Don't Starve Together

Don't Starve Together

Playable Pets
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Update: Apr 19, 2016 @ 5:54pm

Fixed Bugs/Crashes

  • Fixed mobs not spawning with their homes and being unable to place them down.

Update: Apr 19, 2016 @ 4:44pm

New Additions

  • Some Mobs now have special homes to call their own. Homes will provide heat and shelter to keep their owners alive.
  • The configuration option for "MobAllCraft" is now implemented for all characters (except for Giants).
  • A new configuration option to control how monster homes are obtained.
  • New portraits have been added.
  • Pig Torch can now be crafted by Pigs.

Fixed Bugs/Crashes
  • Fixed Nightmare hound being unable to chop or mine when MobAllCraft was enabled.
  • Fixed Werepig crash(?)

Misc
  • Improved the code in some areas.

I know its been over a month late and there isn't as much as one would expect. I was caught up in some nasty personal matters that really cut my time short over the month.
Just so you know, I won't be balancing any actions that you obtain when you turn MobAllCraft on, and actions might be buggy, report any issues you find in the bug thread.

Update: Apr 7, 2016 @ 5:16pm

Bugs/Crashes

  • Fixed a crash relating to the new update that required assets that no longer exist.

Update: Feb 29, 2016 @ 3:59am

Fixed Bugs/Crashes

  • Fixed Tallbird using Varg hitsounds.
  • Fixed Treeguard using Varg hitsounds.
  • Spiders no longer move when sleeping.

Additions
  • Hounds now use their own respective icons.
  • Added a WIP mod config (only works on Nightmare Hound atm). It enables/disables "All Actions" mode.

Misc
  • Cleaned code.
  • Added new "sleep" code for an upcoming update.
  • Prepped the mod for when the "Home" update is finished.

Don't worry, Playable Pets -Cute is still being worked on. What I'll do with it is once I have a few mobs in there, then I'll release it as a filler mod.

The new "Home" update will add special homes for some mobs. Mobs can sleep and hide in their own homes, homes might also give temporary buffs to their respective mobs when they are nearby. There will be a config on release that will allow control on how the homes are obtainable.

Expect it coming out later in the week, alongside a finished "All Actions" config.

Update: Feb 27, 2016 @ 9:48pm

Fixed Bugs/Crashes

  • Fixed Deerclops not respawning on death.
  • Updated catcoon code to match with the other mob's code.

Update: Feb 27, 2016 @ 6:56pm

Fixed Bugs/Crashes

  • Nightmare hound no longer crashes the server when equipping something in the body slot

Update: Feb 26, 2016 @ 10:11pm

Fixed Bugs/Crashes

  • Mossling now attacks multiple times during his spin attack instead of just once.

Balance Changes
  • Moose Goose now has a somewhat fast passive health regen.(temp)

Additions
  • Added new artwork for Hound, Ice Hound, Hell Hound, Lavae, and Catcoon

Sorry if the updates are being a bit minor this past week. A lot of the work I'm doing is stuff in wip and not ready to be released yet. Heres a little teaser for whats to come in a future update:

http://steamcommunity.com/sharedfiles/filedetails/?id=633411554

Update: Feb 26, 2016 @ 5:44am

Fixed Bugs/Crashes

  • Merm no longer crashes on death.
  • Merm now drops Fish and Frog legs.

Update: Feb 25, 2016 @ 9:29pm

Fixed Bugs/Crashes

  • Fixed mobs disabling/enabling movement prediction on other players instead of on itself (this should fix sliding).

Changes
  • Nightmare Hound's sanity drain is now decreased from 0.2 to 0.1

Misc
  • Trimmed out a lot of unused code

Not a lot of work was done these past couple of days, will be balancing Moose/Goose, Mossling, and others over the weekend. Might even add a new mob or two.

Update: Feb 23, 2016 @ 10:40pm

Fixed Bugs/Crashes

  • Fixed Beefalo crash when doing actions after giving birth.
  • Treeguard now uses the correct death sounds.
  • Updated Mossling's attack time to hit during 20 frames instead of 0.

Additions
  • Beefalo now has a taunt using x. (moved the birth key from x to c).


So it turns out players cannot hit multiple times during an attack unless doing some sort of special work around. I'll be looking into making mossling's attack actually hit multiple times instead of once. I also didn't have time to mess with Moose/Goose yet, I'll see about giving her some sort of special perk after work tommorow.