Their attacks will stun-lock your character and will remove items from your inventory. Heck, even by just standing near these hostile mobs will prompt to attack your character. An attack on a Froggle will make all nearby Froggles to attack you, and it can be overwhelming. Froggles from the frog rain can be intensely annoying if they land nearby your base. Blue hounds could also potentially drop blue gems needed for magic and ancient crafting materials.ĭespite the ever-growing hound waves, there can also be a possibility of frog rain. Blue hounds, when killed, will lower your character's temperature and might have him/her frozen. Hound waves will also be present, along with Blue hounds. Or for a potential Tam O' Shanter, a tier 2 warm clothing with one of the highest Sanity gain bonus in the game. Slay MacTusks for a potential rare items like Walrus Tusk needed to craft a Walking Cane, an item with no durability, half the damage of a spear, and a percentage increase in speed. One more most important task during Winter is to always visit the Walrus Camps, where MacTusk and two Winter hounds reside. They will walk toward their nesting grounds surrounded by small glaciers that you can mine for ice and will lay eggs that you can collect after Winter. Attack one, and you'll be done for if not prepared since Pengulls share a mob mentality. Pengulls will jump from the ocean if you travel near the sides of the biomes. Quickly craft a Beefalo Hat and a Thermal Stone, as these will be importantly used for Winter. If you manage to slay these hounds, collect their loot for future usage.Ĭollect some Silk from spiders and try slaying a few Beefalo for meat, Beefalo fur, and a potential Beefalo Horn. Oh, and you need to craft Football Helmets or Log Suits for armor and a Spear for a weapon, or better a Ham Bat since periodic hound waves will come at you every eight to ten days with each increasing in numbers than the last. Expand your food and resource farms, create an Ice Box, place down your Drying Racks, and position your Crock Pots. If you manage to locate a Beefalo herd, collect their poo, smash bone doodads to collect bones, and make Buckets-o-poop to fertilize your twig and grass turfs from your resource farm. Prototype a Regal Shovel and collect as many twig turfs, grass turfs, and berry bushes that you need to relocate near your base's location. My final question is in regards to the associated HUD image files - each of the components seem to have "panels" that are rendered offscreen.Quickly craft a Backpack or a Piggyback for more resource slots. Do I need to call another class method to reinitialize the clickable components after I move it? I think everything is anchored to a certain side of the screen (ANCHOR_LEFT for ex), and the first and second parameters in the SetPosition method seem to be vertical and horziontal coordinates (but I don't think they are in pixel units).Īdditionally, the inventory works fine when moved, but it seems the crafting menu breaks after being moved. I am able to move the interfaces around using SetPosition, but I don't really understand the coordinate system.
Using the minimap mod for inspiration, I was able to come up with the following a after some time: local require = GLOBAL.requirelocal GetWorld = GLOBAL.GetWorldlocal function AdjustHUD( inst ) inst:DoTaskInTime( 0, function() - convenient references to HUD objects local controls = local inv = local craft = local screensize = if curscreensize ~= screensize or curscreensize ~= screensize then screensize = curscreensize end end end)endAddSimPostInit( AdjustHUD ) Today I just started browsing through the Don't Starve lua scripts and began work on creating my first Don't Starve Mod! I'm attempting to make a HUD that is better suited for triple monitors by moving the resources on the left and right sides (the CraftTabs, Clock, Health, etc) to the middle monitor.