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Also use ferns (foliage) to also craft garlands (flowerhat), or a fernhat with alternate art?
Possible to combine fernhat with glowberries (wormlight) for an alternate light hat fueled by rot or another fertiliser?
Increase effect of Nature Deficit Disorder (negative general dapperness)and give positive sanityaura from cave_fern and pottedfern, as well as increase positive dapperness from wearing "natural" dress / armor
ANTIFREEZE (prevents effect of Winter on farms / lureplants) crafted using Glommer poop (glommerfuel)
like each stage of friendliness would be configurable to be on or off, and the various sanity rates and stuff would change too, in theory you could make it so you would almost Have to stay insane enough to be attacked by shadows in order to milk anything safely, other options would just effect the food values and such, easy being higher value than the component parts, normal being = to value, hard being lower value, but that was all just ideas and such
with wanda i was just thinking again a sec ago that most of that stuff makes more sense to be crafted at a post thucelite table (you would need parts built both at the thucilite [science top i think...] and the top magic tables together),
then you craft a shrine to the goddess which allows those craftings (other than the lower stages of the whip, maybe the 1st stage mask/cloak/patch/seeds could be earlier game and weaker too),
mostly her stuff was supposed to be late game, mainly things which help out the group once they can start working together to make a hoard, or are to defend against raiders after you have won hard to get and dangerous materials
was thinking she could be kind of a late game skills person where as most characters are an early game person, she would have just a few things which help pre-end stages, or at least those were my potential thoughts
like 4 saplings, 2 grass tufts, 8 guano, 2 manure, 4 glow worms, 4 fire flies, and 8 glow orbs?
feed it/put food in it's inventory (which consumes it and adds to the "food stock" inside) to make light,
the food value = the type and quality of light
each time incriment also lowers all other stats by 1
health values:
positive value (highest in) = number of glowmite swarms
negative value (highest in) = number of obscuring knat swarms
sanity values:
positive value (highest in) = brightness of glowmite swarm
negative value highest in) = % opacity/density of obscuring knat swarms
hunger values:
positive value (total in) = time incriments until glowmites return to hat
negative value (total in) = time until obscuring knat swarm returns to hat
time incriments (in game time):
easy; 30 min
normal; 20 min
hard; 10 min
glowmite swarm:
base of one tile (when insane) one always stays on player while wearing, expands to 3x3 [medium sanity] and 5x5 [high sanity])
lights player's square enough to fight grue
when hat is swarming the base swarm gets brighter based on the current brightness value (
further swarms spiral clockwise around the edge of the base light, they stay one radius from eachother, if a ring is full start another ring, they will latch onto items of interest
light swarms give a sanity boost equal to 1/5 (round up, minimum 1) their brightness (does over lap and stack) per time increment
heals all in light for 1/10 (round up, minimum 1) the number of swarms per time increment (player does not get healed when at low sanity)
obscuring knat swarm:
base 1 on player when sane, stretches to a 3x3 then a 5x5 tile area with low sanity levels
obscures vision where swarm is
additional swarms spiral counter clockwise but will latch onto living things
deals damage = 1/5 the number of swarms (round down) per time increment (player does not get hurt when high sanity)
drain hunger and sanity for 1/10 (round down) the obscurity per time increment
this way you have a fun but ballanced light hat with a natury effect
oh, and if you don't want her to be a nature priestess then Druid may not be the correct word, hippie might be better (kinda fits better anyway as druids have no problem with meat usually and actually love nature), thus my confusion earlier
The more ideas you come up with, the more complicated / over-powered they become. Sometimes it's good to work with stuff that's already within the game, that's why I gave Wanda affinity with lureplants, and am looking to increase the chance for treeguards to spawn and be aggressive towards her. Sometimes rather than creating some ridiculous backlash to balance an already over-powered character just breaks the game (like a lot of those furry / cartoony mod characters). I like to keep it simple, with each character just being a bit tweaked from each other, maybe having one or two personal items, but nothing that changes the game too much. There's a reason why Klei haven't done certain things with their own default characters.
The Extended Sample Character can give you a blank canvass with a few notes written in the code that can help get you started, I prefer to download the Klei ESC Template[forums.kleientertainment.com] rather than the Steam one, as it might auto-update and then you lose the work you've been doing (although if you're savvy enough you can just download the Steam ESC then copy and paste the folder and rename it). There are another couple of mods similar to the ESC one which can help get you started with modding, I think there was an art one, etc, best go investigate that yourself if you're keen.
Regarding tutorials, try here[forums.kleientertainment.com], here[forums.kleientertainment.com], and here[forums.kleientertainment.com]
I started off by navigating to the folder which DST stores the mods by default (on my PC it's C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\mods ), and read through the LUA text files of some of my favourite mods that did stuff that I wanted to emulate. Generally, it's okay to borrow others' code as it's all open source, but it's good courtesy to contact the modder if it's something unique that others will notice is quite similar to another's mod, and give credit where it is due if others have helped you and so on. I also went to C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\data\scripts\ to look at the default character prefabs and some of the other subfolders there to help get an understanding of how some of the general LUA coding in the game works.
twigs or tree seed (x1) = tiny one time boost, very small over time if warn in neck (body) slot, looks like tiny snake pendant (twig) or lady bug charm (tree seed), tiny sanity dip when breaks, (+3 treeguard chance per sanity regained)
log (x2) = small immediate boost and small over time gain when standing on placed statuette, looks like small creatures, birds, rabbits, moles, small boost when petted (will damage a little), when broken small sanity drop (+2 treeguard chance per sanity gained)
planks (x3) = larger creature (eye bird, beefallow, goats, turkey, ...), big immediate boost, boost when petted (will damage a little bit), big over time aura of boost, enemies will target these first, they hit back but don't move, when they die you take a sanity severe plunge (+1 treeguard chance per sanity gained)
living wood (x4) = drop sanity when made, lowers sanity while it is following you (reverse follower rate maybe?) (and maybe speeds up hunger if still too much, tho san drain is bad anyway), creates a living statue of a monster (hound, spider, mosquito...) which is friendly to you and helps fight or harvest, when killed spawns a shadow beast but gives you a small boost in sanity, haelth, and hunger (-4 treeguard chance per sanity lost)
just a thought, something fitting her story, and relatively simple (just 4 tiered items based on the wood carving) and a simple way to make tree guards appear more
sorry this took so long to write up, had a lot going on
Personally, I'm quite impatient, and the sheer number of tutorials available was a bit overwhelming. Since I didn't know where to start I just went out and did those few things at the end of my last comment there, and then befriended a few modders whose stuff I liked, posted some questions on Kleislist / modder forum, and attracted a team of people willing to come on board and help me from there. If you can simplify your ideas into basic key concepts that are sellable and will attract others to come help you, there is more chance of success. not everyone is willing to read a huge text dump (I got lucky with my Wanda ideas, that's why with Wilma I want to make her more simple).
Ah okay, thats a pretty decent plan of attack
Huh i do suppose that is probably true •sigh•
And yeah, i plan on splitting most of my ideas up into as many parts as make sense, and trying to make descriptions easy and segmented with advanced stuff later for those who like stats (might use the spoiler options to cover non-necessary text), but will have to see what actually works and what makes sense, probably will have a craftable in-game guide for my mods as a mod of its own and have most examine statements give a little clue as what to do
Can be crafted with 1 lureplant & 6 reeds
It absorbs rain do you dont get wet!
& cools you down in summer in exchange for some sanity while wearing it.