Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It is definitely on my list, but I don't have any ETA on when I could get that finished.
However, I agree this is unintuitive and I should allow you to remove food costs from the small birds too if the player wishes. I'll see what I can do to improve the setting.
You can only command adult tall birds that you have raised. Simple mouse over them and right click when the "Stay" or "Follow" commands appear.
That's an... interesting... interaction with caves and RoG. Yeah that sounds like a bug with the base game, not this mod. I'm glad it ended up sort of working that they survived in Hamlet. I doubt there is anything else I can do to make those transitions work better, but if I get time I can check.
Thanks for the mod name, I'll take a look at compatibility.
The companion mod I am running is Followers All in One v1.3 created by Bones. The only thing it's missing is that there is no hunger bar, but otherwise it's great for managing them!
And yes, I would love you forever if this made it over to DST, so I will wait with bated breath. ^_^
The last I tested it, they would follow you into caves, but not through a Skyworthy or Seaworthy. However, if they were following you when you left, they will wait for you and follow you again when you return. Alternatively, if you command them to "Stay" before leaving they will remain in the "Stay" mode and can then be "Followed" when you return. I should test that interaction again though, so the "Stay" Option may be safer.
Do you have a link to the "companion manager" mod you are using? If it is a popular one I'd like to examine it for compatibility.
--
I have been working to port this DST, though that got side tracked last year. That is definitely on the roadmap so I'm happy others would like it there. I will post here when that DST mod is available.
So my next question is... What will happen to them when I go to another world? I'm on RoG now, but wanted to move on over to Hamlet soon. I think I'd read that they will not follow you into the new world (though it would be compatible if I were to bring eggs with me and hatch in that world), but will they stay in RoG and wait for me? I have a companion manager mod that allows me to "pause" them at a specified location. Would that keep them waiting at the base for me or no?
You can tame as many tallbirds as you'd like (just make sure you have the food for them).
The game originally assumed that eggs are unstackable, so if you are using a stacking mod I would be sure to drop your eggs in stacks of 1 to ensure you get the same number of birds.
I am not sure why your original egg disappeared. Did you leave it for too long next to the fire or away from the fire? The egg can boil/freeze if left unattended.
Added multiple new language translations (configurable from a mod config option)
- Spanish
- French
- Korean
- Russian
- Chinese (Simplified)
- Chinese (Traditional)
All of these are rough translations (I tried my best lol). If anyone has any corrections to the translations please post them in the new 'Localization' discussion thread to discuss.
It should be, I've been away on other things but I try to keep up with updates.
Is anything not working on your end? Try to be specific.
And yeah, just took a quick look through the spawning code. It looks like every Tallbird nest will spawn a new Smallbird (and eventual wild Tallbird) every spring. So if they are not culled it will slowly increase the Tallbird population by 1 per nest per year.
I've never left a map running for enough years to notice this but it seems theoretically possible!
That was actually added back in Reign of Giants (https://dontstarve.fandom.com/wiki/Tallbird (check RoG header)).
Basically, during spring uncollected Tallbird eggs will hatch into Smallbirds that are rooted to that nest. If left alone and they survive the season they will begin growing up into new wild Tallbirds, though I do not believe they can make new Tallbird nests.
These small birds, called "springbirds" in the code, are unrelated to this mod. However, Tame Tallbirds should avoid attacking them on sight as they are technically Tallbirds.
Please try to be specific about what went wrong.
---
Adding a retreat command to smallish tallbird is on the road map already
I'd prefer not to add commands to the baby smallbird, because I believe it is part of the challenge of raising the bird that you can't do dangerous things with it following you.
--
Changing the mod settings shouldn't affect any of the combat behavior, just hunger/growth timings.
All commands are "right-click" cmmands on the fullygrown bird given different situations. They should work on with a controller as well the same way would do most other actions on units.
Can you give me some more information about what happened? Do you have some mod for friendly tree guards? Did the smallish tallbird go to fight the treeguard or did the treeguard attack it?
In the base game, tallbirds will treat enemies as hostiles.
--
I have heard some people ask for a "Retreat" command on small/smallish tallbirds (similar to how Tame Tallbirds can be comanded to retreat from combat). Would that work in your case?
I didn't want to mess with the behavior of vanilla mobs too much, but I can see what I can do.
Version 1.06
- Fixed Hamlet Compatibility flag to appear in Mods list
(No functionality change in this release)
Version 1.05
Compatible with Hamlet!
- Fixed a crash when Tame Tallbirds grow up in a Hamlet-compatible world.
Sure! I'd love to do that.
Though if I remember Hamlet doesn't have native Tallbirds, are you planning to use it with a linked world? What happens if you try to use it?
No problem. Though this does give me an idea. You are not the first person to post here about their tallbirds running off for one of these reasons. I may be able to add an option to the mod to disable that behavior. No promises though I'll need to look.
Damnit. My baby. I raised it so carefully for almost twenty days, keeping it safe from packs of wolves, and I end up losing it over an idiotic mistake like that ;_;
Hmm if it was still at the teenage (blue colored) stage then you shouldn't be able to give it commands. However, from the base game there are a few ways it can forget about you (If it gets to starving hunger, or you damage it). Is it possible you accidentally damaged it?
But then, all of a sudden, it stopped. It just started ignoring me.
Maybe I accidentally gave it a command? But I have no idea how. And I thouht the mod only let yu command fully grown birds anyway.