Don't Starve Updated

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  • siosios
    g0d!
    Kung Fu Master
    • Oct 2006
    • 13626

    #1

    Don't Starve Updated

    Update Notes - June 11th


    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!)

    More...
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    |W0rd|SexualTurtletara420ת/ύ: Hey there daddy..

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    .....o00o.(_).o00o.....


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