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64-bit and DST in Windows: Discussion and Ideas

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Preface:
For starters? What is this post about? Well, it's a more technically focused discussion about the viability of a 64-bit structure to DST and why that it would potentially be a good idea for Klei to implement in the Windows version of the game. As well in the process I'll attempt to address some potential issues and concerns to the best of my ability, however I am not an expert on this issue nor do I claim to be one. If you see anything that is factually incorrect in this post please leave a comment to correct me. It will not be intentional, as I've tried my best to do research and discussion with more technically minded friends and several very "important" people who've explained why 64 bit on Windows would be a good but challenging thing.

Why would 64-bit be a good thing for the Windows version of DST?

  • It's important to understand the fundamental difference between a 32-bit structure (the one DST is currently using) and that of a 64-bit structure (the proposed improvement). 32-bit programs are limited to a maximum processing power of 4 gigabytes, which while more than enough to merely run the game, presents a significant limitation if one wishes to apply a large quantity of mods or host long-term servers* (which slow down relatively soon after launch). Having DST in a 64-bit structure would, in effect, remove this cap. This means servers would run better even in the long-term, and users could apply significantly more mods with a far less risk of the game lagging or running into issues. 
    • It is important to note that CPUs in this situation do matter, however I've found that the difference is marginal between a decent rig with 16 gigabytes of ram using a relatively nice CPU versus a laptop with a much worse CPU and only 8 gbs of ram (when one should obviously be much better).
      *
      I am aware that using dedicated servers helps "double" the ram usage as the dedicated server is being run off of a separate exe, but even that starts lagging rather quick and is fairly limited in mod capabilities
  • It would also increase what mod creators are capable of doing with their work. Especially in mods which plan on utilizing more than two shards eventually, such as Island Adventures. No longer being limited to a maximum processing power of 4 gigabytes would allow more creative freedom.
    • In a similar vein I have also heard a 64-bit version would fix the rather constrictive workshop upload limitations. This however I have not confirmed and should be taken with a grain of salt (If someone knows the answer please comment below).
  • To my understanding, 64-bit would allow for all the assets in-game to be essentially turned high definition. Because of the way assets are currently loaded to save space they're compressed into a small size before usage leading to that blurry distortion on multiple items. This however is also unconfirmed but I've heard it from several of the people I've talked to in discussions while researching for this post.

What are some of the issues?

  • I think it's important to address by far the largest issue in the room, which is the cost of such an update. To my understanding, and from personal discussions with several key folks it is to my knowledge upgrading DST to 64-bit would be an expensive process, and in order to justify the effort required, Klei would need to receive some form of compensation (which is completely understandable).
    • One solution which was offered to me was the potential of releasing an "HD" edition of DST on Steam, specifically structured in 64-bit. While this is a rather on-the-nose upfront cost I believe a majority of the active community would be fine with this decision, as long as the Steam Inventory is shared and some compatibility with 32-bit players and servers is maintained.
    • Granted, it has recently been brought up that Klei is making a 64 bit version of DST, however it is solely for a version of Mac unfortunately. This does bring up questions of whether or not funding for such an improvement would be as necessary as previously assumed however. This would, however, based on the most recent information available to me be a confirmed issue.
  • .Another potential issue would be cross-compatibility. Now on this subject I'd personally like to hear more, because I've heard that having two versions of the game, where the only difference is the structure, would both wildly split the community and also not be an issue at all. And since I'm not technically knowledgeable on this subject, I don't know which is true, if either. So if someone with more knowledge on that would like to inform me and the forums on that specific issue it'd be much appreciated. What I can say is that splitting the community, specifically in a game like this, would be an understandably bad idea, and should be avoided at all costs.
     

So what's the takeaway?

In my opinion, upgrading the current 32-bit Windows version of DST to 64-bit would be an excellent idea to improve user experience greatly. While there are a few concerns I think overall the benefits here would outweigh the costs assuming the only real issue that comes to fruition is the necessity of marketing an "HD" version of DST to the playerbase, something I think the vast majority of players would have no issue with assuming a shared Steam Inventory and compatibility with the 32-bit players.

Apologies if this post would be more appropriate in suggestions/feedback however the purpose is more to see people's thoughts and potentially start discussion on the subject, which I think would be better suited for that goal in general discussion.
Again if there are any edits I need to make to this post please comment below informing me, and feel free to discuss why this is a good/bad idea!


Poison Birchnut Trees are easy to fight

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Unpopular opinion go go go!

Prologue:

A lot of people are upset that Woodie's rework will include a higher chance to get leifs and poison birchnuts. That got me wondering if tree guards really are that bad. Leifs (evergreen guards) can easily be outrun, and by the time they catch up, Woodie will be done with that side of the forest and can go back to where the leif came from and chop the rest of the trees there. But Poison Birchnuts?

Playtest:

I had never fought a Poison Birchnut in DST before, so I spawned one in just a few minutes ago to see what it's like. I gave myself Wood Armour, an Axe, and a Tentacle Spike.

Turns out tentacle spikes one-shot the drake minions, so most of the fight was just 1) whack drake with tentacle spike 2) dodge thorny root 3) chop a few times 4) repeat. The only hits I took was early on, when the birchnut released a drake wave. But with the ability to one-shot them as they jump at me, it was only marginally more difficult than fighting a group of spiders.

Thus, I decided to try a less prepared fight: Wood Armour, Axe, Spear;

Slow as they may be, drakes have a ridiculous attack range, dodging them is basically impossible. Luckily, they deal very little damage, so I could just face-tank them, so long as I dodged the much more dangerous thorny roots. I still got hit by those on occasion, but emerged victorious nevertheless, with half of the log suit used up, but less than 50 health points lost.

Additional Insights:

The health loss is not so bad. Trail Mix can be cooked using two of the birchnuts dropped by the drakes, and two berries, (one birchnut can be swapped with a twig as filler, which are also dropped by drakes), granting me a total of 150 healing via food in my second playtest. In fact, I now entertain the possibility of keeping a Poison Birchnut Tree around for mass-producing birchnuts during all seasons.

Poison Birchnut Trees can only spawn from medium-sized birchnut trees, within 8 ground tiles of the chopped tree, and only if those have leaves. This could be helpful for avoiding the Poison Birchnuts altogether.

Conclusion:

A Poison Birchnut Tree is not particularly difficult to fight, and can be dodged easily unless it gets provoked to release the drake wave. Further, I speculate a second player would make the fight a cakewalk. However, when just trying to gather some logs, it is more annoying than a Leif because it is stationary, and it is less helpful than Leifs because it is instantly destroyed by most giants.

 

Please let me know what you think!

If It Were Up To You, Would Woodie Gain Sanity From Planting Pinecones?

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With what we know now, what would you say? I’ve seen arguments for both sides, and given some of the crazy polls I’ve seen on this site, this seems par for the course.

So, Warly will be re-"salted" for the next update ?

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Hello, lads ! I was surprised that the last day Klei announced the Woodie refresh coming WITH the next beta of RoT. That's lovely and the title is clearly revealing that the content is ocean related once again.

Y'all should be aware already of the coming boss, but there is more to that and that's cool cause the seas was lacking of population right now, a new tool has been introduced during Turn Of Tides : the Fishing Net, to catch Antchovies, that spawned during a period and had been removed of the worldgen recently, so I guess this is about to come back.

But I wasn't writing this cause of that.

When Warly appeared to DST, he introduced Spices to the game, there was 3 of them, from Honey, Pepper and Garlic, and I do to believe that the most curious here did to notice this little thingy in the spice.lua file :

return MakeSpice("spice_garlic"),
    MakeSpice("spice_sugar"),
    MakeSpice("spice_chili")
--spice_salt

(The full file)

Spoiler

 


local assets =
{
    Asset("ANIM", "anim/spices.zip"),
}

local function MakeSpice(name)
    local function fn()
        local inst = CreateEntity()

        inst.entity:AddTransform()
        inst.entity:AddAnimState()
        inst.entity:AddNetwork()

        MakeInventoryPhysics(inst)

        inst.AnimState:SetBank("spices")
        inst.AnimState:SetBuild("spices")
        inst.AnimState:PlayAnimation("idle")
        inst.AnimState:OverrideSymbol("swap_spice", "spices", name)

        inst:AddTag("spice")

        MakeInventoryFloatable(inst, "med", nil, (name == "spice_garlic" and 0.85) or 0.7)

        inst.entity:SetPristine()

        if not TheWorld.ismastersim then
            return inst
        end

        inst:AddComponent("stackable")
        inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM

        inst:AddComponent("inspectable")
        inst:AddComponent("inventoryitem")

        MakeHauntableLaunch(inst)

        return inst
    end

    return Prefab(name, fn, assets)
end

return MakeSpice("spice_garlic"),
    MakeSpice("spice_sugar"),
    MakeSpice("spice_chili")
--spice_salt

 

As you can see, there is a statement on the end mentioning a last unimplemented spice : "spice_salt"

So there's nothing more to tell that : "OK ! This is a Warly update !", but what is the Salt about to do exactly ? Buffing players like other spices ? Or increasing food perish time ? Is it because it's in THIS file that IT IS Warly exclusive ? Or could any survivor use it as well ? If so, salt is something common, huh ? I wonder if it could have uses aside the spice, or if only a Warly player will have the ability to refine it. :wilson_curious:

How do you feel about it ?

Introducing, Klei Rewards

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We are introducing a system that will allow players to collect "points" on their accounts by doing various things like subscribing to our Youtube or following us on Twitter and then use those points to get items. Currently we will be using this to distribute our out of cycle Twitch items rather than selling them as we had previously suggested. This allows players to get what they missed before or just get them without going through Twitch.

The first version of this can be found on our accounts page here: https://accounts.klei.com/account/rewards

In the future we will update the rewards program with new ways to earn more points and pick up cool rewards they may have missed, or even possibly entirely new stuff. Let us know what you think!

 

Know Your Anenemy

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So, have you guys found any interesting uses for the Anenemy? Sure, you can use it as you would use a tooth trap or a bramble husk, but, at least for me, it's not worth the annoyance of having to run around it or having to kite it to get the loot.

Here's some info about the Anenemy:
- Deals 60 damage with a cooldown of 1 minute. (That's 480 per day each)
- You can realocate them with a shovel after triggering it.
- Cannot hit flying mobs such as bats (unless they are sleeping) or the dragonfly.
- Has AOE damage (cannot hit walls, which is great).
- Takes a while to deal damage after being triggered, making some mobs (such as hounds) able to get past without taking damage depending on the angle.
Does damage even when unloaded, as long as there's a mob standing over it.

With that info I was able to come up with two uses for it:
A lazy way to gather goat milk

20190907181536_1.thumb.jpg.200c52d651ed6dee001d68f22a5ab97c.jpg
As you can see on the picture, there's two enclosed spots. One of the enclosed areas has the goats and the other is connected to a corridor that has eleven anenemies (enough to leave the goat low enough to die to a morning star hit). To use this you have to separate one goat from the herd, aggro it using something like an ice staff to bait it through the corridor and then give it a last hit using a morning star.

aaand... Another way to cheese the ancient guardian! (as if we didn't had enough of those)

20190907223231_1.thumb.jpg.b02681b29c897d8215687c3387169bb4.jpg
If you place an anenemy under the guardian, after leaving the area it will kill the guardian in twenty-one days (obviously less if you manage to squish another one there), which is one day more than the time that it takes to recharge the atrium portal (I think it's pretty great considering you don't have to take any risks, such as losing the horn to the void). To do this you have to make it charge against you, then bait it far away enough to make it come back, record the spot in where it will stand after losing aggro on you, make it leave the spot where you want to put the anenemy and put it there, and then, finally, bait it again the same way you did to make it go back to where you put the anenemy. Sounds kinda complicated but after doing it the first time you'll see it's not (I can make a video on it if someone got confused or something).

I also tried:
Placing one anenemy in each of the spots the mobs of the ruins would respawn after resetting the ruins, but they force dig it after respawning (kinda sad but fair).
Using it to get rid of bats using a pig skin as bait, but the flying hitbox remains the same even during the "going down to eat" animation (which is a bit lame).


I guess that's all I had to share. What do you guys like to use the anenemy for?

Showcase for tidy bases [3]

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Since the previous threads got archived, and there haven't been any threads like these for a time, I decided to make a new one because I feel that in the coming days and the new updates we may see more innovative and nice base designs (like seabases for example) and I also feel that the previous threads have lots of good base/megabase/world designs we can all appreciate. Original idea of course goes to the wonderful @disies.

My bases aren't so tidy as of now, but here's the general idea:

20190508215040_1.jpg.ab7f50fa17c311e80d9c346e3f54153a.jpg

Just a central oasis settlement surrounded by farms. Pretty simple. I'll post more recent photos when i have the time :)

Do feel free to share your base designs too :D

 

Wortox is unbalanced


sanity changes?

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So with how the Tides have Turned, we now have a new sanity mechanic, its limited to the moon biome, but its new. Does this mean we may get some changes to base sanity mechanics in the future? Lowering sanity tends to be a very common downside to items, enemies, mechanics, and characters, yet all you get is a few extra enemies that drop a rare resource. It's mostly a benefit to those who can fight it off. im hoping with the Return of Them update(s) that we get some changes to insanity so its a real threat, yano, make it so it's an actual problem? With a flint axe, good kiting, and enough patients, you can deal with it with little issue right now, so maybe something more is advisable.

I want something more than just stronger shadow monsters, maybe something like attacking random things, or more severe vision impairment, maybe even straight debuffs like slower speed, weaker attack, lower defence, stuff like that. Maybe more enemies are affected by the insanity like bunnies are, so they get stronger. Things like spiders would get much stronger but don't change their loot poo, so you only get the downsides.

Could also just have more interesting shadow monsters, like a ranged one, or one that charges, maybe one that can lock you in place, or ones that have a longer ranged melee attack. Maybe even more inanity things like the hand that snuff out your fire. Like, what if there was a skittering hand that followed you and knocked what you were holding in your hand away, and if you are holding a torch or lantern it turns off when you're hit.

Maybe if you hit 0 sanity it summons a bigger nightmare monster that is like a miniboss, with attacks that are hard to kite easy or has other powers like some of the fuel weavers attacks, but weaker.

Really all I want is losing sanity to be an actual downside, rather than being somewhat helpful if you know what you are doing. They can have it still be helpful to farm nightmare fuel, just make it harder. When hunger is low, you raise it to stave off death, when your health is low, you raise it to stave off death, yet all raising sanity does for you is despawning two enemies and cut you off from a valuable magical resource, sure they monsters might kill you, maybe. But it's not as guaranteed as health and hunger is. if there were more, and more mechanically varied shadow monsters, it would make insanity much more deadly than it is now, which would indirectly nerf anything that lowers sanity, since it brings you closer to most probable doom. these things would include, but is not limited to: wetness, wicker's books, wormwood's plant empathy, wortox's soul chomping, food, magic items in general, and evil flowers.

Maxwell Rework - The simple way

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Make shadow shoveler shovel and pick things that you shovel and pick.

That's it.

Are you shoveling grass? The shoveler will also start shoveling around for grass.

Hell, you can even animation shovel cancel and he will do the work in true King fashion.

Do you want to pick your grass farm. Pick one grass, and your 3 shovelers will start picking grass. Not uprooting, just picking.

After picking is done, he will come to you and give you the loot.

If the shadow dies, he drops the loot, if they misbehave or want to unionize. Whips are most efficient because you don't have to walk as much.

Want twigs and you have many pinecones? Plant them and let your shovelers uproot them into twigs.

The shadow shoveler can hold 4 item types, a stack each. If full, he comes to you.

Your shadow miner can mine, and your shoveler can pick the rocks after you pick one, because they are untrained work force and need instructing.

Want to pick seeds. Pick only one, and the picker gets the idea.

IF you have no room on you, the shovel picker will drop on ground

Afk farm at dusk near spiders with a picker and two duelists while you go pee.

want shoveler to pick the wood and cones too? You got it.

Be the king you were meant to be.

DST Skins Checklist (Updated: 08/15/2019)

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The DST Skins Checklist has been designed to help you more easily keep track of your DST skins collection.  This can be done by manually checking off items or by directly syncing the checklist with your inventory on Steam.  

The layout is fairly rustic, but it lets you view, filter, and search the skins you own, have duplicates of, or are missing in the game.  All save data is stored locally on your computer (in your browser's Local Storage).

The checklist is a single HTML file (images are all embedded) and can be used online or from your desktop:

For best compatibility, open the file using Google Chrome or Mozilla Firefox; some features may not function properly in other browsers.

Updates:
08/15/19: Version 1.9.10 - New skin (from DST 08/15/19 Patch) added
07/25/19: Version 1.9.9 - New skins (from DST 07/25/19 Patch) added
07/17/19: Version 1.9.8 - New skins (from DST 07/17/19 Patch) added
06/27/19: Version 1.9.7 - New skins (from DST 06/26/19 Patch) added
06/17/19: Version 1.9.6 - Updated descriptions of non-marketable event skins
06/06/19: Version 1.9.5 - New skins (from DST 06/06/19 Patch) added
05/08/19: Version 1.9.4 - Updated names for 3 skins (as changed in DST 05/08/19 Patch) 
05/07/19: Version 1.9.3 - New skins (from DST 05/07/19 Patch) added
03/28/19: Version 1.9.2 - New skins (from DST 03/28/19 Patch) added and updated rarity order to match game
03/07/19: Version 1.9.1 - New skins and rarities (from DST 03/07/19 Patch) added 
02/28/19: Version 1.9.0 - Column sorting, multi-filters, tooltips, and skin type column added
01/24/19: Version 1.8.29 - New skins (from DST 01/24/19 Patch) added
01/09/19: Version 1.8.28 - Updated the Winter's Feast 2018 Event end date (as extended in DST 01/09/19 Announcement)
12/19/18: Version 1.8.27 - Corrected the Winter's Feast 2018 Event end date (to 01/08/19)
12/06/18: Version 1.8.26 - New skins (from DST 12/06/18 Patch) added
12/03/18: Version 1.8.25 - Updated the rarity of 5 skins (as changed in DST 12/03/18 Patch)
11/22/18: Version 1.8.24 - Updated the Hallowed Nights Event end date (as extended in DST 11/22/18 Announcement)
11/19/18: Version 1.8.23 - New skin (from DST 11/13/18 Patch) added
11/13/18: Version 1.8.22 - New skins (from DST 11/13/18 Patch) added
11/08/18: Version 1.8.21 - New skins (from DST 11/08/18 Patch) added
10/26/18: Version 1.8.20 - New skin (from DST 10/26/18 Patch) added
10/26/18: Version 1.8.19 - New skins (from DST 10/25/18 Patch) added and filter layout changed
09/29/18: Version 1.8.18 - New skins (from DST 09/27/18 Patch) added
07/18/18: Version 1.8.17 - New skins (from DST 07/18/18 Patch) added
07/07/18: Version 1.8.16 - Updated the Gorge Event end date (as extended in DST 07/06/18 Announcement)
06/18/18: Version 1.8.15 - New skins (from DST 06/18/18 Patch) added
06/14/18: Version 1.8.14 - New skins (from DST 06/14/18 Patch) added
03/01/18: Version 1.8.13 - Updated the Year of the Varg Event end date (as extended in DST 03/01/18 Announcement)
02/23/18: Version 1.8.12 - Fixed a save import bug from Version 1.8.10
02/13/18: Version 1.8.11 - Updated active event rarity skins for the Year of the Varg event (as enabled in DST 02/13/18 Announcement)
02/11/18: Version 1.8.10 - Fixed incorrect rarity of two skins and checklist versioning scheme changed
02/09/18: Version 1.8.9 - New skins (from DST 02/09/18 Patch) added
01/11/18: Version 1.8.8 - Updated name of Magnificent Fuelweaver Ornament and image for Wes's The Roseate skin (as changed in DST 01/08/18 Patch)
12/24/17: Version 1.8.7 - Corrected the Winter's Feast 2017 Event end date (to 01/08/18)
12/19/17: Version 1.8.6 - New skins (from DST 12/18/17 Patch) added
11/28/17: Version 1.8.5 - Updated the Forge and Hallowed Nights event end dates (as extended in DST 11/28/17 Announcement)
11/09/17: Version 1.8.4 - New skins (from DST 11/09/17 Patch) added
10/30/17: Version 1.8.3 - New skins (from DST 10/30/17 Patch) added
10/26/17: Version 1.8.2 - Fixed incorrect image for Wendy's The Challenger skin
10/26/17: Version 1.8.1 - New skins (from DST 10/23/17 Patch) added
09/13/17: Version 1.8.0 - New skins (from DST 09/13/17 Patch), skin tags, and collapsible headings added
05/18/17: Version 1.7.7 - New rarity modifier and skins (from DST 05/18/17 Patch) added
04/28/17: Version 1.7.6 - Updated name of Ancient Explorer to The Ancient Explorer (as renamed in DST 04/28/17 Patch)
04/27/17: Version 1.7.5 - Updated skin names (as renamed in DST 04/27/17 Patch)
04/25/17: Version 1.7.4 - New skins (from DST 04/25/17 Patch) added
04/24/17: Version 1.7.3 - New skins (from DST 04/24/17 Patch) added
04/22/17: Version 1.7.2 - New skins (from DST 04/21/17 Patch) added
04/18/17: Version 1.7.1 - Updated rarities of skins (as changed in DST 04/18/17 Patch)
04/10/17: Version 1.7.0 - New skins (from DST 04/10/17 Patch), new release filter, and duplicates total tally added
02/14/17: Version 1.6.2 - New skins (from DST 02/14/17 Patch) added
02/08/17: Version 1.6.1 - Corrected the Year of the Gobbler 2017 Event end date (to 02/13/17)
01/19/17: Version 1.6.0 - New skins (from DST 01/19/17 Patch) added, reward progress bar added, and save import method changed
12/21/16: Version 1.5.4 - Corrected the Winter's Feast 2016 Event end date (to 01/05/17)
12/19/16: Version 1.5.3 - New skins (from DST 12/19/16 Patch) added
12/15/16: Version 1.5.2 - Corrected the Winter's Feast 2016 Event start date (to 12/15/16)
12/09/16: Version 1.5.1 - New skins (from DST 12/08/16 Patch) added
11/25/16: Version 1.5.0 - New rarities/skins (from DST 11/24/16 Patch) and skin set detection added
11/14/16: Version 1.4.3 - Updated name of Beeyonet to Bumble Spear (as renamed in DST 11/14/16 Patch)
11/08/16: Version 1.4.2 - New skin (from DST 11/08/16 Patch) added and Steam Inventory syncing method improved
10/21/16: Version 1.4.1 - Corrected the Hallowed Nights 2016 Event end date (to 11/08/16) and event detection prompt added
10/19/16: Version 1.4.0 - New skins (from DST 10/18/16 Patch), dynamic tallying, skin search, and version checker added
09/18/16: Version 1.3.2 - Fixed syncing issue for WX-78 Elegant skins
09/17/16: Version 1.3.1 - Fixed syncing issue for Nightdress (known as Nightgown in some countries/regions)
09/03/16: Version 1.3.0 - New skins (from DST 09/01/16 Patch) and duplicates detection/sorting added
07/25/16: Version 1.2.0 - Steam Inventory syncing via JSON text added
07/23/16: Version 1.1.1 - Skin colors now use Steam item tags as an identifier (instead of description text)
07/11/16: Version 1.1.0 - New skins (from DST 07/07/16 Patch) and save import/deletion added
06/20/16: Version 1.0.0 - Initial release on Klei Forums

Other Tools:

DST Armor Breakage Calculatorhttps://dst-skins-checklist.firebaseapp.com/armor
A tool to calculate the number of hits different combinations of head and body armor can take from a damage source before it breaks.

DST Daily & Weekly Drops Countdownhttps://dst-skins-checklist.firebaseapp.com/drops
A countdown timer for when the daily and weekly skin drops reset in the game.  It will automatically adjust to your local timezone.


Original First Post:

Spoiler

I originally made this for my friends and I to keep track of our skins collection, but I thought I'd also share it here.  The layout is fairly rustic, however, it does its job.

The checklist lets you save & filter items based on collection, character, color, rarity, and whether you own an item or not.  I've also included links to each skin's Steam page.

You can view the code, download, or preview the checklist here:

To use, save the HTML file to your computer and open it with your browser.  Alternatively, you can use the live preview link above, but Google Drive is discontinuing HTML web hosting at the end of August; so, the preview will cease to work after then.

The skin images are embedded (via base64 encoding) into the HTML file, so the file size is ~1.25MB.  Saving uses the Local Storage of your browser, so your save will be lost if you clear your browser's cache and/or site data.  Javascript also needs to be enabled to use the interactive features.

Here are a few screenshots of what Version 1.0 looks like:

Spoiler

preview1.png  preview2.png  preview3.png

Hope it's useful for the skin collectors out there.  

 

 

My Varg Farm

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I made a simple and cheap varg farm in a public server the other day and people really liked it, so I thought I'd share it here so people can know how it's made, and maybe you can get something out of this. Farm building is one of the best things about DST.

Varg1.thumb.png.5cfe04f0849abc28de76f4c0d0d44227.png

What it is

Basically, there are 4 catcoons in the center who kill all of the hounds for you. Catcoons are unique in that they have very long attack range. Their attack range is so long that they can hit hounds, but hounds can't hit back at this distance. The catcoons will constantly attack as long as there are hounds, and the varg will make sure the hounds keep coming. This is a good way to get monster meat if you micro manage, and you will get loads of teeth and gems as well. If you keep this farm near your base, it will run automatically.

Why it works

The hounds don't attack the walls because there is a pig skin inside the pen with the catcoons. They would rather run towards meat sources than attack walls. Catcoons like to pick up lots of items on the floor, but fortunately they do not pick up pig skins! Catcoons can kill the hounds outside the pen because as I've mentioned, their attack range is very long. Lastly, the cats will not take damage or die as long as you have a flingomatic. Fire hounds are the only potential threat I can think of because the flames could smolder the pig skin, which could cause fire damage to the kitties. Thankfully the flingomatic is able to douse the smoldering pig skin before it can cause any burn damage.

How it's made

First you want a set up that looks something like this below.

Varg2.thumb.png.69851b532d4bce2888c375903c13ad33.png

You will note that I have 3 little chambers here. Once chamber on top is meant to eventually hold the 4 stray catcoons, the middle chamber is meant only to be a distance to keep the friendly catcoons away from the stray catcoons (they will kill eachother if they are close), and the bottom chamber temporarily holds the friendly catcoons. You want to lead the catcoons all the way from their stump home to the pen one by one. Each twig you give a kitty equals about 48 seconds of friendship, so that's important to keep in mind when making this farm. You need to be very careful about keeping the friendly catcoons away from the strays (they will kill eachother). Once their friendship timer has passed, it becomes safe to bring them into the other chamber with the stray cats because they wont attack each other. Repeat this process four times with four different catcoons, and then you're onto the final step. You need to trap a varg. This is actually very very easy if you know how to do it. Here is a GIF of how it's done in less than 30 seconds.

Get varg's aggro > lead varg to the pen you created > get him stuck on the pen > run far away until you no longer have his aggro > run up behind him and finish building the pen to trap him indefinitely.

Varg3.gif.a2793552259c7a2b96f2dc7fe5af42be.gif

I hope someone learns something from this. I'd like to see more elaborate farm ideas from others.

Let's Discuss - Stone Fruits

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Perks:

- 20+ Stone Fruit Bushs spawn on lunar island, and can be shoveled

- Each yields 3 stone fruits every 1.5 days

- Each stone fruit doesn't spoil, and can be mined for 50% chance of rock, 50% chance of stone fruit or 1% chance of stone fruit sapling

- Stone fruits spoil as fast as juicy berries

- Stone fruits have 12 hunger value, cooked or raw (like juicy berries)

- Stone fruits have 1 health value uncooked, and 3 health value cooked (like juicy berries)

- Stone fruits are not fruits, but vegetables!

- Stone fruits count as 1 full vegetable too, not 0.5 veggie

- They grow in winter too!

- They have two stages (so you need two Horticulture book uses to fully grow)

- If not picked in time, the crop is lost and turns to dust when picked.

- They consume quite a lot of rot because they grow so fast, but you can make rot easily by leaving stone fruits on ground to rot

- Maxwell is great at mining the stone fruits, but most characters can just use golden pickaxes

- A fun way to open hunderds of stone fruits is to drop individually on ground and use gunpowder or slurtle slime to blow them up (you cannot drop stacks on ground, since it only opens up one stone out of 40)

- You can stockpile them forever.

 

Best food item in the game? For me, it is. Especially if you are a maxwell main with miners always on standby.

Definitely best filler for me. It even dethroned ice. These things are insane.

 

I always solo-sail to lunar before day 20, since they are just too good. Can feed nations.

 

They are literally the sole reason to go to lunar, as a mandatory detour.

 

Do you think Klei will nerf them?

Any other Stone Fruit obsessionists around?

Do we have an official Discord Klei Entertainment

The 6.000 days world

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I would like to share with you another birthday of my world .... 6,000 days !!!
These are years of dedication and love :wilson_love:

Follow some random prints of the world, me and Wx hope you enjoy !:wilson_flower:
 

I play on PS4

 

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[Poll] On Farming

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So, which character do you think can gather the most resources in the shortest amount of time?

As always, feel free to vote

Minisign Issue?

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Hi there.

So I recently experienced some small but annoying issue in my DST game. I was in the middle of building my mega-base storage when I noticed I cannot mark my minisigns with fireflies anymore. I know it may not be something to be furious about but I can't stand my storage with one sign unmarked properly. I'm pretty sure it was possible to draw them with feather pen earlier or maybe I'm confusing my older worlds form single player DS.

Anyways I need you guys to confirm if this also happens in your games and if yes then maybe we can make a little fuss about it here. This way our amazing devs could notice this cosmetic issue and possibly fix it in near future.

One more thing - does anyone know if there's a way to spawn marked signs via console? I was trying to do it but maybe it's not possible at all.

 

Also I tried to disable my mods so it's not the case I guess.

Make-Your-Own DST Character Tier-List!

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I stole this idea from someone else, and just threw on a coat of paint.

SO, everyone has their list of characters that they love playing, and a list of characters that they don't like playing as much.

Now you have the chance to put it in visual form!

 

Step 1:

Take this image.

MainChart.thumb.png.ce00f03f4f6f95a26bb02e0db8d55de1.png

 

Step 2: Arrange these character heads in order from "Played most often" to "Played least often" (Including Singleplayer characters are optional)

DScharacterfaces.thumb.png.c72f86e698fc19ea9097aa3c5f1efc77.png

(NOTE: The wiki didn't have Wortox's DST sprite. the X signifies that the sprite shown isn't his actual sprite.)

 

For an example, here is my Character Tier list:

image.thumb.png.f4a9fc82f3139a5704e49de7c6b9ca0e.png

(I desperately need to be more diverse...)

 

Well, have at it. Let's see yalls' Tier lists.

( im sorry @GetNerfedOn for basically stealing your sustenance.)

Will Gorge be returned? 2 season

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Hello, I would like to know if there will be a continuation of the Gorge event? The second season of the smithy event, I was very pleased, I would like to play Gorge again, is there any info on this? For earlier, I apologize for my illiterate English :( Thank you in advance.

Do you usually have a lag problem when join others' servers in DST?

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Well, I am not a native speaker, so I don't even know if what I am experiencing can be called "lag". But let call it that way for now.

Recently, I argued with someone on the internet about a lag problem in DST. Basically, I said that DST usually has a lag problem for the people who join others' servers, and he said that I was totally wrong. I explained to him that when I said "lag", I meant a slight delay between actions which can be clearly noticed when you turn Lag Compensation option off. However, with Lag Compensation, You probably won't notice any lag unless you fight some mobs. When you hit a mob and run away, you still get hit even though you are, for sure, far enough and should not get hit. He didn't listen and called me out on his vedio where he hosted his own server, didn't get any lag problem, and said that I was wrong.

So, Do you usually have a lag problem when join others' server? Like I said, when you fight a mob, you still get hit even though ou shouldn't. When you pick a grass tuft, it takes a little bit longer. Or is it just me? Though I am pretty sure that I can play any other online games without this problem.

Note that I am not here to complain about lag problem, I just want to know if it exists.

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