "I got this.",
        },
        TOADSTOOL = 
        {
            GENERIC = "I don't got this!",
            RAGE = "He's tougher than he looks... but so am I!",
        },
        MUSHROOMBOMB = "Fire in the hole!",
        MUSHTREE_TALL =
        {
            GENERIC = "It's huge!",
            BLOOM = "Whew. That's an odor.",
        },
        MUSHTREE_MEDIUM = 
        {
            GENERIC = "That's a big mushroom!",
            BLOOM = "Stink.",
        },
        MUSHTREE_SMALL = 
        {
            GENERIC = "I guess they grow better down here?",
            BLOOM = "Not a fan of the smell.",
        },
        MUSHTREE_TALL_WEBBED = "There's spiders in the crawlspace.",
        SPORE_TALL = "I've breathed in worse stuff underground.",
        SPORE_MEDIUM = "I've breathed in worse stuff underground.",
        SPORE_SMALL = "I've breathed in worse stuff underground.",
        SPORE_TALL_INV = "Never hurts to have a lil extra light.",
        SPORE_MEDIUM_INV = "Never hurts to have a lil extra light.",
        SPORE_SMALL_INV = "Never hurts to have a lil extra light.",
        RABBITHOUSE=
        {
            GENERIC = "How'd they build these with no thumbs?",
            BURNT = "Welp.",
        },
        SLURTLE="That just don't seem right.",
        SLURTLE_SHELLPIECES="Broke, but I could salvage something useful.",
        SLURTLEHAT= "Gotta protect my noggin! That's where I keep my ideas.",
        SLURTLEHOLE= "There's something gross in there.",
        SLURTLESLIME= "I hock those up after a long day at the factory.",
        SNURTLE= "Get along, little snurtle.",
        SPIDER_HIDER= "You know I can see you, right?",
        SPIDER_SPITTER= "Pfft, I can spit further than that!",
        SPIDERHOLE= "A rock filled with spiders. Great.",
        SPIDERHOLE_ROCK = "A rock filled with spiders. Great.",
        STALAGMITE= "Yep, yep. It's a rock.",
        STALAGMITE_FULL= "Ah! It's a rock.",
        STALAGMITE_LOW= "It's a rock! Yep, yep.",
        STALAGMITE_MED= "Yep! A rock.",
        STALAGMITE_TALL= "Ah! It's a rock.",
        STALAGMITE_TALL_FULL= "A rock! Yep.",
        STALAGMITE_TALL_LOW= "It's a rock! Yep, yep.",
        STALAGMITE_TALL_MED= "Yep! A rock.",
        TREASURECHEST_TRAP = "Hmm... I'm not sure about that.",
        
        TURF_CARPETFLOOR = "That's a chunk of ground.",
        TURF_CHECKERFLOOR = "That's a chunk of ground.",
        TURF_DIRT = "That's a chunk of ground.",
        TURF_FOREST = "That's a chunk of ground.",
        TURF_GRASS = "That's a chunk of grassy ground.",
        TURF_MARSH = "That's a chunk of squishy ground.",
        TURF_ROAD = "That's a nice chunk of road.",
        TURF_ROCKY = "That's a chunk of rocky ground.",
        TURF_SAVANNA = "That's a chunk of ground.",
        TURF_WOODFLOOR = "That's a chunk of ground.",

        TURF_CAVE="That's a chunk of coal mine.",
        TURF_FUNGUS="That's a chunk of weird ground.",
        TURF_SINKHOLE="That's a chunk of ground.",
        TURF_UNDERROCK="That's a chunk of ground.",
        TURF_MUD="That's a chunk of muddy ground.",

        TURF_DECIDUOUS = "That's a chunk of ground.",
        TURF_SANDY = "That's a chunk of sandy ground.",
        TURF_BADLANDS = "That's a chunk of ground.",
        TURF_DESERTDIRT = "That's a chunk of ground.",
        TURF_FUNGUS_GREEN = "That's a chunk of weird ground.",
        TURF_FUNGUS_RED = "That's a chunk of weird ground.",
        TURF_DRAGONFLY = "That's a chunk of fancy ground.",

        POWCAKE = "Gotta eat what you can around here.",
        CAVE_ENTRANCE = "Time to roll up my sleeves and work!",
        CAVE_ENTRANCE_RUINS = "Is it wise to go deeper?",
       
           CAVE_ENTRANCE_OPEN = 
        {
            GENERIC = "Nah, I don't want the black lung.",
            OPEN = "Another day at the salt mines.",
            FULL = "Seems they're at capacity down there.",
        },
        CAVE_EXIT = 
        {
            GENERIC = "I don't need any fresh air.",
            OPEN = "Is it quitting time already?",
            FULL = "Nah, it's packed up there.",
        },

        MAXWELLPHONOGRAPH = "I prefer the blues.",
        BOOMERANG = "It's great at comebacks. Ha!",
        PIGGUARD = "You don't look so tough.",
        ABIGAIL = "How are you, boo?",
        ADVENTURE_PORTAL = "I'm not jumping willy-nilly through strange portals!",
        AMULET = "Jewelry ain't really my thing.",
        ANIMAL_TRACK = "Something tasty passed through here.",
        ARMORGRASS = "Not at all useful.",
        ARMORMARBLE = "Protects your inner workings.",
        ARMORWOOD = "Punch me! It does nothing! Ha!",
        ARMOR_SANITY = "Soothingly unsettling.",
        ASH =
        {
            GENERIC = "Sooty.",
            REMAINS_GLOMMERFLOWER = "Burnt bits of big ol' buzzer.",
            REMAINS_EYE_BONE = "Burnt up eye stick.",
            REMAINS_THINGIE = "That was a... Y'know! A thing.",
        },
        AXE = "I was never the \"woodsy\" type.",
        BABYBEEFALO = 
        {
            GENERIC = "You're not too young to work.",
            SLEEPING = "You're too young to be lazy.",
        },
        BUNDLE = "That oughta keep everything nice and fresh.",
        BUNDLEWRAP = "We could wrap stuff up for later.",
        BACKPACK = "I don't mind playing pack mule.",
        BACONEGGS = "A hearty breakfast for a full day's work.",
        BANDAGE = "Takes care of workplace injuries.",
        BASALT = "Is that an untapped mine?",
        BEARDHAIR = "Wish people'd clean up after themselves.",
        BEARGER = "Bring it on, ya big lug!",
        BEARGERVEST = "One seriously cozy vest.",
        ICEPACK = "Keeps drinks cool until breaktime.",
        BEARGER_FUR = "Real soothing to run your fingers through.",
        BEDROLL_STRAW = "Gonna hit the hay. Literally.",
        BEEQUEEN = "It's the queen of bees!",
        BEEQUEENHIVE = 
        {
            GENERIC = "Sticky. I'd rather not walk on it.",
            GROWING = "It's getting way bigger.",
        },
        BEEQUEENHIVEGROWN = "Yeesh! I'd take a hammer to that.",
        BEEGUARD = "Monarchy is an outdated ruling system!",
        HIVEHAT = "Snoot city.",
        MINISIGN =
        {
            GENERIC = "Cutesy little drawing.",
            UNDRAWN = "What good's a blank sign?",
        },
        MINISIGN_ITEM = "I hate handmade stuff.",
        BEE =
        {
            GENERIC = "She's an incredible engineer.",
            HELD = "Engineers gotta look out for one another.",
        },
        BEEBOX =
        {
            READY = "Excellent work, bees!",
            FULLHONEY = "Excellent work, bees!",
            GENERIC = "Reminds me of the assembly line.",
            NOHONEY = "Where's that stellar work ethic, bees?!",
            SOMEHONEY = "You've been working hard.",
            BURNT = "Factory fire!",
        },
        MUSHROOM_FARM =
        {
            STUFFED = "Look at all that fungus.",
            LOTS = "Looks like a pretty good yield.",
            SOME = "We've got our first mushrooms!",
            EMPTY = "Nothing yet.",
            ROTTEN = "Not much use with a dead log.",
            BURNT = "All burned up.",
            SNOWCOVERED = "It's real cold out.",
        },
        BEEFALO =
        {
            FOLLOWER = "Looks like I made a friend.",
            GENERIC = "Heh. Big lug.",
            NAKED = "Now that's a vulgar sight.",
            SLEEPING = "Lazy.",
            --Domesticated states:
            DOMESTICATED = "We're friends now.",
            ORNERY = "Rein in that attitude before I rein in you!",
            RIDER = "Wow! You're in top form!",
            PUDGY = "You're getting soft!",
        },
        BEEFALOHAT = "Seem secretive.",
        BEEFALOWOOL = "Smelly, but warm.",
        BEEHAT = "Respecting bees means respecting stingers.",
        BEESWAX = "It smells kinda alright.",
        BEEHIVE = "Hard at work.",
        BEEMINE = "Sounds like the hum of an engine.",
        BEEMINE_MAXWELL = "Someone could hurt themselves on that, Max.",
        BERRIES = "A handful of loose berries.",
        BERRIES_COOKED = "A bit charred in places, but I don't mind.",
        BERRIES_JUICY = "They're so juicy!",
        BERRIES_JUICY_COOKED = "They're still pretty juicy.",
        BERRYBUSH =
        {
            BARREN = "Needs something from a beefalo's backside.",
            WITHERED = "It's obviously never worked in a boiler room.",
            GENERIC = "Can I eat those?",
            PICKED = "Picked it right clean.",
            DISEASED = "Maybe you oughta take a sick day...",
            DISEASING = "Is it supposed to smell like that?",
            BURNING = "Not much I can do now.",
        },
        BERRYBUSH_JUICY =
        {
            BARREN = "Totally pooped. Or unpooped?",
            WITHERED = "Pssh. This heat's nothing.",
            GENERIC = "Looks tasty. Hope they're not poison.",
            PICKED = "Picked it right clean.",
            DISEASED = "Maybe you oughta take a sick day...",
            DISEASING = "Is it supposed to smell like that?",
            BURNING = "Not much I can do now.",
        },
        BIGFOOT = "At least it doesn't have steel-toed workboots!",
        BIRDCAGE =
        {
            GENERIC = "That's some proper metalwork.",
            OCCUPIED = "She was just a patsy.",
            SLEEPING = "Why are you tired? Your life is so cushy.",
            HUNGRY = "Is it my turn to feed the bird?",
            STARVING = "This poor bird's a bag of bones.",
            DEAD = "Err, was it my turn to feed her?",
            SKELETON = "Let's uh... just sweep that under the rug.",
        },
        BIRDTRAP = "Birds of a feather get trapped together.",
        CAVE_BANANA_BURNT = "Big ol' burnt banana tree.",
        BIRD_EGG = "Breakfast.",
        BIRD_EGG_COOKED = "I always get bits of shell in there by accident.",
        BISHOP = "How industrial.",
        BLOWDART_FIRE = "Simple, but effective.",
        BLOWDART_SLEEP = "Inflicts the very worst thing... laziness.",
        BLOWDART_PIPE = "Ptoo!",
        BLOWDART_YELLOW = "I'm gonna shoot this at the bot's butt.",
        BLUEAMULET = "Now I don't have to take breaks to cool off.",
        BLUEGEM = "It's a gem. A gem that's blue.",
        BLUEPRINT = 
        { 
            COMMON = "Blueprint paper just smells right.",
            RARE = "Progress on paper!",
        },
        SKETCH = "What a nice drawing.",
        --BELL_BLUEPRINT = "Progress on paper!",
        BLUEPRINT = "Blueprint paper just smells right.",
        BELL_BLUEPRINT = "Ahh, interesting!",
        BLUE_CAP = "Yep. Blue mushroom.",
        BLUE_CAP_COOKED = "Uh, I don't THINK it's poison.",
        BLUE_MUSHROOM =
        {
            GENERIC = "It's some sorta blue mushroom.",
            INGROUND = "Lazy mushroom.",
            PICKED = "Got'er done.",
        },
        BOARDS = "Oh, the possibilities.",
        BONESHARD = "Whew. These got crunched real good.",
        BONESTEW = "Hearty.",
        BUGNET = "Just like vacations at the cabin.",
        BUSHHAT = "Just, y'know. Strap a bush on your head.",
        BUTTER = "This makes everything better.",
        BUTTERFLY =
        {
            GENERIC = "It has no work or responsibilities. Poor thing.",
            HELD = "How you doin' in there?",
        },
        BUTTERFLYMUFFIN = "Never liked having butterflies in my stomach.",
        BUTTERFLYWINGS = "There's no flight in their future.",
        BUZZARD = "It lives off the hard work of others.",

        SHADOWDIGGER = "Too lazy to do your own chores, Max?",

        CACTUS = 
        {
            GENERIC = "Prickly.",
            PICKED = "Guess we know who won that one.",
        },
        CACTUS_MEAT_COOKED = "That seems a lot safer.",
        CACTUS_MEAT = "Is eating that covered by my benefits?",
        CACTUS_FLOWER = "Much less prickly.",

        COLDFIRE =
        {
            EMBERS = "On its last legs.",
            GENERIC = "It's... cold somehow?",
            HIGH = "Roaring like the twenties.",
            LOW = "Gonna go out soon.",
            NORMAL = "Seems good for now.",
            OUT = "That's that.",
        },
        CAMPFIRE =
        {
            EMBERS = "On its last legs.",
            GENERIC = "It'll last me the night, hopefully.",
            HIGH = "Roaring like the twenties.",
            LOW = "Gonna go out soon.",
            NORMAL = "About as cozy as it gets out here.",
            OUT = "My sister was afraid of the dark.",
        },
        CANE = "Well it's no tin lizzie.",
        CATCOON = "She'll keep the rats outta the factory.",
        CATCOONDEN = 
        {
            GENERIC = "We all gotta sleep.",
            EMPTY = "As abandoned as an old warehouse.",
        },
        CATCOONHAT = "A very rural look.",
        COONTAIL = "Grab life by the tail.",
        CARROT = "Hard to get ahold of fresh veggies.",
        CARROT_COOKED = "Easier on the gums. Not that that matters.",
        CARROT_PLANTED = "Perfectly pluckable.",
        CARROT_SEEDS = "Some carrot seeds.",
        CARTOGRAPHYDESK = 
        {    
            GENERIC = "Good place to kick your feet up, if nothin' else.",
            BURNING = "Oh. Well then.",
            BURNT = "It's okay. We'll build another.",
        },
        WATERMELON_SEEDS = "Some watermelon seeds.",
        CAVE_FERN = "Take a look at this tiny cave fern!",
        CHARCOAL = "It gets everywhere.",
        CHESSPIECE_PAWN = 
        {
            GENERIC = "Nice hat.",
        },
        CHESSPIECE_ROOK = 
        {
            GENERIC = "Looks heavy.",
            STRUGGLE = "That ain't supposed to move.",
        },
        CHESSPIECE_KNIGHT = 
        {
            GENERIC = "Why the long face?",
            STRUGGLE = "That ain't supposed to move.",
        },
        CHESSPIECE_BISHOP = 
        {
            GENERIC = "I'm not big on headgames.",
            STRUGGLE = "That ain't supposed to move.",
        },
        CHESSPIECE_MUSE = 
        {
            GENERIC = "Not sure I like that one.",
            --STRUGGLE = "...H-hello?",
        },
        CHESSPIECE_FORMAL = 
        {
            GENERIC = "It's busted. Ha!",
        },
        CHESSPIECE_HORNUCOPIA = 
        {
            GENERIC = "Ugh, don't remind me of food.",
        },
        CHESSPIECE_PIPE = 
        {
            GENERIC = "It's got bubbles coming out the top.",
        },
        CHESSJUNK1 = "A heap of spare parts.",
        CHESSJUNK2 = "A heap of spare parts.",
        CHESSJUNK3 = "A heap of spare parts.",
        CHESTER = "Who's the cutest lil toolbox?",
        CHESTER_EYEBONE =
        {
            GENERIC = "It's a bone with an eyeball on it.",
            WAITING = "Something upset it.",
        },
        COOKEDMANDRAKE = "Dead as several doornails.",
        COOKEDMEAT = "Cooked meat, ready to eat.",
        COOKEDMONSTERMEAT = "It's still purple in the middle.",
        COOKEDSMALLMEAT = "Well, a morsel's a morsel.",
        COOKPOT =
        {
            COOKING_LONG = "Still got a bit of a wait.",
            COOKING_SHORT = "Almost!",
            DONE = "Soup's on!",
            EMPTY = "I make a mean Hoover Stew.",
            BURNT = "You guys like charcoal flavor, right?",
        },
        CORN = "I talked its ear off. Ha!",
        CORN_COOKED = "Tell me if I get'em stuck in my teeth.",
        CORN_SEEDS = "Some corn seeds.",
        CANARY =
        {
            GENERIC = "That brings back memories.",
            HELD = "You wanna come mine some coal with me?",
        },
        CANARY_POISONED = "Everybody out of the mine!!",

        CRITTERLAB = "Come on out, don't be shy.",
        CRITTER_GLOMLING = "You're pretty cute for a giant bug, hey?",
        CRITTER_DRAGONLING = "You're pretty swell, for a tiny monstrosity.",
        CRITTER_LAMB = "You're just a fluffball on legs!",
        CRITTER_PUPPY = "Pups love you no matter who you are.",
        CRITTER_KITTEN = "I'm going to spoil you rotten.",
        CRITTER_PERDLING = "Hey there, feathers.",

        CROW =
        {
            GENERIC = "Looks a bit flighty. Ha!",
            HELD = "Hauling you around is murder on the feet! Ha!",
        },
        CUTGRASS = "A fire waiting to happen.",
        CUTREEDS = "Doesn't hold a candle to steel pipe.",
        CUTSTONE = "Prepped and ready for assembly.",
        DEADLYFEAST = "Food poisoning and a half.",
        DEER =
        {
            GENERIC = "A bouncy fluffster.",
            ANTLER = "Looks like she has a new addition.",
        },
        DEER_ANTLER = "What am I supposed to do with this?",
        DEER_GEMMED = "Looks dangerous!",
        DEERCLOPS = "Don't even think about it, building-killer!",
        DEERCLOPS_EYEBALL = "You lookin' at me? Are YOU lookin' at ME?",
        EYEBRELLAHAT =    "Nice and dry underneath.",
        DEPLETED_GRASS =
        {
            GENERIC = "It's closed for business.",
        },
        GOGGLESHAT = "Hmph. Just for show.",
        DESERTHAT = "Helps you see, see?",
        DEVTOOL = "What an incredible tool!",
        DEVTOOL_NODEV = "I hate half-built things.",
        DIRTPILE = "Time to get my hands dirty.",
        DIVININGROD =
        {
            COLD = "S'not picking anything up.",
            GENERIC = "That's a Voxola! What's it doing here?",
            HOT = "I'm sitting right on top of... something.",
            WARM = "It's getting something.",
            WARMER = "Gonna hit paydirt any second now.",
        },
        DIVININGRODBASE =
        {
            GENERIC = "That's an incredible piece of machinery!",
            READY = "I guess it wants the Voxola? Strange...",
            UNLOCKED = "Is... this how the bossman disappeared?",
        },
        DIVININGRODSTART = "I'm probably one of the few left that knows how to use these.",
        DRAGONFLY = "Get a load of the flying welding torch!",
        ARMORDRAGONFLY = "Bit flashy, hey?",
        DRAGON_SCALES = "Showy.",
        DRAGONFLYCHEST = "For the snootiest of snoots.",
        DRAGONFLYFURNACE = 
        {
            HAMMERED = "We oughta fix that.",
            GENERIC = "Pretty fancy for a heater.", --no gems
            NORMAL = "Could use a bit more kick.", --one gem
            HIGH = "That's a proper furnace.", --two gems
        },
        
        HUTCH = "You wanna be my toolbox, lil guy?",
        HUTCH_FISHBOWL =
        {
            GENERIC = "Who left you out here all alone, hey?",
            WAITING = "Yeesh. Fishfry.",
        },
        LAVASPIT = 
        {
            HOT = "Woah! Hot potato!",
            COOL = "Just a rock, now.",
        },
        LAVA_POND = "Lava!",
        LAVAE = "I'm gonna squish that!",
        LAVAE_COCOON = "We could probably wake it back up.",
        LAVAE_PET = 
        {
            STARVING = "This guy needs some meat on his bones.",
            HUNGRY = "Let's fatten you up.",
            CONTENT = "You're a happy little fellow.",
            GENERIC = "Seems friendly enough.",
        },
        LAVAE_EGG = 
        {
            GENERIC = "Maybe we shouldn't hatch this.",
        },
        LAVAE_EGG_CRACKED =
        {
            COLD = "Looks chilly.",
            COMFY = "It's feeling right as rain.",
        },
        LAVAE_TOOTH = "Aw. That's a baby tooth.",

        DRAGONFRUIT = "Snooty fruit.",
        DRAGONFRUIT_COOKED = "Cooked the snoot right out of it.",
        DRAGONFRUIT_SEEDS = "Some dragonfruit seeds.",
        DRAGONPIE = "Where's the beef?",
        DRUMSTICK = "Can't say a raw drumstick sounds too appealing.",
        DRUMSTICK_COOKED = "Can't be beat.",
        DUG_BERRYBUSH = "I love getting my hands in the dirt.",
        DUG_BERRYBUSH_JUICY = "I'll replant that if no one else wants to.",
        DUG_GRASS = "Looks like some gardening's in order.",
        DUG_MARSH_BUSH = "Well it's not gonna replant itself.",
        DUG_SAPLING = "Needs replanting.",
        DURIAN = "Powerful stench! I respect that.",
        DURIAN_COOKED = "Whew! That'll put some hair on your hair.",
        DURIAN_SEEDS = "Some durian seeds.",
        EARMUFFSHAT = "I hate cold weather.",
        EGGPLANT = "Look how weird it is! Ha!",
        EGGPLANT_COOKED = "Did that make it better? I don't know.",
        EGGPLANT_SEEDS = "Some eggplant seeds.",
        
        ENDTABLE = 
        {
            BURNT = "That's a shame.",
            GENERIC = "Pretty sure this one won't move.",
            EMPTY = "Sturdily built.",
            WILTED = "That bouquet's seen better days.",
            FRESHLIGHT = "I miss lamps.",
            OLDLIGHT = "That's not gonna last much longer.",
        },
        DECIDUOUSTREE = 
        {
            BURNING = "That's an impressive blaze.",
            BURNT = "Completely charred.",
            CHOPPED = "Done and done.",
            POISON = "Why does a tree need a mouth?!",
            GENERIC = "Another tree.",
        },
        ACORN = "Everything you need to build a tree.",
        ACORN_SAPLING = "This tree's still under construction.",
        ACORN_COOKED = "Looks edible. One way to find out!",
        BIRCHNUTDRAKE = "Shoo! Get outta here!",
        EVERGREEN =
        {
            BURNING = "That's an impressive blaze.",
            BURNT = "Completely charred.",
            CHOPPED = "As long as the job's done.",
            GENERIC = "Just a tree.",
        },
        EVERGREEN_SPARSE =
        {
            BURNING = "Impressive blaze.",
            BURNT = "Completely charred.",
            CHOPPED = "Glad that's over with.",
            GENERIC = "Yep. Definitely a tree.",
        },
        TWIGGYTREE = 
        {
            BURNING = "That's an impressive blaze.",
            BURNT = "Completely charred.",
            CHOPPED = "Won't have to do that again for awhile.",
            GENERIC = "That's one skinny tree.",            
            DISEASED = "Doesn't look great.",
        },
        TWIGGY_NUT_SAPLING = "Not even worth chopping.",
        TWIGGY_OLD = "Hey Max! This tree looks like you!",
        TWIGGY_NUT = "Belongs in the ground.",
        EYEPLANT = "Y'know? I'm not even gonna ask.",
        INSPECTSELF = "Who's that good-looking gal!",
        FARMPLOT =
        {
            GENERIC = "You reap whatcha sow.",
            GROWING = "Our hard work is paying off.",
            NEEDSFERTILIZER = "It needs a bit of a kick.",
            BURNT = "I hate seeing good work go up in flames.",
        },
        FEATHERHAT = "Well la-dee-da.",
        FEATHER_CANARY = "That's not a good sign.",
        FEATHER_CROW = "Not a whole lotta use for that.",
        FEATHER_ROBIN = "Kinda useless. Looks nice, anyway.",
        FEATHER_ROBIN_WINTER = "If only I had a cap to put it in.",
        FEATHERPENCIL = "I've got ugly handwriting.",
        FEM_PUPPET = "She doesn't look none too happy.",
        FIREFLIES =
        {
            GENERIC = "Natural light, huh? Might be useful.",
            HELD = "I could think of a couple uses for these babies.",
        },
        FIREHOUND = "Get outta here, bucko!",
        FIREPIT =
        {
            EMBERS = "On its last legs.",
            GENERIC = "It's the pits out here.",
            HIGH = "Properly roaring.",
            LOW = "It's gonna go out soon.",
            NORMAL = "About as cozy as it gets out here.",
            OUT = "My sister was afraid of the dark.",
        },
        COLDFIREPIT =
        {
            EMBERS = "On its last legs.",
            GENERIC = "It makes cold fire? I don't totally get it.",
            HIGH = "Properly roaring.",
            LOW = "It's gonna go out soon.",
            NORMAL = "Doin' okay.",
            OUT = "Out, for now.",
        },
        FIRESTAFF = "That's a work hazard.",
        FIRESUPPRESSOR = 
        {    
            ON = "Witness the efficiency of the future!",
            OFF = "We should mass produce these things.",
            LOWFUEL = "Needs a top up.",
        },

        FISH = "Rather eat for a day than not at all.",
        FISHINGROD = "Not a bad way to unwind.",
        FISHSTICKS = "I've never seen a fish this shape before.",
        FISHTACOS = "That's some good eating.",
        FISH_COOKED = "I hate picking bones out of my teeth.",
        FLINT = "So archaic...",
        FLOWER = 
        {
            GENERIC = "A bit cutesy.",
            ROSE = "Not sure how to feel about that...",
        },
        FLOWER_WITHERED = "That's how I feel after a long shift.",
        FLOWERHAT = "For getting dolled up.",
        FLOWER_EVIL = "I'd rather steer clear of that.",
        FOLIAGE = "Just a bunch of leaves.",
        FOOTBALLHAT = "Gotta protect the assets.",
        FOSSIL_PIECE = "No bones about it, that's a fossil. Ha!",
        FOSSIL_STALKER =
        {
            GENERIC = "Some more assembly required.",
            FUNNY = "That was not assembled correctly.",
            COMPLETE = "What is this a skeleton of?!",
        },
        STALKER = "That thing's terrifying!",
        STALKER_ATRIUM = "We couldn't just leave well enough alone.",
        STALKER_MINION = "Bone rejects.",
        THURIBLE = "Smells like gasoline.",
        ATRIUM_OVERGROWTH = "No way I could read that.",
        FROG =
        {
            DEAD = "It croaked.",
            GENERIC = "Yep! That's a frog.",
            SLEEPING = "Shouldn't you be hopping or something?",
        },
        FROGGLEBUNWICH = "It's really not as bad as it looks.",
        FROGLEGS = "Not glamorous, but I'll eat it.",
        FROGLEGS_COOKED = "Them's good eats.",
        FRUITMEDLEY = "Gotta get those vitamins, I guess.",
        FURTUFT = "Wouldn't mind lining my workboots with this stuff.", 
        GEARS = "The engineer's canvas.",
        GHOST = "I don't want nothing to do with that.",
        GOLDENAXE = "A shiny way to cut stuff down.",
        GOLDENPICKAXE = "A shiny way to smash up rocks.",
        GOLDENPITCHFORK = "I mean why not, right?",
        GOLDENSHOVEL = "A little too snazzy for my taste.",
        GOLDNUGGET = "Gold! What a prospect.",
        GRASS =
        {
            BARREN = "Needs a little boost.",
            WITHERED = "It couldn't stand the heat.",
            BURNING = "Grass fire!",
            GENERIC = "That's some tall grass.",
            PICKED = "It's on break.",
            DISEASED = "You should see a doctor.",
            DISEASING = "Not lookin' too lush.",
        },
        GRASSGEKKO = 
        {
            GENERIC = "Is that lizard made of grass?",    
            DISEASED = "I didn't know lizards could wilt.",
        },
        GREEN_CAP = "Yep. Green mushroom.",
        GREEN_CAP_COOKED = "Doesn't look TOO deadly.",
        GREEN_MUSHROOM =
        {
            GENERIC = "It's some sorta green mushroom.",
            INGROUND = "Lazy mushroom.",
            PICKED = "It's a mushroom hole.",
        },
        GUNPOWDER = "For when you need a big KABOOM!",
        HAMBAT = "Good fer a smackin'.",
        HAMMER = "And I know how to use it!",
        HEALINGSALVE = "Soothes minor cuts and scrapes.",
        HEATROCK =
        {
            FROZEN = "Brr! Like a chunk of ice.",
            COLD = "It's a little chilly.",
            GENERIC = "This rock is more useful than the rest.",
            WARM = "Tepid.",
            HOT = "Almost TOO hot.",
        },
        HOME = "They say you can't go home again.",
        HOMESIGN =
        {
            GENERIC = "I'll take this as a sign.",
            UNWRITTEN = "Just waiting for some scribbles.",
            BURNT = "Burnt to cinders.",
        },
        ARROWSIGN_POST =
        {
            GENERIC = "I'll take this as a sign.",
            UNWRITTEN = "Just waiting for some scribbles.",
            BURNT = "Burnt to cinders.",
        },
        ARROWSIGN_PANEL =
        {
            GENERIC = "I'll take this as a sign.",
            UNWRITTEN = "Just waiting for some scribbles.",
            BURNT = "Burnt to cinders.",
        },
        HONEY = "The sweet results of honest work.",
        HONEYCOMB = "Let's build a bee house.",
        HONEYHAM = "Think I could fit that whole thing in my mouth?",
        HONEYNUGGETS = "Not bad!",
        HORN = "Watch out for the business end!",
        HOUND = "Anyone got some rolled up newspaper?",
        HOUNDBONE = "It's covered in tooth marks.",
        HOUNDMOUND = "That's one house I wouldn't mind tearing down.",
        ICEBOX = "Not even factory standard.",
        ICEHAT = "There must be a more practical solution.",
        ICEHOUND = "Keep those fangs to yourself.",
        INSANITYROCK =
        {
            ACTIVE = "I can't begin to imagine how it works.",
            INACTIVE = "What on earth is that thing?",
        },
        JAMMYPRESERVES = "The sweet taste of good planning.",
        KABOBS = "Now that's my kind of cooking.",
        KILLERBEE =
        {
            GENERIC = "Stay back, bug!",
            HELD = "You can just calm right down.",
        },
        KNIGHT = "Incredible! Let me look at those gears!",
        KOALEFANT_SUMMER = "Hey! You look tasty!",
        KOALEFANT_WINTER = "Hey! You look tasty!",
        KRAMPUS = "Some sort of... festive devil?",
        KRAMPUS_SACK = "I could carry a whole warehouse in that thing!",
        LEIF = "The trees have eyes!!",
        LEIF_SPARSE = "Back off, you lumbering lumber!",
        LIGHTER  = "Neat little gizmo there.",
        LIGHTNING_ROD =
        {
            CHARGED = "All charged up and raring to go.",
            GENERIC = "That's one way to get electricity.",
        },
        LIGHTNINGGOAT = 
        {
            GENERIC = "You and I are gonna get along.",
            CHARGED = "Electrifying! Ha!",
        },
        LIGHTNINGGOATHORN = "It's even more interesting up close.",
        GOATMILK = "I'm a growing gal, you know!",
        LITTLE_WALRUS = "Nice kilt.",
        LIVINGLOG = "Stop looking at me like that.",
        LOG =
        {
            BURNING = "I coulda built something with that.",
            GENERIC = "It's a hunk of wood.",
        },
        LUCY = "You're alright for an axe.",
        LUREPLANT = "That don't look right at all.",
        LUREPLANTBULB = "That is not a comforting texture!",
        MALE_PUPPET = "He doesn't look none too happy.",

        MANDRAKE_ACTIVE = "This is exactly what having a little sister's like.",
        MANDRAKE_PLANTED = "That's a weird shrub.",
        MANDRAKE = "Dead as a doornail.",

        MANDRAKESOUP = "It's vegetable soup, now.",
        MANDRAKE_COOKED = "Dead as several doornails.",
        MAPSCROLL = "There's nothin' on it.",
        MARBLE = "This marble's real fancy.",
        MARBLEBEAN = "That couldn't possibly work.",
        MARBLEBEAN_SAPLING = "Uh, it's growing? Maybe?",
        MARBLESHRUB = "That came in pretty nicely.",
        MARBLEPILLAR = "Fancy.",
        MARBLETREE = "How does that work?",
        MARSH_BUSH =
        {
            BURNING = "It's on fire.",
            GENERIC = "Gnarly little bush.",
            PICKED = "Gotta wait a bit.",
        },
        BURNT_MARSH_BUSH = "Right to a crisp.",
        MARSH_PLANT = "A tiny little plant.",
        MARSH_TREE =
        {
            BURNING = "Gone up in flames.",
            BURNT = "Looks brittle.",
            CHOPPED = "That's one down.",
            GENERIC = "Mhm. It's a tree.",
        },
        MAXWELL = "Well you're a tall piece of work.",
        MAXWELLHEAD = "You don't intimidate me, big guy.",
        MAXWELLLIGHT = "How does that even work?",
        MAXWELLLOCK = "Neat contraption. Can I take a look at it?",
        MAXWELLTHRONE = "Who'd wanna to sit on THAT?",
        MEAT = "Someone's eatin' good tonight!",
        MEATBALLS = "Don't mind if I do.",
        MEATRACK =
        {
            DONE = "Ready for eatin'.",
            DRYING = "It's well on its way.",
            DRYINGINRAIN = "Not gonna make much progress like that.",
            GENERIC = "A rack for drying meat.",
            BURNT = "Well, it's dry.",
        },
        MEAT_DRIED = "It'll last awhile like this.",
        MERM = "You sure are ugly!",
        MERMHEAD = 
        {
            GENERIC = "I'd better hammer that eyesore down.",
            BURNT = "Hooboy, that's a powerful stench.",
        },
        MERMHOUSE = 
        {
            GENERIC = "I could disassemble that.",
            BURNT = "A waste of building materials.",
        },
        MINERHAT = "I put that behind me.",
        MONKEY = "No monkeying around on the job.",
        MONKEYBARREL = "Ha! Smells like me after a full shift!",
        MONSTERLASAGNA = "Not sure meat's supposed to be that color.",
        FLOWERSALAD = "I guess a bunch of petals count as food.",
        ICECREAM = "Y'gotta eat it before it melts.",
        WATERMELONICLE = "A good treat for work breaks.",
        TRAILMIX = "All the energy you need for a long day of work.",
        HOTCHILI = "I'm tough enough to handle a little spice.",
        GUACAMOLE = "This green mush ain't bad!",
        MONSTERMEAT = "Hooboy! Is that even meat?",
        MONSTERMEAT_DRIED = "Drying didn't help none.",
        Goose = "Oh, mama!",
        MOOSE_NESTING_GROUND = "That's where the mum keeps her babies.",
        MOOSEEGG = "Animals don't build things well.",
        MOSSLING = "Don'tcha just wanna noogie it?",
        FEATHERFAN = "Too fancy.",
        MINIFAN = "Swirly.",
        GOOSE_FEATHER = "I could think of one or two uses for that, tops.",
        STAFF_TORNADO = "All bluster, no bite.",
        MOSQUITO =
        {
            GENERIC = "Once you've dealt with bedbugs, mosquitoes aren't so bad.",
            HELD = "Stop wriggling, it's gross.",
        },
        MOSQUITOSACK = "Ha. That's real gross.",
        MOUND =
        {
            DUG = "Just a hole now.",
            GENERIC = "Anything good in there, ya think?",
        },
        NIGHTLIGHT = "Creepy to the core.",
        NIGHTMAREFUEL = "I don't trust that stuff.",
        NIGHTSWORD = "Not too keen on touching that.",
        NITRE = "I got some plans in mind for that.",
        ONEMANBAND = "Not sure I'm musically inclined.",
        OASISLAKE = 
        {
            GENERIC = "Never seen such a clear lake before.",
            EMPTY = "There used to be water there.",
        },
        PANDORASCHEST = "Best not open that.",
        PANFLUTE = "Let's see if I can't play a little ditty.",
        PAPYRUS = "I don't have much use for that, personally.",
        WAXPAPER = "So very waxy.",
        PENGUIN = "I don't mix well with the upper class.",
        PERD = "Not a lot going on upstairs in that one.",
        PEROGIES = "You work up a mighty appetite at the factory.",
        PETALS = "Don't see a whole lotta use for these.",
        PETALS_EVIL = "They seem mean-spirited.",
        PHLEGM = "Please. I hock bigger loogies in my sleep.",
        PICKAXE = "I don't do that anymore.",
        PIGGYBACK = "Makes everything smell like pig.",
        PIGHEAD = 
        {    
            GENERIC = "I should hammer down that eyesore.",
            BURNT = "What a waste of materials.",
        },
        PIGHOUSE =
        {
            FULL = "Fuller than a downtown tenement house.",
            GENERIC = "No way that's up to code.",
            LIGHTSOUT = "Hey! I just want some light!",
            BURNT = "That's a shame.",
        },
        PIGKING = "Those hooves've never seen a day of work.",
        PIGMAN =
        {
            DEAD = "That threw a wrench into his plans.",
            FOLLOWER = "Chummy fellow!",
            GENERIC = "Hey there, ya lug!",
            GUARD = "Don't want no trouble.",
            WEREPIG = "I have no idea what's going on!",
        },
        PIGSKIN = "The backside of an oinker.",
        PIGTORCH = "Kitschy.",
        PINECONE = "That's a pine cone.",
        PINECONE_SAPLING = "It can handle itself from here.",
        LUMPY_SAPLING = "I don't know how it got here, but good on it.",
        PITCHFORK = "It's so... rural.",
        PLANTMEAT = "This is beyond confusing.",
        PLANTMEAT_COOKED = "It cooked up pretty good.",
        PLANT_NORMAL =
        {
            GENERIC = "It's a plant.",
            GROWING = "It's hard at work.",
            READY = "Good to go.",
            WITHERED = "It's a bit hot out.",
        },
        POMEGRANATE = "Eat that and you're stuck here forever!",
        POMEGRANATE_COOKED = "It does look pretty tempting.",
        POMEGRANATE_SEEDS = "Some pomegranate seeds.",
        POND = "I can't see the bottom.",
        POOP = "Nothing to be ashamed of.",
        FERTILIZER = "Plants can't get enough.",
        PUMPKIN = "Hey there, pumpkin.",
        PUMPKINCOOKIE = "Gotta indulge sometimes, hey?",
        PUMPKIN_COOKED = "Not bad! Kind of sweet.",
        PUMPKIN_LANTERN = "It's childish, in a comforting way.",
        PUMPKIN_SEEDS = "Some pumpkin seeds.",
        PURPLEAMULET = "It's, uh, a purple necklace.",
        PURPLEGEM = "A little snooty gem.",
        RABBIT =
        {
            GENERIC = "Running after it would be pointless.",
            HELD = "It's skittish.",
        },
        RABBITHOLE = 
        {
            GENERIC = "Lots of excavation work around here.",
            SPRING = "The mine wasn't too structurally sound.",
        },
        RAINOMETER = 
        {    
            GENERIC = "Now that's a mighty fine gadget.",
            BURNT = "Such a tragedy.",
        },
        RAINCOAT = "Very practical.",
        RAINHAT = "Dry as a daisy. That's the phrase, right?",
        RATATOUILLE = "Lots of fresh veggies.",
        RAZOR = "Never hurts to have more tools.",
        REDGEM = "Glitter doesn't really appeal to me.",
        RED_CAP = "Let Wilson try it first.",
        RED_CAP_COOKED = "Not too interested in trying that.",
        RED_MUSHROOM =
        {
            GENERIC = "It's some sorta red mushroom.",
            INGROUND = "Lazy mushroom.",
            PICKED = "Picked clean. Gotta wait.",
        },
        REEDS =
        {
            BURNING = "Uh...",
            GENERIC = "Looks like they're hollow inside.",
            PICKED = "It's on break.",
        },
        RELIC = 
        {
            GENERIC = "Completely outdated. Mass production is the future.",
            BROKEN = "Broken and waiting for a handyperson to come along.",
        },
        RUINS_RUBBLE = "In dire need of repairs. Good thing I'm here.",
        RUBBLE = "The foundation's crumbling.",
        RESEARCHLAB = 
        {    
            GENERIC = "Rickety, but I can use it to build things.",
            BURNT = "Can I build the next one?",
        },
        RESEARCHLAB2 = 
        {
            GENERIC = "I guess proximity activates the whirlygigs?",
            BURNT = "Now we get to make another!",
        },
        RESEARCHLAB3 = 
        {
            GENERIC = "Not sure how it works, but I'm gonna find out.",
            BURNT = "Let's make another.",
        },
        RESEARCHLAB4 = 
        {
            GENERIC = "Why do we even have that lever?!",
            BURNT = "The next one we make'll be better.",
        },
        RESURRECTIONSTATUE = 
        {
            GENERIC = "Looks just like that egghead! Ha!",
            BURNT = "That ain't coming back to life.",
        },        
        RESURRECTIONSTONE = "Does anyone actually stay dead around here?",
        ROBIN =
        {
            GENERIC = "She ain't bothering no one.",
            HELD = "She feels real fragile in my hands.",
        },
        ROBIN_WINTER =
        {
            GENERIC = "She ain't bothering no one.",
            HELD = "You're just feather and bone.",
        },
        ROBOT_PUPPET = "They don't look none too happy.",
        ROCK_LIGHT =
        {
            GENERIC = "Some sorta crusty rock.",
            OUT = "That ain't burning no one.",
            LOW = "It's losing heat.",
            NORMAL = "A real scorcher!",
        },
        CAVEIN_BOULDER =
        {
            GENERIC = "Looks movable.",
            RAISED = "I'm just not tall enough.",
        },
        ROCK = "Mhm, yep. That's a rock.",
        PETRIFIED_TREE = "Solid stone.",
        ROCK_PETRIFIED_TREE = "Solid stone.",
        ROCK_PETRIFIED_TREE_OLD = "Solid stone.",
        ROCK_ICE = 
        {
            GENERIC = "A weirdly isolated glacier.",
            MELTED = "Yep. That's a puddle.",
        },
        ROCK_ICE_MELTED = "Yep. That's a puddle.",
        ICE = "Chilly.",
        ROCKS = "A bunch of rocks.",
        ROOK = "A complete misuse of the beauty of engineering.",
        ROPE = "An essential building material.",
        ROTTENEGG = "Get a whiff of that. No wait, don't!",
        ROYAL_JELLY = "A big bee boogie.",
        JELLYBEAN = "I would eat them all in one sitting.",
        SADDLE_BASIC = "How'd I get saddled with this? Ha!",
        SADDLE_RACE = "Still not as fast as a tin lizzie...",
        SADDLE_WAR = "Alright, who wants to fight?",
        SADDLEHORN = "Takes a saddle off real quick.",
        SALTLICK = "Keeps livestock nice and docile.",
        BRUSH = "Repetitive tasks are soothing.",
        SANITYROCK =
        {
            ACTIVE = "I can't begin to imagine how it works.",
            INACTIVE = "What on earth is that thing?",
        },
        SAPLING =
        {
            BURNING = "Lit up brighter than a New York powergrid.",
            WITHERED = "The heat did a number on this one.",
            GENERIC = "Might be useful. Maybe.",
            PICKED = "All the useful bits are gone.",
            DISEASED = "That thing does not look good.",
            DISEASING = "You're smelling a little funky.",
        },
        SCARECROW = 
           {
            GENERIC = "Doesn't look too scary.",
            BURNING = "That lit up real fast!",
            BURNT = "That happens when you build stuff with straw.",
           },
           SCULPTINGTABLE=
           {
            EMPTY = "Not bad for a handmade table.",
            BLOCK = "Ready for sculpting.",
            SCULPTURE = "Looks great!",
            BURNT = "Let's build another.",
           },
        SCULPTURE_KNIGHTHEAD = "I just can't abide disrepair.",
        SCULPTURE_KNIGHTBODY = 
        {
            COVERED = "I'd rather having building materials than art.",
            UNCOVERED = "Creepy. Let's fix it.",
            FINISHED = "A job well done.",
            READY = "Something else needs to happen.",
        },
        SCULPTURE_BISHOPHEAD = "Someone's in need of a fixing.",
        SCULPTURE_BISHOPBODY = 
        {
            COVERED = "I could take it or leave it.",
            UNCOVERED = "Needs a proper a repair job.",
            FINISHED = "Doesn't that give you a good, satisfied feeling?",
            READY = "Something else needs to happen.",
        },
        SCULPTURE_ROOKNOSE = "Let's fix that up.",
        SCULPTURE_ROOKBODY = 
        {
            COVERED = "Looks like free marble to me.",
            UNCOVERED = "I could probably fix that up a bit.",
            FINISHED = "There we go, all back in one piece.",
            READY = "Something else needs to happen.",
        },
        GARGOYLE_HOUND = "Something scare ya? You look petrified!",
        GARGOYLE_WEREPIG = "At least it's not trying to kill us now.",
        SEEDS = "Some seeds. Not sure what kind.",
        SEEDS_COOKED = "Anyone wanna see how far I can spit the shells?",
        SEWING_KIT = "I don't need thimbles. My hands are pure callus!",
        SEWING_TAPE = "That's my trusty mending tape.",
        SHOVEL = "Time to get digging.",
        SILK = "Unprocessed silk, fresh from the spider!",
        SKELETON = "A workplace safety reminder.",
        SCORCHED_SKELETON = "Yikes. Not a good way to go.",
        SKULLCHEST = "Is that supposed to be intimidating?",
        SMALLBIRD =
        {
            GENERIC = "Ha! You're so tiny!",
            HUNGRY = "You feelin' a bit peckish? Ha!",
            SLEEPING = "Sleep well, fluffnugget.",
            STARVING = "Yeesh, you really ain't lookin' so good.",
        },
        SMALLMEAT = "Looks like grub to me.",
        SMALLMEAT_DRIED = "Meat to go.",
        SPAT = "Looks like the old foreman. Ha!",
        SPEAR = "So crude.",
        SPEAR_WATHGRITHR = "This would never pass inspection.",
        WATHGRITHRHAT = "How practical.",
        SPIDER =
        {
            DEAD = "No sleeping on the job!",
            GENERIC = "I don't like you.",
            SLEEPING = "Get back to work!",
        },
        SPIDERDEN = "I'd rather not mess with that.",
        SPIDEREGGSACK = "It seems like it'd be unwise to plant this.",
        SPIDERGLAND = "Ha! How indecent.",
        SPIDERHAT = "This is disgusting.",
        SPIDERQUEEN = "Better stay out of her way.",
        SPIDER_WARRIOR =
        {
            DEAD = "It's just trying to get out of work.",
            GENERIC = "You'll look better on the underside of my workboot.",
            SLEEPING = "Lazy spider.",
        },
        SPOILED_FOOD = "Wouldn't touch that with a ten foot pole.",
        STAGEHAND =
        {
            AWAKE = "Shoo!",
            HIDING = "Why's that table giving me the creeps?",
        },
        STATUE_MARBLE = 
        {
            GENERIC = "A bit snooty.",
            TYPE2 = "We thought she'd disappeared.",
            TYPE1 = "This is too strange.",
        },
        STATUEHARP = "I don't know. Some fancy thing.",
        STATUEMAXWELL = "So THIS is \"Maxy\".",
        --...
        STEELWOOL = "At least there's some steel around here.",
        STINGER = "I don't see the point. Wait, there it is.",
        STRAWHAT = "Keeps the sun outta your eyes.",
        STUFFEDEGGPLANT = "It's practically bursting.",
        SWEATERVEST = "Dweeby.",
        REFLECTIVEVEST = "Workplace safety is a top priority.",
        HAWAIIANSHIRT = "That's a pretty loud shirt.",
        TAFFY = "Proper treats stick to your teeth.",
        TALLBIRD = "Look at the legs on that one!",
        TALLBIRDEGG = "You wanna be an omelet, don'tcha?",
        TALLBIRDEGG_COOKED = "Dinner!",
        TALLBIRDEGG_CRACKED =
        {
            COLD = "This egg's gonna freeze over.",
            GENERIC = "This one just might hatch.",
            HOT = "It's sweatin'.",
            LONG = "You've got your work cut out for ya, lil guy.",
            SHORT = "I can see the beak!",
        },
        TALLBIRDNEST =
        {
            GENERIC = "That looks mighty tasty.",
            PICKED = "Someone's an empty nester.",
        },
        TEENBIRD =
        {
            GENERIC = "We all go through that awkward stage.",
            HUNGRY = "Are you ever not-hungry?!",
            SLEEPING = "Sleep well, awkward fluffnugget.",
            STARVING = "Stop whining, I'll feed you when I can!",
        },
        TELEPORTATO_BASE =
        {
            ACTIVE = "That did it.",
            GENERIC = "That gadget has my name on it.",
            LOCKED = "Still needs a bit of tinkering.",
            PARTIAL = "Coming along real nice.",
        },
        TELEPORTATO_BOX = "Pulling the lever makes me feel better.",
        TELEPORTATO_CRANK = "Let's get cranky. Ha!",
        TELEPORTATO_POTATO = "Yuck. Handmade.",
        TELEPORTATO_RING = "Nice little metal doodad.",
        TELESTAFF = "So you're telling me this stick is magic?",
        TENT = 
        {
            GENERIC = "Putting the tent together is the best part of camping.",
            BURNT = "Yup. Just like camping.",
        },
        SIESTAHUT = 
        {
            GENERIC = "What sort of bonehead sleeps during the day?!",
            BURNT = "Probably for the best. Back to work!",
        },
        TENTACLE = "Hands off!",
        TENTACLESPIKE = "A real good whackin' stick.",
        TENTACLESPOTS = "Looks a bit spotty to me! Ha!",
        TENTACLE_PILLAR = "Don't even think about touching me.",
        TENTACLE_PILLAR_HOLE = "I've done worse jobs.",
        TENTACLE_PILLAR_ARM = "Hands off, buddy.",
        TENTACLE_GARDEN = "Is there no end to these things?",
        TOPHAT = "How bourgeoisie.",
        TORCH = "There's beauty in a simple design.",
        TRANSISTOR = "A thing of beauty.",
        TRAP = "All the trappings of a good dinner. Ha!",
        TRAP_TEETH = "Gnarly gnashers.",
        TRAP_TEETH_MAXWELL = "That's a safety hazard.",
        TREASURECHEST = 
        {
            GENERIC = "Handmade, so you know it's not up to snuff.",
            BURNT = "Hope there was nothin' good inside.",
        },
        TREASURECHEST_TRAP = "I don't need to be concerned about that.",
        TREECLUMP = "A big clump of tree.",
        
        TRINKET_1 = "I was never much into marbles.",
        TRINKET_2 = "It's got no vibrating film to make the sound.",
        TRINKET_3 = "Everyone's been real good at showin' me the ropes. Ha!",
        TRINKET_4 = "We're not goin' gnome anytime soon. Ha! ...Oh.",
        TRINKET_5 = "Handcrafted. Yuck.",
        TRINKET_6 = "The copper's probably real valuable.",
        TRINKET_7 = "Was this whittled... by hand? Appalling!",
        TRINKET_8 = "No bath tub in sight.",
        TRINKET_9 = "Where's all this junk coming from?",
        TRINKET_10 = "All bite and no bark. Ha!",
        TRINKET_11 = "Maybe this bot'll let me poke around its insides.",
        TRINKET_12 = "Hey Willow! Dare ya ta eat it!",
        TRINKET_13 = "Looks like my old landlord. Ha!",
        TRINKET_14 = "Tea's not really my taste.",
        TRINKET_15 = "A bit highbrow, don'tcha think?",
        TRINKET_16 = "A bit highbrow, don'tcha think?",
        TRINKET_17 = "A waste of good metal.",
        TRINKET_18 = "Handcrafted. Blech.",
        TRINKET_19 = "This is why we need production standards.",
        TRINKET_20 = "I can reach my own back! Watch!",
        TRINKET_21 = "Nice and mechanical.",
        TRINKET_22 = "I got no use for that.",
        TRINKET_23 = "I prefer to break workboots in myself.",
        TRINKET_24 = "The sleek quality of a factory produced product!",
        TRINKET_25 = "Ha! Nasty!",
        TRINKET_26 = "That thing's an affront to manufacturing.",
        TRINKET_27 = "Not a lotta use for that out here.",
        TRINKET_28 = "That's a rook.", --Rook
        TRINKET_29 = "That's a rook.", --Rook
        TRINKET_30 = "That's a knight.", --Knight
        TRINKET_31 = "That's a knight.", --Knight
        TRINKET_32 = "It's not the real thing.", --Cubic Zirconia Ball
        TRINKET_33 = "It's a plastic creepy crawly.", --Spider Ring
        TRINKET_34 = "I wish for more wishes.", --Monkey Paw
        TRINKET_35 = "Someone drank it already.", --Empty Elixir
        TRINKET_36 = "Chomp chomp.", --Faux fangs
        TRINKET_37 = "Doesn't seem worth fixing.", --Broken Stake

        HALLOWEENCANDY_1 = "A nice change from baked apples.", --Candy Apple
        HALLOWEENCANDY_2 = "Is this even food?", --Candy Corn
        HALLOWEENCANDY_3 = "That's no treat.", --Not-So-Candy Corn
        HALLOWEENCANDY_4 = "That gummy has too many legs for my taste.", --Gummy Spider
        HALLOWEENCANDY_5 = "Not made of catcoons, thankfully.", --Catcoon Candy
        HALLOWEENCANDY_6 = "Not sure anyone should eat those.", --\"Raisins\"
        HALLOWEENCANDY_7 = "That's just regular food.", --Raisins
        HALLOWEENCANDY_8 = "How spooky.", --Ghost Pop
        HALLOWEENCANDY_9 = "Real gelatinous.", --Jelly Worm
        HALLOWEENCANDY_10 = "Curious flavor.", --Tentacle Lolli
        HALLOWEENCANDY_11 = "Best eaten by the handful.", --Choco Pigs
        CANDYBAG = "It's a goodybag.",

        DRAGONHEADHAT = "Front and center!",
        DRAGONBODYHAT = "It's the beast's tummy!",
        DRAGONTAILHAT = "That's the business end.",
        PERDSHRINE =
        {
            GENERIC = "I feel luckier already.",
            EMPTY = "We oughta put a bush in there.",
            BURNT = "Smells like burnt gobbler.",
        },
        REDLANTERN = "Nothing luckier around here than a light.",
        LUCKY_GOLDNUGGET = "I could use a bit of prosperity.",
        FIRECRACKERS = "Lucky firecrackers!",
        PERDFAN = "It's a big fan made of tailfeathers.",
        REDPOUCH = "Seems my fortune's changin'.",
        
        BISHOP_CHARGE_HIT = "Yeow!",
        TRUNKVEST_SUMMER = "They weren't kiddin' about the breeze.",
        TRUNKVEST_WINTER = "I wish it had sleeves.",
        TRUNK_COOKED = "Singed the nosehairs right off.",
        TRUNK_SUMMER = "I'll eat it. Don't think I won't.",
        TRUNK_WINTER = "I'll eat it. Don't think I won't.",
        TUMBLEWEED = "Rollin' along the road of life.",
        TURKEYDINNER = "We're eatin' well tonight!",
        TWIGS = "I could snap these like twigs! Ha!",
        UMBRELLA = "It serves its purpose.",
        GRASS_UMBRELLA = "Better than nothing.",
        UNIMPLEMENTED = "What kind of bonehead leaves stuff half-built?!",
        WAFFLES = "Bet I can fit them all in my mouth.",
        WALL_HAY = 
        {    
            GENERIC = "It's just a hay bale, really.",
            BURNT = "Guess we should've seen that coming.",
        },
        WALL_HAY_ITEM = "Assembly time.",
        WALL_STONE = "The building part is over.",
        WALL_STONE_ITEM = "Assembly time.",
        WALL_RUINS = "If I break it, I'll get to build it again.",
        WALL_RUINS_ITEM = "Assembly time.",
        WALL_WOOD = 
        {
            GENERIC = "Built nice and sturdy.",
            BURNT = "Just means we gotta build more.",
        },
        WALL_WOOD_ITEM = "Assembly time.",
        WALL_MOONROCK = "It's already been built. Sigh.",
        WALL_MOONROCK_ITEM = "Assembly time.",
        FENCE = "A clearly handmade fence.",
        FENCE_ITEM = "Just needs to be assembled.",
        FENCE_GATE = "A clearly handmade gate.",
        FENCE_GATE_ITEM = "Just gotta assemble it now.",
        WALRUS = "Maybe you oughta retire.",
        WALRUSHAT = "Oddly comforting.",
        WALRUS_CAMP =
        {
            EMPTY = "Just a mud pit.",
            GENERIC = "I wonder how long that took to build?",
        },
        WALRUS_TUSK = "Get a load of this chomper!",
        WARDROBE = 
        {
            GENERIC = "I could build a million of these.",
            BURNING = "And up it goes.",
            BURNT = "So who wants to build another one?",
        },
        WARG = "Quite the set of chompers on that one.",
        WASPHIVE = "Won't mess with that without good reason.",
        WATERBALLOON = "I can throw a killer curveball.",
        WATERMELON = "Used to slice these up on hot summer days.",
        WATERMELON_COOKED = "That was an odd choice.",
        WATERMELONHAT = "A melon for your melon.",
        WAXWELLJOURNAL = "I don't trust that thing one bit.",
        WETGOOP = "Yuck.",
        WHIP = "The preferred tool of the foreman.",
        WINTERHAT = "Perfect for winters in the tenement house.",
        WINTEROMETER = 
        {
            GENERIC = "Assembling gadgets is so fulfilling.",
            BURNT = "Rest in peace, sweet gizmo.",
        },

        WINTER_TREE =
        {
            BURNT = "No reason we can't make another.",
            BURNING = "Such a shame.",
            CANDECORATE = "Now that's a job well done.",
            YOUNG = "Still a bit on the small side.",
        },
        WINTER_TREESTAND = 
        {
            GENERIC = "Just needs a tree.",
            BURNT = "Burnt.",
        },
        WINTER_ORNAMENT = "Gotta be careful not to break it.",
        WINTER_ORNAMENTLIGHT = "Finally, something with wiring.",
        WINTER_ORNAMENTBOSS = "Fancy lil ornament.",
        
        WINTER_FOOD1 = "Love these things!", --gingerbread cookie
        WINTER_FOOD2 = "No thanks, I'm sweet enough.", --sugar cookie
        WINTER_FOOD3 = "Homemade. What a waste of time!", --candy cane
        WINTER_FOOD4 = "Just terrible.", --fruitcake
        WINTER_FOOD5 = "Chocolatey.", --yule log cake
        WINTER_FOOD6 = "Not my favorite thing.", --plum pudding
        WINTER_FOOD7 = "That's the good stuff.", --apple cider
        WINTER_FOOD8 = "Don't burn your mouth.", --hot cocoa
        WINTER_FOOD9 = "I know what eggs are, but what's a nog?", --eggnog

        KLAUS = "Get out of here ya big creep.",
        KLAUS_SACK = "There's just gotta be something good in there.",
        KLAUSSACKKEY = "This must be the actual key.",
        WORMHOLE =
        {
            GENERIC = "I'm not one to shy away from a dirty job.",
            OPEN = "Here we go!",
        },
        WORMHOLE_LIMITED = "That thing can't take much more.",
        ACCOMPLISHMENT_SHRINE = "A testament to my achievements. Or lack of them.",        
        LIVINGTREE = "Did that tree just move?",
        ICESTAFF = "This doesn't seem safe.",
        REVIVER = "I got heart to spare.",
        SHADOWHEART = "She used to have such a big heart.",
        ATRIUM_RUBBLE = 
        {
            LINE_1 = "There's a picture on it of some strangely shaped people.",
            LINE_2 = "Can't make heads of tails of this picture.",
            LINE_3 = "The people are drown in axle grease.",
            LINE_4 = "Yuck. Something grotesque is happening in this picture.",
            LINE_5 = "A picture of a beautiful, well engineered city.",
        },
        ATRIUM_STATUE = "It's giving me goosebumps.",
        ATRIUM_LIGHT = 
        {
            ON = "Not sure how it works.",
            OFF = "I think it's supposed to turn on.",
        },
        ATRIUM_GATE =
        {
            ON = "I knew it turned on!",
            OFF = "Oughta turn on somehow.",
            CHARGING = "That doesn't look good.",
            DESTABILIZING = "How do I turn it off?!",
            COOLDOWN = "Maybe another time.",
        },
        ATRIUM_KEY = "Some sort of old power source.",
        LIFEINJECTOR = "I've never taken a sick day in my life.",
        SKELETON_PLAYER =
        {
            MALE = "%s got demolished by %s.",
            FEMALE = "%s got demolished by %s.",
            ROBOT = "%s got demolished by %s.",
            DEFAULT = "%s got demolished by %s.",
        },
        HUMANMEAT = "This was a terrible idea.",
        HUMANMEAT_COOKED = "Who thought this was a good idea?",
        HUMANMEAT_DRIED = "Nope.",
        ROCK_MOON = "Seems like just another rock to me.",
        MOONROCKNUGGET = "Woah! What an odd texture.",
        MOONROCKCRATER = "A rock with a hole in it.",

        REDMOONEYE = "You get sawdust in your eye?",
        PURPLEMOONEYE = "That's amore.",
        GREENMOONEYE = "You coulda been a useful necklace.",
        ORANGEMOONEYE = "You lookin' at me?",
        YELLOWMOONEYE = "Quit staring.",
        BLUEMOONEYE = "It saw me standing alone.",
    },
    DESCRIBE_GENERIC = "Incredible! I have no idea what that is.",
    DESCRIBE_TOODARK = "Low visibility causes workplace accidents!",
    DESCRIBE_SMOLDERING = "That's gonna start a fire!",
    EAT_FOOD =
    {
        TALLBIRDEGG_CRACKED = "That crunch was upsetting.",
    },
}

As well as the dialogue strings for examining her unique item.

Spoiler

Winona

SEWING_TAPE = "That's my trusty mending tape.",

Wilson

SEWING_TAPE = "For making some much needed repairs.",

Wendy

SEWING_TAPE = "It doesn't mend the hole... merely masks it.",

Willow

SEWING_TAPE = "For when you get bored of wrecking stuff.",

Woodie

SEWING_TAPE = "Makes me feel right at home.",

WX

SEWING_KIT = "IT JOINS COMPONENTS OF FIBRE TOGETHER",

Maxwell

SEWING_TAPE = "Alas, the wilderness is tough on a tailor made suit.",

Webber

SEWING_TAPE = "It's sticky, like a web.",

Wickerbottom

SEWING_TAPE = "A high grade adhesive, good for repairs.",

Wolfgang

SEWING_TAPE = "Is sticky and good for mending!",

Wigfrid

SEWING_TAPE = "That my armor might be repaired!",

 

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