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[Game Update] - 455744

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Changes

  • Further optimizations to mod asset loading, this should decrease load times when lots of mods are enabled by a significant amount.
  • Replaced the restriction to purchase chests with a warning when the contains skins for an unowned character.

Bug Fixes

  • Fixed texture issue with Wormwood’s Cabriole Legs.
  • Fixed a bug causing starting inventory to not work if you have no inventory slots(like in the forge mod)
  • Fixed a crash when meteor showers were set to never
  • Fixed a crash when editing or deleting presets in the linked preset mode.
  • Fixed a crash when worldgenoverride.lua contained an invalid preset id.
  • Fixed season settings not working properly.
  • Fixed file reading/writing not always working.
  • Fixed a bug causing mod assets to load with a lower priority than game assets.
  • Setting rain to “more”, “less”, or “default” after setting rain to “never” or “always” will work properly now.
  • Fixed a crash in the plant registry.
  • Fixed a bug causing the world settings menu to not properly display your world settings until you scrolled it a bit.
  • Fixed a crash when opening the gorge recipe book.
  • Fixed a bug causing repeating inventory actions with a controller (like cooking and eating) to not work when you're not the host.
  • Fixed various texture bugs with Wormwood’s heads and hats.
     

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I wanted to report a player and I purposely destroyed my base - (Klei Official)

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https://steamcommunity.com/id/bromomentbro

I built my base for over 200 days, and when everyone left the game, it was me alone, he appeared and destroyed the base. I can't kick him off the server because it's just me. .
He probably did this a lot of times because his steam account was renamed many times. After he destroyed my base he kept changing his name and he didn't even fear at all when threatened that I would report it.

The photos I  took were only when he destroyed a little bit, I really didn't want to see what he did so I left the game.

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Don't Starve Together Roadmap 2021

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Hey everybody. I know many of you have been waiting for this so let’s get right to it.

NOTE: Please remember that the roadmap is provided to give the community a sense of what we are working on and what is driving our decisions and what we are focused on in the coming year. None of this is a promise or a guarantee. We always prioritize quality over deadlines and all dates and timelines are estimated to the best of our current ability. Many long-time fans will know that we often add new things to these plans which often shifts things around a bit, so it is recommended that you avoid scheduling your vacation plans around our dates.

This roadmap is subject to change at any time, but as we have done in the past, we will let you know if any of these plans change significantly. 

2020 Recap. 
As we began the year staring down the barrel of a global pandemic we set our sights on a roadmap that was more structured and potentially even more ambitious than years before. We set a goal of attempting to “have something being launched at least once a month”.  Despite moving the entire studio to work from home we managed to do that pretty much without missing a beat. 

We released four substantial content updates, two character refreshes(and Wes), a new character, we introduced two QOL updates to the schedule, and of course our holiday events. The QOL updates turned out to be a pretty big hit. They let the team smooth out some rough edges and work on some things that fall outside of the normal content schedule. These updates also allow the team to split tasks allowing some of the team to begin working on the next big update sooner allowing more time to be spent on them before release. 

Console support has been in relative lockstep with PC releases other than the odd hiccups here and there inherent to console certification.

All of this while also putting out some super cool shorts that just keep getting better and better in my opinion. 

We don’t like to brag, but we kind of nailed it. 2020 was definitely the strongest year for DST ever, and we’re looking forward to keeping that momentum going. 

That being said - We do think there are some things that need some more love, and we’re going to be incorporating these things in the upcoming content schedule. More on that later.

What’s coming?
We’re sticking with it. A great benefit to how well last year went is that now that we’ve got some experience with this doing things this way, we can really hit the ground running for 2021 and we have a much clearer schedule than we probably have ever had. So, what you are going to see now is probably the most information we have ever put out for a roadmap. 

This is the current plan for 2021. 

  • Year of the Beefalo
  • Three Character Refreshes
  • Three Content Updates 
  • One new DLC character
  • One new summer event (Summer Solstice, like Winter’s Feast)
  • Two QOL updates
  • Holiday events

Once again we are aiming to have something interesting for you every month and we’ll also be doing more Streaming drops and Klei Rewards as well.  

Also
We’re taking additional steps to improve the quality of life for players throughout the regular updates as well. We have noticed some things that can be done to help a lot of players in different ways and we have a few changes we would like to try. From main menu changes to new world generation options, we’ve also been experimenting with ways to help new players to familiarize themselves with the game.

One of the newer things coming up we think many of you will be pretty interested in. We’ll get into more details at a later date, but for now, you can check out this work-in-progress image from the QOL update coming in March and speculate away.

world_options.png

(This uses some placeholder text and is all subject to change)

And finally…. 
This isn’t directly related to Don’t Starve Together, but we thought it would be a good time to mention that we are taking a look at the Original Don’t Starve ports. We’re collecting feedback and will be working with our porting partners to address lingering issues that have been hanging around on various platforms. 

One issue we find is a lot of players tend to accept these issues as “known”, and we don’t necessarily always know specifically what kind of issues need to be prioritized because they might not be getting represented in such a way that we fully see them. So if you have specific issues you are frustrated about and feel need to be resolved, now is a good idea to make sure we know about it. We’ll be making posts in the appropriate forums as we shift focus to each port.   

We will not likely ever get to a place where Don’t Starve and the DLC have zero bugs but we would like to get the Don’t Starve ports in a better place. This isn’t going to happen overnight as we need to organize and we can’t do everything all at once, but we thought it was worth mentioning that this is something we are working on. 

And that’s it!
Another roadmap down. I do have one last thing to share though. This is a work in progress image of something we have coming in a future update likely to hit beta in April.

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Apparently you can't console edit season lengths anymore.

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So I've been hearing from a friend that it's no longer possible to modify season lengths via console, said friend found that upon doing so, when you re-enter the world it instantly reverts to the world setting value.

This killed a world for said friend, but aside from that I feel this hurts custom map creation as you can no longer have truely custom season lengths, you're stuck with what the world setting options give you. I can only assume this affects other world settings too like day/dusk/night length.

Any chance for truely custom season lengths and day/dusk/night lengths? I feel while the QoL changes are nice for gameplay, i feel due to what is mentioned that it throws a wrench into custom map creation.

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

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Colonel Woodie of The Royal Canadian Regiment

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Shadow smith Winona

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XIX century colonial governor Wilhelm P. Higgsenburgh

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Severely beaten yet still dapper Wilson

I wanted to report a player and he purposely destroyed my base - (Klei Official)

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https://steamcommunity.com/id/bromomentbro I built my base for over 200 days, and when everyone left the game, it was me alone, he appeared and destroyed the base. I can't kick him off the server because it's just me. . He probably did this a lot of times because his steam account was renamed many times. After he destroyed my base he kept changing his name and he didn't even fear at all when threatened that I would report it.

The photos I  took were only when he destroyed a little bit, I really didn't want to see what he did so I left the game.

20210313063457_1.jpg

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Spawn Protection: Good design, flawed implementation

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When most people read "hostile creatures", they probably thought of mobs that would attack you first. However, the actual implementation just checks for mobs with the "hostile" tag, when a significant amount of mobs don't have it—which I'm guessing was unforeseen.

Merms, beefalo in heat, pig guards, killer bees, enraged moslings, even—wait for it—ewecus, which is a particular favorite for spawn trapping in my experience. Not to mention specific cases for monster characters/Wurt/Wigfrid as well as spawners like cave entrances.

The current implementation does protect against some common killers like tentacles/eyeplants/spiders/hounds (not to mention the separate blocker check), but it could be much better. The design idea itself seems pretty bulletproof so far, so hats off to the devs for that one, hopefully it stays that way.

Screenshot showcase

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A thread like this existed before but I'm afraid it fell deep into the archive, so here is a new one. You can post funny, odd and terrible pictures that you made while playing DST.

 

Here are some from my collection:

Love this one because it looks like as if the third bunny from the right (not counting the bunny behind the hut) is throwing the small bunny.

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My dear Wolfgang managed to trap himself while being sane and of course I mocked him by taking a screenshot and weeks later finding myself trapped in this too while being sane.

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Wigfrid is able to fish in carpet. Who would have guessed.

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Tribute to Helicalpuma: Rest In Peace, Puma.

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To the DST Community:

I am sure Helicalpuma is not an unknown name in the DST community -- he was perhaps most well-known as an early pioneer of several very popular strats, and his Maxwell playthrough helped thousands of DST beginners and seasoned players to improve their gameplay. Unfortunately, recently we received very sad news from Helicalpuma's family, that Helicalpuma had passed away by natural cause (medical).

As a member of Helicalpuma's twitch, youtube, and discord community, we are still in shock (and denial). The news hits very hard, it is devastating and despairing. At the same time, we are very blessed to have him around in the community, for all the beautiful memories we shared.

For Helicalpuma's contribution to the game and the community in general, we believe the community deserves to know of the news. And we are thinking, what we can do for him, to honour his legacy and contribution.

We are wondering, would Klei developers be interested in doing a small tribute or homage to remember Helicalpuma? It can be an Easter Egg, or a character quote, or a pig or bunny name, it can be anything, as far as their creativity goes and it is legally sound. The idea is mentioned to us by Puma's cousins. Of course, this is only a suggestion and humble request.

Otherwise, feel free to share your memories and thoughts about Puma, or write a few words for him. It is really unfortunate, that since he was inactive on Twitch for quite some time, the vods got deleted and clips were the only ones left.

As of now, as part of Puma's Discord/community server/Twitch moderator-admin team, we are still trying to figure out what to do and how to proceed in midst of grieving.

Thank you very much for your time.

Best wishes,

Muffin Sandals, Meowswing, Anxious-Insomniac.

EDIT: p/s: some of his more recent shenanigans https://www.twitch.tv/helicalpumaaa/clips?filter=clips&range=all

Puma's youtube: https://www.youtube.com/user/helicalpuma

 

A post to report griefers

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A large part of the community probably knows what it is to have a griefer on your server, I create this post to report and prevent their attacks, if this post is inappropriate, it should be removed

What kind of map generation?

Can't generate world with everything turned off

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I wanted to set every world setting to "none" but whenever I try to start the world, I get stuck at this screen (20 minutes and nothing has happened)

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Even weirder, if you turn caves off the world actually starts to generate but it never generates you just get stuck on "generating world" forever

I don't know if this is a bug or if it is just my game specifically that is broken. Is anyone else able to generate a world with everything disabled?

Metheus puzzle partner

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Hello world, i need a partner for Metheus puzzle, I've already solved the Cyclum puzzle.

A Guide for griefing the spawn despite Griefer Spawn Protection

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Recently a new feature called "Griefer Spawn Protection" has been introduced to DST which is supposed to keep the spawn safe from griefers.
Depending on the setting and the situation, players will gain the "spawnprotectionbuff" buff for 10-40 seconds which prevents aggressive mobs from targeting the player and allows them to walk through structures or other obstacles. The protection actually lasts for only 10 seconds, but it only starts to fade away over a time of 10 seconds after 30 seconds or if the player moves more than 1 pitchfork title away from the spawn.

If the "Griefer Spawn Protection" is set to 'Auto Detect', then the system checks the amount of hostile entities or the amount of blocker/structure entities nearby and triggers if one of the following conditions is fulfilled:

  1. There are more than 2 hostile entities 4 pitchfork titles or less away from the spawn
  2. There are 4 or more blockers/structures 1 pitchfork titles or less away from the spawn
  3. There are 16 or more blockers/structures 1.5 pitchfork titles or less away from the spawn
  4. There are 36 or more blockers/structures 3 pitchfork titles or less away from the spawn
  5. There are 52 or more blockers/structures 6 pitchfork titles or less away from the spawn

If none of these conditions is fulfilled then the player won't recieve any spawn protection at all.

 

Despite the protection it's still possible to wall up the spawn which will prevent most players from leaving the spawn alive:

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12 Wardrobes (48x Boards and 36x Cut Grass) and 12 Fossil Fragments are required to build an impassable wall around the spawn. To prevent the "Griefer Spawn Protection" from triggering, simply build your wall a little bit more than 1.5 pitchfork titles away from the spawn to prevent condition 3 from triggering. Since we are using less than 36 structures for our wall, condition 4 also won't trigger and the player won't recieve a spawn protection, which prevents him from leaving the wall.

Notes:

  • Entities like skeletons or Warly's Portable Crockpot do also count as blockers, so placing down a total of 4 dead players/Portable Crockpots or a total of 3 Spiders/Spider Dens will make players obtain the "Griefer Spawn Protection". Keep an eye on the spawn and clean all the available skeletons there over time to prevent players from obtaining the protection buff.
  • Wortox can use his soul hop to escape
  • Woodie has a chance to break the cage if he joins during Full Moon and turns into a Werebeaver or Weremoose
  • Deerclops, Antlion or Bearger are able to break the barrier

 

Here's another example of a different designed wall:

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This kind of wall does trigger the "Griefer Spawn Protection" which allows players to walk through structures and blockers, but not through mobs, in this case through Beefalos. By stuffing the spawn with Beefalos, players will in most cases become unable to move and to leave the spawn before the protection wears off.

Notes:

  • Make sure to put enough mobs in the spawn to prevent players from leaving the area, you might need to use a voidgate to put the last ones inside
  • If players are lucky enough they might be able to escape before the protection wears off
  • Regular Walls are required to prevent the Beefalos from leaving while offscreen
  • Wardrobes, End Tables, Fossils are required to prevent players from smashing the wall (blocking the player's vision might also be an option as they'll become unable to target the walls. Using 'force attack' will cause them to attack a beefalo which triggers the whole beefalo herd)
  • Wortox can use his soul hop to escape

 

While Tentacle Traps will become much less effective, there's still hope for killing players via tentacles. Especially if they join during night since some players might just want to stay close to the spawn to avoid freezing or dying via darkness, or just because they are waiting for the base to come and to pick them up. And even if they don't take any damage at all, they might suffer from the sanity drain of the tentacles because the "ghost form" doesn't protect them against insanity.

The only way to avoid the "Griefer Spawn Protection" with tentacles is not to plant more than 2 tentacles at the spawn to avoid triggering condition 1. But even two tentacles right above the spawn can still do a great job by dealing a total of 136 damage to joining players.

Other than tentacles you can also use the following mobs to kill joining players:

  • Ewecus: They'll spit their mucus at players and attack them twice before they become able to unstick themselves, dealing up to 125 damage.
  • Hounds: While they can't attack protected players and do trigger the "Griefer Spawn Protection" in most cases, they will keep chasing protected players around until their protection wears off. But players can still escape if they use a Wormhole or Cave Entrance.

Less effective mobs are:

  • Lureplant: Triggers "Griefer Spawn Protection" due to all the eyeplants, inactive during winter, burns easily during summer.
  • Varg: The summoned hounds do not follow players around but protect the Varg only, triggers "Griefer Spawn Protection" due to all the summoned hounds
  • Spider Queen: Quite slow & easy to escape, triggers "Griefer Spawn Protection" due to all the spiders she spawns

 

But then again, there are also other hostile mobs which do count as non-hostile and thus can't trigger condition 1 and one of them is the Merm:

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Merms do not count as hostile mobs, but they start attacking everyone who comes too close to their Mermhouse (in this case: 2.5 pitchfork titles), dealing 30 damage per attack.

Notes:

  • Merms do not respawn during Winter and their houses can burn during summer, make sure to keep them safe via Ice Flingomatics during summer
  • Merms are neutral towards everyone if the King of the Merms is alive
  • Merms are neutral towards Wurt
  • Wortox can use his soul hop to escape if he reacts fast enough
  • Wigfrid can survive the attack if she reacts fast enough and equips her Battle Helmet
  • Don't forget to hammer the resulting skeletons, 4 skeletons might be enough to trigger the "Griefer Spawn Protection" which protects them against merms

 

Another non-hostile mob is the Killer Bee. While Killer Bees perform quite bad on their own since players can outrun them, they might become much more dangerous if combined with Anenemies:

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Neither Killer Bees nor Anenemies do count as hostile. Killer Bees require you to run to avoid their damage, Anenemies require you to approach them carefully to avoid taking damage. Killer Bees and Anenemies can't damage each other which should make them a quite good team in terms of killing players. Also even if the "spawnprotectionbuff" does trigger, Anenemies will still attack the player even if they are supposed to be untargetable.

Notes:

  • Killer Bees can fly away over time
  • Abigail can finish all the bees with no effort
  • Wigfrid might be able to survive the attack with her Battle Helmet
  • Killer Bees are neutral towards Wormwood
  • Wortox can use his soul hop to escape

Instead of Killer Bees you can also use walls to support the Anenemies by hiding them behind the walls. Most players will die before they notice all the Anenemies around the spawn.

 

While the newly introduced "Griefer Spawn Protection" does prevent players from generating cheap but highly effective Bone Shard Farms Tentacle Traps near the spawn, it is not enough to protect the main spawn against any kind of trap. It also does not grant any kind of protection for other kinds of spawns like Touch Stones or Cave Entrances.

Instead of planting your tentacles at the Florid Postern, you can still plant them at cave entrances/exits or Touch Stones since these spawns do not have any griefer protection at all. To bait players into your trap, simply use directional signs leading from the spawn to the next cave entrance and a sign right at the cave entrance and write down "base" on each of the signs, that should do the job in most cases.

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As we can see, even with the "Griefer Spawn Protection" feature there are still possibilities to grief the spawn or any other spawn.

 

Disclaimer: This guide was not made to aid griefers at killing players but to demonstrate the inefficiency of the current "Griefer Spawn Protection" feature.

Please leave your comments here if you use or encounter one of these traps and share your experience about how effective they were in terms of killing joining players.

Visual glitches on Abigail's flower

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I've played this game when it was on beta and I've already noticed that there's visual glitches on Abigail's flower. I thought it's going to be fixed when it's released. But I guess not. This is the only glitch I've seen so far. I'll let you know if I saw other glitches or bugs.



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Thanks Klei for amazing QOL update!!!

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Just need to fix some bugs and the update will be good.What do you think is coming out next?

PSA: March QoL Update - Wildfires World Setting

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I don't necessarily think this is a "bug" but more of a side effect of the QoL update that went live today. But wanted to make a PSA to the general DST community.

IF YOU PLAY WITH WILDFIRES DISABLED - CHECK YOUR WORLD SETTINGS! WILDFIRES WE'RE RE-ENABLED WITH THE UPDATE!

You might check any other settings as well, but I had a close call on stream tonight where a piece of turf when up in flames before I realized what was going on during my first days in summer.

Add caves to existing world

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Is it possible? It's been a while since I last played DST and I've made progress in a world I really don't want to lose or restart all over. While checking on the settings, I found out that you could actually tick the box "Add Caves". If I'm not mistaken you couldn't do that some time ago.

Does it actually generate sinkholes? Or does it regenerate the world with the same exact seed but with caves?

Note that this appears on my already generated world.

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Ummm... hidden update?

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Sooo.... It seems my game just got an update (which is not announced... yet?) after I cant run it at all. Game turns off on "mods enabled screen" before I click anything. Anybody else got issues? Should I reinstall game? Steams says my files are fine.

No Fountain of Knowledge in my World

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I'm 1100 days into my world and I just realized that I don't have any "Fountain of Knowledge" structures in my Ancient Archive (I was there before, but I didn't have the iridescent gem at the time, so I didn't really look for them until now)

I'm playing on PS4 so I don't think I can spawn things in or use any mods (can I?)

Has this happened to anyone else? Am I totally hopeless? Is there any other way I can get the Distilled Knowledge?

 

(This is so heart-breaking. I've had a few worlds in the past generate with no Glommer Statue, so every time I make a new world I always rush to the Deciduous Forest to make sure it's there... I guess now I'm going to have to rush to the Ancient Archive every time I start a new world to make sure that the fountains are there too) 

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