This might be a bug? @ImDaMisterL tell me to shuffle this if needed.
Bee production seems to only work on screen and if one is off screen it takes a long time for full honey. Any suggestion I guess for bee production (like more flowers ext.).
This might be a bug? @ImDaMisterL tell me to shuffle this if needed.
Bee production seems to only work on screen and if one is off screen it takes a long time for full honey. Any suggestion I guess for bee production (like more flowers ext.).
Beta - 208275
Oh @JoeW, we've got a live one over here~
Should I start the popcorn machine again?
*waits for the inevitable appearance of dislike for this game ripping off DS/DST which might or might not escalate to people throwing poop at this game and making us look like an angry mob*
Was able to remove it with a console command but we can't plant in that area.
Thanks!
I see the term now and then, but wanted to verify that there isn't more to it than:
There don't appear to be many references that fully explain it.
What are your most essential mods that you use both server and client side.
Here are mine:
Server side
Show Me
Global Pause
Client side
Health Info
Combined Status
DST Where's My Beefalo?
Geometric Placement
Gesture Wheel
Minimap HUD
Craft Pot
Hey guys, first time here on the forums and I just wanted to ask a save related thing. So, my friend is hosting a server right now and his internet sucks and he always has bad host connection. I was wondering if he could give me the server save and I would host the server. He is using a Windows PC and I am using a Mac.
Thanks for your help!
I preface my remarks with the disclosure that I'm very new to the game (about a month), as I progress I like to share and get feedback from the community.
What is the purpose of a base? It is a sanctuary for rest and recuperation, a defensive structure that protects the inhabitants from hostile forces and a repository of essential goods. Usually the development path is based on a layered approach without much thought given to a blueprint as the players are more concerned with the very demanding needs of the immediate moment. I've seen many different designs, some rather chaotic, others that appear to be very orderly, some with lots of "toys" but not much thought given to a proper layout.
In my opinion a good base requires several characteristics, location, defensive capability and efficiency. The first one is easy to learn, the second requires more application and the third is by far the most challenging. It is the third one I'm most interested in for the simple reason that a well ordered, well stocked and efficient base provides a critical element, time. Many players don't like hanging around bases, they enjoy going out on missions, if you have an optimal design you'll maximize the time they have to do so.
So..efficiency. Small footprint, easy to maintain and very intuitive. Drop a new player in and they have it figured out in less than a minute. Here are some bullet point ideas:
1. Don't create a mass storage center with 20-200 chests. The chests should be broken down into clearly delineated groups, armory, raw materials, finished products, etc. To make it attractive you could build small walled in compartments with a sign in front (obviously the beta version has some predefined capability for that). Where you have grass, saplings and other things planted which can be stored in chests, keep the chests right next to the product you're harvesting (also have a second chest for fertilizer). Next to each flingo have a chest with fuel supplies. Players may also elect to have a private chest in another area. Another idea is to set up an area for the three seasons that are challenging and have chests for each one with corresponding supplies.
2. Walls of course don't add much value other than for aesthetics so they should be kept to a minimum. A small footprint is good as it minimizes maintenance, for summer perhaps 1-2 flingos are all that is needed (one player doesn't have that but how are fires prevented?).
3. Obviously iceboxes and crock pots need to be so close that they stay open, you could have one icebox for raw materials (or two) and one exclusively for finished products.
On defense, one possible solution is a circuit of tooth traps (like an oval), when hounds attack players assemble and then run the circuit, within 2 laps all the hounds should be dead. Tooth traps are very effective but very high maintenance, there has to be better solutions out there.
Well, I have lots of other ideas but this post is getting a little long already, would be great to get some feedback and see what other ideas people have come up with.
At some point (done this before in other environments) I might run a contest for the best base design with a cash prize, would be fun.
As far as I know, the original Giants content was added to Together. Ever since I learned that Shipwrecked has not I have questioned if it ever will be. Wondering if there have ever been any kind of references to it becoming a thing.
It would be so amazing if they made it so, islands are generated inbetween gaps of land and past the edges of the wilderness. Adding more bodies of water in the game to put the content in as well, and potentially rivers which you could build bridges over and use your boat to travel along. Actually integrating Shipwrecked with the base build of the game so that voyaging on water is not just its own mode its actually a part of the system. Seems really squandering to make it its own separated thing instead of just adding it onto the main game.
Would be a huge endeavor for sure but would add an entire new element to the experience, really is just irritating to know such a huge opportunity is being missed. it is great new content is still being made, but why not put existing content to greater use. Even just having Shipwrecked Together as well would be great.
I was wondering how exactly does the sarting portal resource renewal work? Grass tuft/sapplings/berries and flint should spawn around it if none are present but on what principle and how large of a radius does that cover? And is it actually true? Has someone seen new things pop up ?
(because with the disease mechanic there is a real chance to run out of grass/sapplings/bushes one day...)
I'm having a problem with trees regrowing really fast!
Is there anyway to stop the game from planting new trees in some places?
So, while it's still seemingly not worth the trouble, I thought I'd do some math for those who do want them sweet crowns for good, fancy head gear.
The math is actually a bit convoluted...
If you start with "n" amount of thulecite, then the math per time you use up a construction amulet would go about like this:
n - 2 (this is where you craft a construction amulet, which takes away 2 of your existing thulecite),
n - 5 (this is where you craft a thulecite suit and a deconstruction staff, both using the amulet, which results in loss of 40% from the construction amulet, aka 0.4 green gems),
n + 1 (this is where you first deconstruct a thulecite suit, gaining +6 thulecite, in total equating to 1 more than you had before. The following is just a continued process of constructing and deconstructing thulecite suits via construction amulets and deconstruction staff respectively, until...),
n - 2,
n + 4,
n + 1,
n + 7,
n + 4,
n + 10 (construction amulet breaks, deconstruction staff stays at 20%. Total green gems used up for this process = 1.8, which gives 10 thulecite more than you had initially, aka n + 10).
Now, the question I brought up to myself is whether it's worth/more efficient to use a construction amulet in order to craft thulecite crowns. To determine this, I needed to find out the total amount of green gems used in order to create a certain amount of thulecite crowns.
10 thulecite normally equates to 2.5 thulecite crowns. With a construction amulet, with its thulecite included, you could craft 4 crowns for an extra 0.8 green gems used up.
So, it's 2.5 crowns for 1.8 green gems, or, 4 crowns for 2.6 green gems... Seems like both are pretty close, if not the same, right? Well, lets try and get the crown amount to be the same for both equations in order to determine how much of them each use up the green gems for the same amount if thulecite crowns as each other. Lets scale the numbers up a bit first though by like, say, 10 times, so we get 25 crowns for 18 gems and 40 crowns for 26 gems.
Then lets divide the crowns' amount to equate the same amount, so 25/5 = 5, 40/8 = 5. The same must then be applied for their respective gem amount and with that we will get an answer for this question:
18/5 = 3.6
26/8 = 3.25
Well then... If my math is correct, then it is slightly more efficient to use construction amulets for crafting thulecite crowns. Hope this is useful for somebody out there when crafting those sweet sweet crowns, in case you've been crafting them without an amulet this entire time ^^
Hi,
I goggled it and had only 2015 answers to this question. As I know, after caves implemented to the game, documents/klei/dst files are more confusing now and i m not sure if there is a way to do it with steam cloud.
Any ideas how can i transfer my save that i was playing alone in DST with caves from one of my computer to another. Steam account is same btw.
Thanks in advance!
Sorry if ever i posted this in the wrong section, i just wanted to ask if the game is still active? I'm planning to buy the game but i don't know if there's still a players.
For all characters, their files are in data/anim, then found in atlas-0.tex files. But that only has their default skins. I found files with names in data/anim/dynamic/, but those files only have build.bin files, not atlas-0.tex. There are also .dyn files, but I don't know what to do with those either.
So what I'm asking for is how to get the textures for the skins of all the game characters. If anyone knows how, I'd appreciate it!
Since the recent hot fix on lantern 'bug', a majority of the community are thinking that Dst is losing the querk that came with the game that made it fun to learn. A fellow friend brought up this,
And another fix that I pointed out,
Guess we need uproar to get thing situated? At least buff overcharge so it is 20 days per book Klei devs.
so in a recent hotfix there were qoute on quote bugs that where changed that have been within the game for years now but no one had ever said anything about due how it wasn't really a bug at all but a technique in itself that had its own pros and cons.
main one I will be talking about is the dual lantern and tool equip mechanic on how it shouldn't have been removed. It was initially removed cause it was reported as a bug to developers cause it essentially made the game "easier" however that is not true. as doing this causes the player not capable to interact with their inventory while performing this so yeah you get your two handed tool and light but you arent able to eat fuel your light or equip anything while doing it while however say if you had a miners hat you don't have to worry about the inventory lock the lantern had done thus making it a viable option that should stay in since it is so small and also has pros and cons to itself thus making it a viable strategy within the games mechanics.
Alright, so this is my first post here heh, i apologize if this thread shouldn't be here.
I recently bought DST with a group of friends, we've been trying to play but one of them in particular experiences horrible lag when we play together, if i host, his game is unplayable, and if we play in a dedicated server he eventually spikes anyways, i've told him to play in windowed mode in a smaller resolution, but he says he can't change the resolution, it stays locked at 1200x or so. He has played solo and has no lag at all.
My other friend has no problem whatsoever (he plays windowed too). It's really frustating since i don't know what could be his problem, if it's location (we all live in different countries) or something else, we've played other online games together so this is the first time we've had this much difficulty trying to get a game going.