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I think you could add something like the science machine but it allows for you to make the tungsten stuff, just to combat the op-ness of all the items, thats all i have and i hope you keep working on this mod :D
Right now I'm working on the Tungsten axe and it looks terrible, especially the animation :/ If anyone of you guys is good at making DS-themed items, ... I'd appreciate help
P.S. i wish i could help :(
although the healing potions are a bit ...well useless considering musrooms cant be farmed properly they respawn after 8-10 days of rain so in alot of caes ull never see a respawn of a musroom
need to add a way to farm mushrooms or use somthing else for the health pots that is farmable
I kind of agree that many mobs are OP, but that kind of hostile environment is what differs Don't Starve from other similar games. It's a fun chalenge, a hardcore game, and I don't want to ruin it by putting in OP equipment.
Btw it should be possible to implement compatibility to throwable spears. Does it crash when launched with T.S.? Or is it just that the Tungsten Spear isn't throwable?
Allright folks, there's good news: A new armor has just been added.
Zero Kelvin Suit
+ Absorbs 90% DMG (more than log suit, less than Nightmare Armor)
+ Freezes Enemys when they hit you (most mobs need more than 1 or 2 hits)
+ Has more than double durability compared to Log Suit
- Cools you down slightly (not recommended during winter)
- Reduces your movement speed by 20% when equipped
- Costs 1 Blue Gem, 2 Moonrock Nuggets and 4 Tungsten Nuggets
Does that seem balanced to you guys?
Also note that I scratched the Iceblade and I'm now going to make a fireblade
ok fire blade, sets enimies on fire mebye you are imune to fire when you equip it
or mabye the other way round when you have it out you take some dmg overtime like the overheating in RoG but i realise that would be real hard to code in,
or dmg overtime
Fireblade overheating mechanic shouldn't be hard to implement. Sure, you won't have the orange screen, but I think there's some way to get the temperature variable of the entity that holds the sword (the player).
That way I can simply determine if I should cast damage over time or just increase the player temperature.
Coding is not hard for me, artwork is...
Could take a while though, I hope that I'll be able to release a Fireblade tomorrow. Didn't have any time to code today.
The thing with the temperature increase is: Would it be balanced for Winter? IMHO Winter itself is unbalanced and unfair, but on the other hand I don't really want to mess with the Klei Entertainment's idea of the winter being overly hostile.
and in summer the ice blade would melt and vice versa.
The overheat effect is also applied.
For now the Ice blade wouldn't be very usefull. It would freeze stuff in a few hits and unfreeze it in the next hit.
Right now I'm trying to make up a early game item, since it will already take some time to get the armor, the fireblade and the corrupt cutter.
If I implement the ice blade I'd simply make it a spoiling item (similar to RoG icecubes), that doesn't loose durability while in the ice box and gains durability when its in the ice box during winter.