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The builders project

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So, we are all probably isolated because of "The end of the world" aka Corona virus. And we all are probably are berried in homework from teachers (this one if you are a student). But also we all have some free time and we all have already done every thing possible to stain sane. Isolation is not good for people, that's why I decided to create this free participate project:

A lot of you love to create, build, in this game. I am sure that you have wonderful perspectives, so this is the challenge: Each weak I will write here a project that you can build, ether on your world without console, or with the "to many items", then after building it post it here as a photo with the areal view mod. Under the photo say if you did it with or without console.

The project is supposed to be fun, so any one wont compare your build with the buildings of others.

If you have any suggestions for a new project for the next weak then writ it down below! 

So if you want to participate, then here is your first weak project: Build a pig city / pig hamlet , also give it a name! The dead line will be next Thursday! :wilson_pirate:


Why My Beefalo Always Farts?

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Hello everyone,

I'm recently trying to tame a beefalo,I'm playing on ps4 and can't download mods to see my progression on that beefalo.

So here's my problem:

I was reading other forum,reddit and steam topics and looking for youtube videos and wiki to learn how to tame it.Everyone is feeding it until it farts.I don't know that "fart" noise but when I feed it it ALWAYS farts.I mean it sounds like "prrrt" and I think it's not normal.Everyone says that it loses 300 hunger points per day,I didn't feed it for 2 or 3 days but when I feed it,it still farts as previous days.I tought that it's feeding itself from somewhere else and not to feed it until it becomes domesticated.But as far as I know it's domestication won't rise if I don't feed it by my hand.

Also I tought to put a salt lick near it,but the wiki says that it won't lose points near a salt lick.That means it stays at the same hunger till salt lick depletes,and it won't be domesticated if I don't feed it by myself.

 

 I was able to craft the brush 10-15 days after I started training it.I ride it very often and it has rider tendency look on its face,the tendency that I want.

Well,I don't know what to do.I'm feeding it with one drgonpie and brush it once per day.Should I continue this routine or should I not touch it and wait for domestication,or should I do something else?

Thanks in advance.

Does anyone know the stories of these characters?

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I found something interesting on a website, but I don’t quite understand these stories.

Will we see them coming to dst in the future?If anyone who knows these characters can explain their story, thank you very much.

wilton winnie wallace waverly.

This is their name I saw on the website.

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Can't get my twich drop! can anyone help?

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I have checked that both my twich and kei account is linked. and i have watched a steamer with Drops enabled! sign for 6 hour ! even my twich account have send Notifications to me that I have received 3 drops from DST. But I cannot have any of those drop when i open the game, there is no pop out said i get my drop. Where is the problem and how can i get the Crystalline Honeydome? 

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where is catch that splumonkey?

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klei official server catch that splumonkey has been gone for many days and idk where it went. I enjoyed playing on it.

Work in Progress: Opinions on This Piece of Lore Evidence

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I'm currently looking through even more old DST content for some clues that might point me to a new theory. I found something particularly interesting I wanted to get the community's opinions on because I'm a super-skeptic when it comes to appearance-based evidence, especially for a franchise whose artistic charm partly comes from the nonsensical aspect.

That being said, I have 2 questions for you guys to answer.
1. Does the person in question look a bit like Wilson? To me, the sharp chin, dotted shadowy eyes, and curly hair make this possible, but the bandana is really throwing me off. Lore-wise, this would explain how Wilson got his hands on a Voxola radio, but if it isn't, I'll keep looking for more clues

image.thumb.png.afa13e15e70703cd3dedbe5fa2441f3e.png

2. Does anyone know what the in-depth, step-by-step manufacturing model is in 1919 America? I just want to know if factories generally shipped manufactured goods out in bulk or sent them one at a time to retail stores. I've looked around but so far can't find anything regarding old factory business models. 

Appreciate the input.

P.S. For those who've read my ridiculously and - now that I re-read them - unnecessarily long theory essays, would it help for me to go back and give a proper tl;dr to those theories to make it easier for readers to digest? Or would that be considered "thread necroing", which from what I've gathered is apparently a controversial practice?

Doppelgängers and the teleportato

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Just a theory but how can there be doppelgängers of characters. (outside of gameplay logistics) 

Theory: The teleportato keeps the characters who have been swapped in a sort of lingo and they were released when the events of DST play out (portal), hence duplicant characters exist. 

Flaws: No evidence canonically through trailers since there hasn't been any character doppleganger action. 

Theory explained: The things from ds definitively have something to do with quantum mechanics, electricity, and multiverse 

Wickerbottoms examination of the original ring thing states : "a torus of alloys and wirings"- and a torus is not only a doughnut shape but also known in older literature as an Anchor ring. -So perhaps it is the anchor of the world, and maybe it only partway works causing survivors dimensions to split 

In shipwrecked and hamlet we see the things change into different forms, and while it can be said that perhaps they respond to their environment in different ways (since its said that the Relic thing from hamlet exists in more than three realms, Wagstaff quote) I think that the things change slightly in some function in each world. This into account perhaps when a character changes their character via teleportato they are transported into a sort of lingo where they are held while a new version of themself or another character comes into the world. If you can some how figure out what I'm trying to convey I'd love to hear opinions or counter arguments to this theory so cheers. 

DST Skins Checklist (Updated: 04/23/2020)

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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:
04/23/20: Version 1.10.16 - New skins (from DST 04/23/20 Patch) added
04/01/20: Version 1.10.15 - New skins (from DST 04/01/20 Patch) added
03/20/20: Version 1.10.14 - New skins (from DST 03/20/20 Patch) added
03/19/20: Version 1.10.13 - New skins (from DST 03/19/20 Patch) added
01/31/20: Version 1.10.12 - New skin (from DST 01/31/20 Patch) added
01/23/20: Version 1.10.11 - New skins (from DST 01/23/20 Patch) added
12/12/19: Version 1.10.10 - Updated image for Winter Warden Boots (as changed in DST 12/12/19 Patch)
12/12/19: Version 1.10.9 - New skins (from DST 12/12/19 Patch) added
12/05/19: Version 1.10.8 - Updated the Hallowed Nights 2019 Event end date (as announced in DST 12/05/19 Announcement)
11/22/19: Version 1.10.7 - Fixed a display bug for the Distinguished multi-filter and added in missing multi-filter options
11/21/19: Version 1.10.6 - New skins (from DST 11/21/19 Patch) added
11/06/19: Version 1.10.5 - Weaveable filter and filter preload from URL query string added
10/24/19: Version 1.10.4 - New skins (from DST 10/24/19 Patch) added
09/26/19: Version 1.10.3 - New skin (from DST 09/26/19 Patch) added
09/19/19: Version 1.10.2 - New skin (from DST 09/19/19 Patch) added
09/12/19: Version 1.10.1 - Fixed a display bug for old saves (from before Version 1.8.29) that contained duplicates
09/12/19: Version 1.10.0 - New skins (from DST 09/12/19 Patch) and syncing with Drops Reset Countdown data file added
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 2018 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.

DST Tradable Duplicate Skins Matcherhttps://dst-skins-checklist.firebaseapp.com/match
A tool to find and match tradable duplicate skins between two Steam Inventories.  It will match tradable duplicates from one inventory with unowned skins of the other.


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.  

 

 


A Fisherman's Unnecessarily Detailed Guide to Fishing Fish (and wobsters)

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In this thread, I'd like to explain everything I know about fishing using the sea fishing rod I'm hoping this guide will be helpful to anyone who's completely new to using the item as well as those who've been fishing for a while but doesn't completely understand the mechanics in-depth.

To start off, I'm going to explain the very basics.

The sea fishing rod has two slots for tackle. The one on top is for a float, and the one on the bottom is for bait.
image.png.9dc17863d178e67ea9fbabcd9205aca4.png

Floats determine how far you can cast your rod, and how accurately. Distance is useful in catching fish without moving your boat, and for catching fish more safely, while accuracy is useful for making sure your rod attracts the fish you're looking for, and that it's placed in the best spot for hooking what you'd like to hook. I consider distance to be the more useful stat in many scenarios, though the boss feather quill lures excel in both equally so you don't have to worry about choosing which float to use once you kill the Moose or the Goose or the Malbatross.

Bait determines what fish your hook attracts, from how close a fish has to be to notice it and how likely it is to bite depending on your actions. Most baits also add a small bonus to your casting distance. The effect of bait is halved when it's snowing or raining, unless that bait has a preference to the weather.

There are 3 kinds of re-usable lures:

image.png.9b8cfce68ebc3d2d5b3fa8aaf21c4b56.png 
Spoons are versatile bait, capable of attracting any fish other than the small veggie-based fishes; Popperfish, Fallounder and Bloomfin Tuna. All spoons are equally as good as each other, but the Sunrise, Dusky and Nightflyer spoons (the first three, pictured in order) only achieve their full effectiveness during their respective times of the day. The bent spork has the same stats as the other three, but it's always as effective as it can be regardless of the time of day.
Spoons have the second lowest chance of getting a fish to bite of all the reusable lures, so you'll likely be using one of the better lures listed below.

image.png.24fddb34beb1b6337bf39f9287eb244f.png
Spinnerbait are overall the strongest bait you can get, but they can only attract large fish (that aren't the Corn Cod). They're very good for fishing deeper into the ocean, as well as fishing Wobsters. Just like with the colored spoons, the Sunrise, Dusky and Nightflyer spinnerbait are most effective at their respective times of the day.

image.png.c2d01371b70fa431c5000d130faf9b69.png
The Crabby Hermit's lures all have special properties. They can attract any kind of fish with no difference between different kinds, but three of them have conditions that have to be met for them to work:
image.png.df6b923f280ead21de313a297865c678.png The stupefying lure will hook fish under any condition, but the chance of hooking any fish is the lowest of all the reusable lures. The stupefying lure's special trait is that it makes fish get tired more quickly, making the stronger fish like the Corn Cod and the Black Catfish significantly easier to catch.
image.png.0922a3db4f72130e0347cd8a726af8a3.png The Snow Day Lure and the Rainy Day Lure are about as good as spinnerbait. Their special trait is that they don't have their effect halved due to weather, meaning that they're as good as spinnerbait is during rain or snow, while spinnerbait are half as good as they usually are.
image.png.e0efbfb79ed1ed2e3d51a6f5df6faf4f.png  The heavy weighted lure is sort of string, but what makes it useful is that it will only attract the heaviest 20% of fish of any species. It's very useful if you're looking for fish to offer the Crabby Hermit or fish to put up in a Fish Scale-O-Matic and impress others.

For most fish, you'll be using one of these baits. Rot, seeds and berries are consumable baits: The fish eats them when it bites. They don't work on many kinds of fish, and for the ones they do work on, the chance of the fish biting are the lowest all available lure. Their only use in fishing, assuming you've already gotten a tackle receptable, is to catch the fish that won't bite spoons: Popperfish, Fallounders and Bloomfin Tunas. The latter two can be given to the Crabby Hermit if they're heavy enough.

Next, I'll explain the process of catching a fish you want:

If you've got the right kind of bait on your hook, all you need to do is cast is near them. Whether the hook lands near them or in a spot that they're swimming towards, you'll know a fish is investigating your hook if it suddenly starts changing its direction for a little bit. Fish will usually bite as long as you have decent bait attached, but they're more likely to bite a moving hook if you're using reusable bait. Just keep your eye on the hook.

When a fish bites, you'll be able to hook it onto your rod using right-click. Once it's hooked, it'll try to swim away. You need to wait during this time. Whenever a fish is trying to swim away, no matter how small it is, you risk snapping your line by reeling in while it's swimming away, and if you snap your line you lose your float and bait. It's best to reel in until your character is barely holding onto their rod. When the fish gets tired, it'll start swimming towards you. Reeling in during this part is important. The tighter your line, the more likely it is for the fish to swim directly towards you. If you don't reel in enough, the fish will unhook itself and get away (though you won't lose your float and reusable bait.)

Catching a fish is demonstrated here. Pay attention to the "reel in" animation from Wormwood:
ezgif-7-41319d03900a.gif.c33f5b003804c7db5490cb7c710a15b6.gif

With this knowledge, you can catch any fish you want, though some will be harder than others. Below I'll talk about more advanced information regarding fishing.

First, I'd like to talk about line tension. Line tension has 3 stages: low, good and high. You can tell which stage it's at by your character's animation while catching a fish (in the GIF above, the low-tension animation is used before the fish is hooked, the good-tension animation is used for a moment after the fish bites as well as while it's swimming towards Wormwood, and the high-tension animation is seen while the fish is swimming away). It's important to keep line tension as high as possible. If tension is low, fish will be less likely to swim directly towards you, and when they start to swim away, they'll be able to cover a longer distance. The fish will lose stamina when it's trying to swim away while the tension is high (more on that later).

Next, I'd like to talk about a hook's charm. I mentioned earlier that fish are more likely to bite a moving hook. To understand this better, I'll need to explain the stats of every kind of bait. Every type of bait has a charm value, which determines how likely it is for a fish to bite it when it's still. Each type also has a reel charm bonus, which is much extra charm the hook gets while it's moving. Total charm is halved for most bait during rain and snow. I'll list the stats below:

No bait: 10% charm, 0% reel bonus
Spoons: 20% charm, 30% reel bonus
Spinnerbait: 40% charm, 40% reel bonus
Rainy Day/ Snow Day lures: 30% charm, 50% reel bonus
Heavy Weighted lure: 50% charm, 0% reel bonus
Stupefying Lure: 10% charm, 30% reel bonus
Rot: 10% charm, -30% reel bonus
Seeds: 20% charm, -30% reel bonus
Berries: 30% charm, -30% reel bonus

The total charm of a hook is the sum of its base charm and its reel bonus (this bonus gets smaller as more time passes since the hook was last moved). We can figure out how effective a certain type of bait is by adding the two values together (Spinnerbait, for example, would have a maximum of 80% charm: 40% base + 40% reel bonus). Here's a visualization:

ezgif-7-1e045b390d09.gif.c67de00176d6feb2859318de1c47fc4b.gif

This info on charm tells us a few things:

- Consumable bait loses all its charm when moving if moved, so it's best to leave it completely stationary once cast.
- Most reusable bait is at least twice as effective while moving.
- The stupefying lure is 4 times as good while moving, so making use of the reel bonus is essential.
- The weather lures are equally effective as spinnerbait while moving (80% total charm.)

The charm of a hook is calculated right as a fish is about to start heading for the lure. As you fish more, you'll notice the pattern of movements they do before they start moving towards it. So to maximize the hook's charm, you need to be reeling in when the fish is right about to head in for a nibble. If the fish doesn't bite on its first nibble, it'll step back for a bit and start heading towards the hook again, which is when you need to reel in again to maximize the chance of it biting on the next nibble. Here's an example of properly timed reels using the stupefying lure:
ezgif-7-6fd02816467d.gif.617c39532f384c8816b6e86345852aed.gif

The exact chances of the fish biting on the first nibble is equal to the charm of the hook right when it started heading for it. That means that if everything is done correctly, the chance of a fish biting on a spinnerbait on its first nibble is 80%. The chance of the fish biting on every nibble after that is equal to the chance before + 20% of the charm of the hook when it started going for it again. That means that if everything is done correctly, the chances of a fish biting a hook go 80%, 96%, 112%, etc (adding 16% each time, which is 80% times 20%). If you don't reel in at all, the chances are 40%, 48%, 56%, 64%, etc... We can call this chance the fish's "interest" in the hook. If the interest reaches 85%, then the fish is guaranteed to bite. That means that, if you reel in at the right times, you'll always hook a fish on either its first nibble (80% chance) or second nibble using spinnerbait/weather lures. In the GIF above, you can see the maximum interest intervals of a stupefying lure: 40%, 48%, 56% (and the interest was increased to 64% right before the fish bit.)

Now I'd like to talk about stamina. Stamina determines for how long a fish will try to run away. When a fish is hooked, it's set to 100%. As mentioned earlier, it decreases while a fish is trying to swim away while the line tension is high. Stamina isn't a timer, it's a stat that determines the length of the timer. The stupefying lure has the special property of greatly increasing stamina drain, bringing it down to 0 in about a single second. This means that time "run away" intervals are set to their minimum duration. Here's a comparison between spinnerbait (top) and the stupefying lure (bottom):

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I believe at this point, I've explained everything I know about the mechanics of catching fish. Now I'd like to mention how I find and best catch the fish I need.

I'd like to start with the most essential fish to survival at sea: the deep bass. You can find deep bass in the medium-depth water (internally called the swell, so I'm going with that.) You can find them mainly in large stationary shoals. These shoals have a map icon:
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I usually look for areas that have at least two of them kind of close to each other, for example:
 

Spoiler

 

image.thumb.png.ede1d039e1ae27c98670b7245e1e0562.png   

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You can find a LOT of deep bass in these shoals. The shoals are great because one, they're stationary so you can always go there when you need food. Two, they have deep bass, which is the easiest kind of fish to catch quickly. You can amass large amounts of deep bass in your tin fishin' bins if you use your rod correctly. But there's one drawback to these shoals: The Malbatross doesn't like when you fish in them. I've developed a strategy to keep myself safe from the Malbatross, since just being near it risks it flying into and smashing your masts. When I get to a shoal and I'm not sure where the Malbatross is, I put my boat to a full stop some distance away from the shoal's map icon, I turn my sails away from it and I raise my anchor (without moving my boat.) I start fishing from afar after that. That way, if the bird shows up, I can quickly raise (or drop) my masts to quickly get out before I get my precious masts smashed. Once you know where the bird is, you can expect it to stay there for sometime around 3 days since you last saw it. You can safely fish during this time, but you must not forget the last time you saw it. If you forget, it's best to fish the safe way until you see it again. If you decide to kill it (which is what I often do), you can expect it to be gone for 5-15 days.

And now, I'd like to talk about the seasonal fishes. 

All four seasonal fishes are good for trading with the Crabby Hermit. If you give her one that's in the top 30% of its weight group, she'll give you a tackle sketch (and might start selling you more stuff.) The weights required for the four seasonal fish are listed below:

Spoiler

Fallounder - 39.77
Ice Bream - 246.76
Bloomfin Tuna - 60.44
Scorching Sunfish - 52.09

Use a Pocket Scale to measure the fish you catch and determine if they're heavy enough for her.

Three of these four fishes spawn in the swell, which is the same area the shoals spawn in. So when I'm looking for the seasonal fishes, my strategy is usually to go from shoal to shoal, gathering large amounts of deep bass while I keep an eye out for these fishes. They're sort of rare, so I often find myself spending a lot of time in the ocean looking for them. The only one of them that doesn't spawn in the swell is the Bloomfin Tuna, which spawns in coastal waters during the spring. To catch these, I just hang out on land near the shore, building a base or gathering resources, and keep an eye out for them.

Keeping a handful of Ice Breams and Scorching Sunfish for the summer and winter is a good idea, since holding them in your inventory keeps you from overheating or freezing. The scorching sunfish in particular saves on a lot of fire fuel during the winter.

Lastly, Wobsters.

You can find wobster dens seemingly anywhere near the shore. The wobsters come out at dusk and nighttime, and go back into their dens during the daytime. To fish them, I usually use spinnerbait or weather lures, and what I'll do is cast my rod a bit ahead of them. That way, when I reel in, the hook moves towards them, giving me the reel charm bonus and getting the hook closer to them.

Wobsters can only be used in the crockpot alive. But that doesn't make them bad. You can store them in tin fishin' bins. And in the crockpot, they are equivalent to one raw fish or large fish. That means that they can be used as a substitute for regular meat, provided you only use one (two will probably end up making Surf 'n' Turf instead, which has a low hunger stat.) There are some good recipes you can do with wobsters:
- 1 Wobster, 1 Monster Meat, 1 Meat, 1 Bull Kelp = Meaty Stew (150 hunger)
- 1 Wobster, 1 Monster Meat, 2 Honey = Honey Ham (75 hunger, 30 health and doesn't need regular meat)
- 1 Wobster, 1 Ice, 2 Honey/Twigs/Ice = Lobster Bisque (60 health)
- 2 Wobsters, 2 Monster Meat = Surf 'n' Turf (60 health and 33 sanity)
(note that these recipes can also be done with raw fish. if you really want to get hunger out of your raw fish, dry it for regular jerky and cook whatever you'd like)
Wobsters feel very worth catching for their use in the crockpot. Even as Wurt, I often catch some every time I pass by the dens near our base to put them in the Tin Fishin' Bins for my friends to use.

 

And with that, I believe I've wrote down everything I can recall concerning fishing. I've been obsessively doing it since Hook, Line & Inker and I think it can be a lot of fun to get into, especially once you get good enough at catching tons of deep bass quickly. Please let me know if I missed anything, or if you have any strategies or tips I didn't list in this post.

As for how I made those GIFs above, I made a mod to visualize the info I was saying, both to make GIFs for this thread and to confirm the information I was listing was accurate. I'll upload the mod here in case anyone would like to try it out for themselves: just note that it only works when hosting WITHOUT caves.
Malbatross Float Tracker.zip

 

 

Abigail's Demise: A DST Lore Analysis

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Obviously, there is quite a lot of lore to unpack from the recent Wendy short. I'm still doing research to figure out what happened afterwards, but I think I've nailed down Abigail's death and what happened prior to what we see in the short. As with my previous threads, I'll present the pieces of the puzzle and then put them together at the end; feel free to skip whichever sections don't interest you, but keep in mind that some of the points I bring up at the end might make no sense without that context. 

For anyone who hasn't watched the Wendy short yet, please take a few minutes to watch the whole thing. Aside from just being an emotional rollercoaster of an animation, it has a couple of details that are important for this theory.
https://www.youtube.com/watch?v=7ozRwX35fHE


The William Carter Puzzles

So as with most lore puzzles, you have to make sure the old matches the new. So I decided to go back to the old William Carter puzzles from 2013, the same puzzles that established a connection between Wendy and Maxwell. 

So, just really briefly for those who aren't caught up in the lore, in the 3rd puzzle, you can see a post card from Jack Carter referencing his mother who "hasn't met the twins yet". Many have already pointed out that this is in reference to Wendy and Abigail, and both this puzzle and the short show that Jack Carter is Wendy and Abigail's caretaker and possibly father. 

However, what the 3rd puzzle also tells us is that Jack dislikes the urban setting: "the city was too much for me, so I've gone west - It really is amazing out here - maybe you could visit sometime?" This sentiment is consistent with the setting we see in the Wendy short; an isolated abode on top of a cliff. 

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In the 4th puzzle, however, we see a reply from William (Maxwell's real name for those who aren't aware) after the mysterious train crash that started William's descent into madness. The thing to note here is the address on the right of the letter: Jack Carter, 33, 4th St, Corona, CA 91720. What this tells us is that Jack Carter and his family lived in the city of Corona, CA within the Riverside County at the time of the incident. Keep this address in mind because it is the single most important piece of evidence in this theory.

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The Wendy Short

For those who didn't notice, during the scene where Abigail trips and falls over the cliff (safely into a bush), you can hear the sound of a car tire screeching as Abigail falls in slow motion.

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Another thing to note is the setting itself. As I previously pointed out, it's in an isolated rural setting which is consistent with Jack Carter's disdain for the urban setting from the 3rd puzzle. However, what's also worth pointing out is the background. The house is situated on a cliff overseeing a large body of water with a likewise large island in the distance.

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With the addition of the Wendy short came a Klei announcement where a snapshot of Wendy's belongings (not unlike the William Carter puzzles) was shared. While there are a ton of noteworthy things in this picture, the main one I want to focus on is the date presented in Wendy's diary: April 16th, 1914.

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Real-World Research and Analysis

So with all of the game info on the table, I started off by looking at the address; not just the city, but the actual address. For those who aren't aware, the ZIP code is basically a mailing address for your local post office, but the code is also tied to the delivery routes from the post office. Because those routes can move around, the ZIP code can change as well. I bring this up because the address in the 3rd puzzle technically does not exist with the given ZIP code. HOWEVER, it does exist with a different ZIP code. I feel like whoever made the William Carter puzzles was absolutely aware of this because within the same postcard in the 3rd William Carter puzzle, Jack says, "The post is dreadfully inconsistent out here". 

Anyways, the picture below shows the location of Corona, California. It's a city located in Southern California, southeast of Los Angeles. 

image.thumb.png.52cc55e48402fba35654160606f36400.png

 

Here is the city of Corona itself.

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Finally, here is the actual present-day location of Jack Carter's residence at the time of the train incident in the 4th puzzle.

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I will come back to this in just a bit. For now, let me provide a brief summary of the relevant parts of Corona's history. This is why I said earlier that the only thing from the Wendy snapshot that I wanted to focus on was the date: April 16th, 1914. While the specific date seems irrelevant, the TIME FRAME that the date fits within seems interesting. 

Corona was actually called South Riverside before 1896; it was renamed Corona after the Grand Boulevard was built. The Grand Boulevard is a beltway (i.e. a road or series of roads that go in a circle) well-known for being almost perfectly circular. The Grand Boulevard is the EXACT SAME circular road that you see on the map right above this paragraph. At some point after this road was built, the city wanted the whole world to know who they were, so they hosted international car races using the Grand Boulevard. They ended up hosting 3 races, with one on September 9th, 1913; another on November 26th, 1914; and the last one on April 8th, 1916. While extremely popular, these races were a nuisance to many nearby residents who disliked the fans who left trash on their yard, not to mention the car noises. A vague, minor accident supposedly occurred during the 1st race, but a major accident occurred during the 3rd race that took the life of one of the drivers, his mechanic, and a security guard while injuring 5 spectators, resulting in the termination of all future Corona Road Races.  

As you can see, April 16th, 1914 fits within the races' time frame, specifically after the 1st race and before the 2nd. Clearly, these road races are involved in Abigail's death, and if you put all of this information in context, it explains why Klei decided to choose something as "random" as a car sound effect during a serious supposedly-life-threatening moment in the animated short. 

All of this also explains why Jack and Wendy are living on a cliff in the middle of nowhere; they are no longer in Corona, and both of them have every reason to not be in Corona. You can see from the map above that there is absolutely no large body of water within the vicinity, so we know for sure that wherever Jack and Wendy are in the animated short, it isn't 33 4th St. This brings me back to one of the first pieces of info that I brought up in this thread, which was the setting. It's clear that the house is situated on a cliff, but judging by the flora in the area and the large islands that are unusually close to the coast, I think it's very likely that the body of water in the animated short is a lake. I used the satellite option on Google maps to look at some of the lakes in and near Corona based on the criteria that there has to be islands in the lake AND that the lake has to be large enough for you to see the horizon. The best candidate I could find was Lake Mathews.

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So to reiterate:
1) Abigail's death is tied to the Corona road race of 1913. I suspect it's an indirect cause, however, since the real-life deaths and major injuries took place in the 3rd race, not the 1st
2) The timing of Wendy's diary entry makes sense if this is true, being only 7 months after the road race
3) This theory is consistent with what little we know about Jack Carter's personal views
4) This theory explains the random car sound effect in the animated short AND the relevance of the date in Wendy's diary
5) Jack Carter's Corona, CA address being located within the Grand Boulevard circle of all places isn't much of a coincidence anymore




So, with all of the information and analysis out of the way, this is my interpretation of Abigail's tragedy based on the info I covered in this thread. Jack Carter, a man who enjoys the simple quiet life out in the countryside, decided to move West and eventually settle down in Corona, California with his twin daughters to get away from the bustling noisy city of New York. Unfortunately, he chose one of the worst possible countryside spots to live in, not knowing that the automobile craze would be exceptionally popular within the Grand Boulevard beltway; the same beltway that he's smack-dab in the middle of. 7 years pass after the 1906 San Francisco "Earthquake" that took William and Charlie from our world. Jack is getting a bit annoyed with all the car noises going on in the neighborhood and all the car fanatics leaving trash on his yard; it kind of reminds him of the urban hell hole of New York. One of his daughters, Abigail, on the other hand, feels the complete opposite. Some time within the period of the big Corona road race spectacle, Abigail, being the happy-go-lucky, carefree child she is, decided to play with Wendy on the Grand Boulevard belt line much like how she played around with the edge of the cliff. Unlike that cliff, however, there was nothing to protect her from a rush of automobile fans in their death machines coming from outside the city. Seeing what the city has done to his family, Jack decided to leave Corona behind and settle for a lake house. 

Also, sorry for the bad title; the joke was probably too soon, but hopefully all of you are doing okay. Wash your hands with soap, especially under the nails.

It's 9 in the morning, and I don't have the processing power right now to come up with a better title nor the will to prolong this since the last time I prolonged a large thread, all the pictures got corrupted.

Anyways, that's all I got. Let me know if there's any information that I missed or any information already covered that could viably be interpreted in another way.

Sources:
https://dontstarve.fandom.com/wiki/William_Carter_Puzzles#The_Postcard
https://en.wikipedia.org/wiki/Corona,_California#History
https://www.google.com/maps/place/33+W+4th+St,+Corona,+CA+92879/@33.8762308,-117.5657539,17z/data=!4m5!3m4!1s0x80dcc813dbde5b47:0xc7ad07d0ee3252c5!8m2!3d33.8776204!4d-117.5674276
http://www.coronaheritage.org/roadraces.html
https://www.coronaca.gov/government/departments-divisions/library-recreation-services/library/heritage-room/history-of-corona
https://en.wikipedia.org/wiki/Grand_Boulevard_(Corona)
https://forums.kleientertainment.com/forums/topic/116540-wendys-character-refresh-is-now-available/
https://en.wikipedia.org/wiki/ZIP_Code#Scope_and_international_mail

 

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[BUG REPORT] Multiple Mods, Can't Load World

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All of my mods are compatible but today I decided to add more. More being Tropical Experience(return of them), a few item mods, a farming mod, new HUD, etc. When I start a new world, it forever loads into the game, the server launches according to the main menu and when I join the server it crashes. I looked at the log and I noticed I get the error "raknet detected a missing replica" which I have no idea what it means. I'll attach my client_log.txt below, it's pretty long but bare with me as me and my friends have almost nothing to do together during this quarantine. If more info is needed, just ask; any help would be appreciated. Thanks :)  

 

client_log.txt

How Viable is Beefalo Domestication?

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So, I decided on trying to tame beefalos, but looking through tutorials and reading the wiki, It almost seems like it's not worth the time or resources to tame one. Does anybody have any useful tips for domesticating them, or just have any idea for the developers on how to make domestication better if you agree that it's too pricey.

Decorations, Shrines and Base Designs

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Hey everyone! My love for designing is thriving and I've been feeling inspired lately and really wanted a place to share some of the things I've been working on. I love making shrines and designs in worlds whether it's big or small, and adding cute little details to them as well. Most of what I do isn't practical and is purely for decoration.

I was originally posting screenshots of my base on this thread: 

But I feel as though my style of basing has evolved into something that cannot be categorized as tidy and I wanted to start a different thread that was for bases/worlds more on the ornamental side like mine. Plus I feel far more comfortable and way less anxious being annoying and posting heaps on my own thread than I do spamming someone else's *nervous laugh* ^-^'

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Here's a few shrines I worked on last month:

Moon Stone Shrine

Don't think I'll ever be able to do the Moon Stone event ever again because I'll never be able to get a pig so perfectly back in that spot like that ahah, worth it.

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Klaus Shrine/Arena

We found every Klaus spawner and plugged them with a firepit except this one, now he only ever spawns here and we fight him on the cobble stone bit to the right. This area doubles as a shrine and a fighting arena, I love it ^-^ 

Hi to my lovely Wes @Warlockadamm <3

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Easter Bunny Shrine

....just noticed that the treeguard killed the bunny... and smashed the hay wall on the right as well ;( y u do dis

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Mandrake Shrine 

This may or may not end up being a Year of the Carrat Shrine... We'll see.

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That's all I'm going to post for now but I'll probably be posting here quite often so yeh ^-^' 

Ocean fishing chart!

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So! Ive been enjoying a lot of the ocean fishing Klei has added to the game. But I was having trouble finding all the fish and catching them because I didnt know where to look or what was the right lure to use...
So I decided to make this handy ocean fishing chart!
Made to show the attractiveness each fish has to all types of lures and what parts of the ocean to find them in!
Now Updated to include beta fish! Please keep in mind that it is still beta content and may become outdated. I will update this chart if that happens!

Lure Attraction guide
Idle attraction:
       The base attraction for the lure. The higher the attraction, the more likely fish will bite it.
Reel Bonus:
       The bonus attraction gained when the lure moves, either from the boat moving or the player reeling in.
       Most crafted lures will gain a bonus. But food lures will lose attraction, making fish bite them less when the lure moves.
Lure Radius:
       The range that fish will be able to see the lure and be attracted to it.
Range Bonus:
        Gives bonus range while casting the fishing rod. Letting you cast further than normal.
Lure Attraction per fish:
         Each fish has a lure attraction multiplier for each lure. If a fish has a 25% attraction to a lure,
         that means its base attraction is multiplied by 0.25. And if the fish has 150% attraction to a lure,
         that means its base attraction is multiplied by 1.5
DarkPulsesFishingChart5.1.thumb.png.1e6ccf8b045b1cb56855fe2eb12eb2f9.png

 

Help about PUZZLE skins

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Hello all, this week I tryed to complete Cyclum and Metheus puzzles to get the skins, successfully I got them.

I would like to know who still has difficulty and needs help!

 

Thanks

 

 


Wes needs a real rework and not just a joke

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Come on Kiel don't do this to people that like Wes, he's been banned from Multiplayer because nobody wants a hard character because they think hard = a burden. If you have no ideas on an update I do. Not all of these will probably work but this is just some ideas to use. Don't let us Wes lovers down Kiel!

Quoted from: SinancoTheBest

Baloonomacy

Well, it's supposed to be his main talent. But all he can for with his pile of balloons is to make decorative balloons by giving 5 sanity. Works for quick insanity, suicides and AFK assassinations but not much else, certainly not much to support the other survivors. Instead, his balloon talents can be reworked extensively. His pile of balloons should also act as a crafting station like Codex Umbra when placed on the ground for Wes to make various balloons with varying utilities. He'd require varying amounts of sanity, as well as different items around the constant to craft these.

Balloon Saddle - A saddle that can be shaken off only once but allows Wes to rush beefalo domestication.

Balloon Hat - Helmet that can only block one hit but prevents damage, knock back the player and give minimal damage when popped.

Balloon Cake - Tribute item that grants maximum companionship when gifted to befriendable mobs.

Balloon Sword - Weak but cheap weapon that pops and makes the cracking effect that de-aggroes mobs when depleted.

Balloon Armchair - Comfy balloon armchair with multiple uses that like a tent, slowly heals sanity when sat on.

Balloon Pillow - Sleeping item that can be used as an alternative to straw roll. It can be placed on the balloon armchair to upgrade it to heal too. 

Balloon Animal - Cute Balloon decoy animal that draws aggro very successfully, popping and damaging the attacker when hit.

Inflatable Tube - Small doughnut-shaped lifesaver that can be placed on the sea to be sat on. Could pop after one use but would last long enough to allow passing rivers and lakes.

A plethora of Balloons - The idea Mike suggested, making a holdable chunk of many balloons that acts like a lazy explorer, letting Wes glide across gaps. Could only have the durability of 1-3 uses and require a lot of sanity to build.

Pantomime

Another apparent talent of Wes that he only uses to communicate and examine stuff. Instead, his pantomime talent can be reworked into a substitute for basic tools, which could allow him to Chop, Mine, Shovel and Row without the relevant items. This could use up his sanity or hunger in each use, but would be nice giving him access to the powers of tools when he lacks to tools.

Ventriloquism

Wes can't talk but it doesn't mean he can't train his Ventriloquism skills. It's okay that he's mute when it comes to chatting and vocal warnings but it can get on the way of using basic multiplayer features like reading signs and reciting the weight of fish, making it more of an annoyance than an intended downside. Instead, he can craft a survival item, a puppet to be able to interact with and read signposts, pocket scales, scale-o-matic and various other structures.

Daredevil

His stunt work could also be capitalized on. I envision a unique structure of stunt cannonball that can shoot players across some distance quickly, possibly allowing them passage oversea. It could also be used by Wes only to shoot himself on a selected target enemy to hurt him significantly, as long as he's wearing a helmet, making a hilarious entrance. Just imagine a group of players fighting Deerclops and Wes suddenly shooting himself onto Clops, headbutting him and hitting him with 150 damage and landing in a similar fashion as if thrown from a beefalo.

Acrobat

Unicycle and tight rope come to my mind but I don't know how to conceptualize these in a not too OP and not too complex manner. Still I'd like a Unicycle that can only be crafted and used by him that'd allow him faster travel for a very brief time.

Juggler

Could be an interesting and unique way of inventory management, giving Wes a Juggling Kit item similar to Gifting Wrap or Bundling Wrap that can take up to 5 items but instead of packing them, Wes'd bundle the inventory items in balls and start juggling them, using up his hand slot and only allowing him to walk and pick up more items. He'd drop all the balls when interrupted by a hit or when stopped willingly, with fallen balls immediately returning back to their original forms upon hitting the ground. This could be used in conjunction with the Unicycle or When riding a Beefalo for delivery purposes

Clown

Various clown tools could be added to his arsenal. One such tool could be something similar to the Year of the Pig King signpost that could flinch or throw enemies. Another could be a fake flower hand item or a whole body slot with a flower that he can squirt water onto enemies with, getting them wet and assisting the team with Electric damage. Finally a fake pie item he can craft to throw into enemies to stun them for a second could be fun.

Calligraphy

Not much going on for this ability but he could have an extra craft near Cartography desk like "Name Plaque" or "Caricature" that he can give to other players who can read them and gain sanity like blueprints. Who knows, maybe he could be a great writer/caricaturist/calligrapher behind his mute façade.

Animal Taming

We don't have any character specialized in animal domestication, taming, herding and ranching and I don't see Wes particularly good at this. I'd like the unimplemented Winnie character or even the Inkeeper to be designed extensively around this trait but I guess Wes could be given some animal friendhip perks too. Immediate access to saddle a balloon saddle is something I really like as mentioned in baloonomacy but he could also be good at luring or herding other mobs like Volt Goats, Koelephants, Grass Geckos, Hounds etc. I don't know how this would be implemented but Animal tamers too are a staple of circuses.

Showing off your outfits [2]

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Hi all. The old topic was archived in early 2017, but I thought it'd be a good idea to bring it back. There have been a ton of content since and quite a bit of skins. Personally I really enjoyed the Victorian collection but others were good as well. Well, if you got any cool outfit sets you wish to share - post it here!

I'll start

5b91b6b59de25_Screenshot(67).thumb.png.c9a4882cb1a765fc867bf430389e7211.png

Colonel Woodie of The Royal Canadian Regiment

5b91b73de3cfc_Screenshot(68).thumb.png.fd702a25e59e86a52df1b887c231ccf9.png

Shadow smith Winona

5b91b777ae5c1_Screenshot(65).thumb.png.e94afab73d64a386298a3fdf6141bd40.png

XIX century colonial governor Wilhelm P. Higgsenburgh

5b91b7e688876_Screenshot(64).thumb.png.a01fbabe608e7932b0bbbfc540895f7c.png

Severely beaten yet still dapper Wilson

Don't Starve Together theme with sea shells

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Developers left a command that spawns sea shells that play a DST theme if you walk past them
Command: 

c_shellsfromtable()

 

What are the consequences of unraveling a character?

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I am probably going be getting the DST starter pack with the rest of the DS DLC, and I wanted to unravel Wurt (who is included with the starter pack) to get more spools, but it gave me this:

image.thumb.png.bdb4caafef8aeee3ab9278db6babd06e.png

What does this mean? Would it unravel all Wurt-Specific skins or would it delete all of the Wurt-related items and structures built ingame?

my maxwell rework wish list revised

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if maxwell gets the next character rework (please klei im calling out to you) i want him to function more like he does in Don't Starve, instead of needing to drop the codex he can simply read it to summon a "blank" shadow minion, blank meaning it has no role and will simply follow after the player but can be given something to give it a role, all the basic ones we have chopper, miner, digger and duelist but what if he could give them a backpack to give it the ability to carry things for you or pick things up for you (of course it'd have a filtering system so you can make it so it wont pick certain things up) and also PLEASE make it so they can wear things like miner hats or things like that or armor so duelists can stand a hint of a chance against things and please remove the broken kiting system that duelists use. what would the cost to reading it be? it should pull 2 nightmare fuel from your inventory per read and -15% max sanity for any puppet but it should have a limit to how many you can have and -5 hp upon read or none at all.
upon killing a shadow minion it should drop whatever you put on it or gave it while returning the 1 fuel.
and maybe give maxwell that +20/min sanity regen back or summin (also make it so he can make first level magic crafts or his own magic crafts because we need a magic character and he does say the shadow manipulator is his preferred work station)
what are your guys' thoughts?

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