Damn such an addicting game..
Now if only i could survive for more than few days.. xD
Hm, is there any point of building walls & floor ? You can't build a door or something to make a house and i think you still need a fire every night with it. so i wonder..
Only thing u can do is take a day to gather Berries, Carrots, Seeds, make animal traps for Birds, Bunnies, make a base around a place with lots of bunnies and flowers.
You will have:
-Bunnies to trap, kill and cook
-Birds to catch, kill and cook
-Flowers atract butterflies, when they settle on the flower go and atack them, wings are tasty.
-Cook the berries.
Thats how i survive, i take 1 day to gather a lot of food and then i go back to rock hunting etc.
Also mandrakes give a LOT of hunger relief and always have a Straw Roll bed to cure ur insanity.
Only thing u can do is take a day to gather Berries, Carrots, Seeds, make animal traps for Birds, Bunnies, make a base around a place with lots of bunnies and flowers.
You will have:
-Bunnies to trap, kill and cook
-Birds to catch, kill and cook
-Flowers atract butterflies, when they settle on the flower go and atack them, wings are tasty.
-Cook the berries.
Thats how i survive, i take 1 day to gather a lot of food and then i go back to rock hunting etc.
Also mandrakes give a LOT of hunger relief and always have a Straw Roll bed to cure ur insanity.
Noooooooooo you dont eat mandrakes!!
Pick them only at night.... not during the day
Exactly, you cook them with other ingredients in the crockpot and eat that delicious mandrake soup.
Damn such an addicting game..
Now if only i could survive for more than few days.. xD
Hm, is there any point of building walls & floor ? You can't build a door or something to make a house and i think you still need a fire every night with it. so i wonder..
They haven't a precise use, but you can shelter beefalos and pigs or even use them to trap some wild beast and make it your pet
Hahah, I guess that's the type of stuff you resort to doing when at day 299
I usually build a cage of some sort for when I find a koalefant nearby. I chase it back to my base, put it in the cage. Then, when winter is coming, or when I really seriously need food, I kill it for the trunk/meat. Until then, it poops
Hahah, I guess that's the type of stuff you resort to doing when at day 299
I usually build a cage of some sort for when I find a koalefant nearby. I chase it back to my base, put it in the cage. Then, when winter is coming, or when I really seriously need food, I kill it for the trunk/meat. Until then, it poops
Sounds like a perfect tactic . I tried to domesticate it once, by hitting it and making me chase to the trap but somehow I got stuck and the animal literally destroyed me in a couple of seconds
goddamn!! Was finally doing good but was low on health, went to give a pig some monster meat and he moved at the last second and i ended up putting the meat on the ground and attacking him instead, he one hit me to death and ruined 3 hrs playing. BULLSHIT!!
i've put up my camp next to a Pig Village. them pigs be growing fields of berries and plants! also, i can feed them to befriend them, and bring them back to my camp to killl them and put them in my crockpot.
At Full Moon (which occurs once in 14 nights) every Pig which is not inside its house will turn into a Werepig....
Take note that Pigs do respawn, 4 days after dying. They'll respawn in front of their house. That's also why I kept luring them to my crockpot with a guilt-free conscience
Ever wonder what's going on below Wilson's feet? Do rabbit holes
really do lead to the kingdom of the Bunnymen? Now you can
explore the depths of Don't Starve's underworld with our latest
caves update!
This is the first in a series of updates to create a new
explorable underground adventure. While there are plenty of fun
things to find and experiment with down there right now, please
keep in mind that this is just an early version of our overall
vision for the caves.
As such, it's a bit sparse compared to our grand vision, and you
may encounter bugs. We'll be fixing things and adding new
monsters, objects, and mechanics down there for 3-4 more updates.
· We've added the first pass of the new caves biome. Who knows
what's down there. You should be able to find one cave entrance
somewhere on survival maps generated post-launch but before
this update. Newly generated maps will have a handful of
different entrances, all leading to different caves.
· Shift-click moves items between open containers.
Ctrl-Shift-click manipulates stacks in the same way
NEW THINGS TO DISCOVER:
-Peaceful rock lobster herds roam the gloomy depths.
-Bunnymen turn into beardlords when your sanity is low.
-Ever wonder what's right below a tentacle? MORE TENTACLE!
-The invasive Lureplant will taunt you with its delicious veggiemeat.
-Eat exotic cave bananas!
-Ferns! You can burn 'em!
-More colourful mushtree varieties.
-Stalagmites come in more varied shapes.
NEW THINGS TO CRAFT & USE:
-The vampiric BatBat.
-The marginally useful Compass.
NEW MAP GENERATION FEATURES:
-Gaze into the abyss in the caves!
-Cave walls are prettier.
-Cave layouts are... caveier.
TUNING & FIXES:
-Time passes aboveground and belowground, independent of your current location.
-You can regenerate a cave from its entrance (just for testing!)
-Crops can grow underground, if you keep them lit.
-Added a proper "Always dark" preset to levelgen.
-Equippable items remember which slot they are from.
-Snurtle Shell Armour will now cause enemies to lose interest in you if you hide for over 5 seconds.
-Plantables can't be planted on nonsensical ground types.
-Added toggleable "notebook mode" and "small texture mode" options for lowspec machines.
-Fixed some bad mip chains that were causing trouble for some graphics cards.
-Fixed libegl crash that was happening for some old Intel cards.
-Iceboxes can be place closer together.
-Fixed pig torch crash.
-Fixed spoilage stack exploit.
NEW MODDING FEATURES:
-New sample mods, "sampleprefab" and "samplecharacter", which includes an art template for character skins.
-Reworked the loading of textures and other assets so you no longer have to use package.path, LoadPrefabDefs, LoadPrefabs, or prefabs.xml
-This does require the use of PrefabFiles and Assets in modmain.lua, see the sample mods for an example.
-Can overwrite basically any asset just by putting it in the same relative path in a mod folder.
-Lots of improvements to error reporting, and generally more helpful errors when something isn't working.
-Crafting menu tab spacing is now dynamic, so adding a new entry to RECIPETABS will automatically align the tab bar.
-Container widgets can have a custom background image specified.
-World gen scripts can now be overridden from a mod. Time to make some crazy places!
-Mods now have access to luasockets on windows. (dun dun DUUUUUN!)
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