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      Oxygen Not Included - Early Access Coming May 18   05/03/2017

      Oxygen Not Included Entering Early Access First off, we would like to extend a major thanks for the amazing community response to the Oxygen Not Included Alpha. When we released the game on the forums we'd hoped for a few dozen people to try it out and give feedback, but instead over a hundred thousand of you played the game. This was the best surprise we could have received. We're now excited to announce that Oxygen Not Included will be entering Steam Early Access on May 18th. It will cost $24.99, and anyone who owns an existing Klei game on Steam will receive a 20% loyalty discount. Players who purchased Oxygen Not Included in Alpha will not need to purchase the game again. Upcoming Agricultural Upgrade Additionally, we have been working with a handful of dedicated members of the community over the last few weeks to test an experimental build branch in preparation for Early Access. These players have been working with us to provide feedback on the new Agricultural Update content, and we're happy to say it's now in a place where we are ready to share with you all. It will be released on May 18th along with Early Access. Join us on the livestream!
      We'll be showing off the Agricultural Upgrade today at 3:30PDT! Come check us out on Twitch: http://twitch.tv/kleientertainment
        Check out the official post for more details!


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About Madman666

  • Rank
    Senior Member


  • Biography I live in the City of Four Winds
  • Location Russia, Saint-Petersburg
  • Interests Games mainly. And modding them.
  • Occupation Content manager at a interactive advertising agency
  • Modder http://forums.kleientertainment.com/user/245000-madman666/?tab=idm
  1. This also is true for leaving the caves in RoG world linked to SW. When you get out of the Caves next hound attack will only have 1 dog. Pretty nice, actually, I always hated that welcoming commitee they always send to greet your half dead, insane character, that miraculously escaped the horrors of the caves only to get eaten by dogs on the way home.
  2. Three bee related bugs for the price of one: 1. You can' sever bee's connection to the hive\bee box via using Bug Net anymore. Catched and released bees behave as if they were still tied to a hive - in evening they try to return to it, hovering over hteir former hive all evening and night. I am pretty sure that after being catched and released they supposed to be homeless - pollinating and spawning flowers during day and evening and sleeping on the ground at night. Same thing happens to released Killer Bees as well - they endlessly hover over their former hive if they aren't aggroed to anything else. Reloading the game fixes their AI, making bees properly homeless. Problem persists both in RoG worlds without Shipwrecked compatibility and Shipwrecked worlds. Completely deleting any mods and reinstalling the game from scratch didn't help - its a game's issue, not mod compatibility one. 2. Killer Bees endlessly try to sting a Crabbit that buried himself in sand. I thought mobs are supposed to lose interest in hidden Crabbits, apparently it doesn't apply to bees. It probably should. Its not critical, but those issues are mildly annoying, so please do fix them. I know you guys have a lof of stuff going on with Oxygen and DS Together, but please show single player DS some love from time to time. 3. From time to time killing Killer Bees will leave their buzzing sound repeating itself in the area where bees were killed. Reloading the game helps get rid of it and it happens sometimes, sometimes it doesn't, so I can't really say how to reproduce it. Just killing bees will eventually cause this bug.
  3. Trees in my RoG world (its compatible with Shipwrecked as I was going travel back and forth) got bugged: 1) Birchnut trees lose their leafy state in the middle of summer and stay green in winter (that might be a setpiece fault - in the end of spring I stumbled upon a setpiece with fridge, chest and thermometer - opening the chest instantly changed season to winter, but birchnuts remained green. Needs fixing. 2) Birchnut trees turn poison-treeguard mode when ANY kind of tree is chopped down. I was chiopping down evergreens when three birchnuts that was close just all turned treeguards. If I am correct they are supposed to do that only if you chopped down a buirchnut tree, not any other kind. 3) Simple Evergreen Treeguard doesn't seem to spawn at all, instead Birch ones always do. I am 100+ days in the game and chopped huge amounts of trees - no evergreen treeguards ever. After that much chopping I believe its not random, but bugged spawn conditions. Please check those issues, they are not game breaking, but they sure as hell spoiling the immersion.
  4. I am hoping too for a port of some quite interesting stuff from DST to DS RoG and SW, like tree petrification, grass gekkos and juicy bushes... And a lot more of mobs, items and etc. - that isn't really tied to multiplayer. But I am pretty sure by this point the only reason they keep bug fixing DS is for people to not kick up the whinestorm, sadly.
  5. Thx, for kind words, @eyesea I don't remember any part of code in MFP, that could affect pickaxes, so i think maybe it caused by another mod. At least when Iplayed with MFP, I did not encounter such problems. @BlackironTarkus I intended (and still intend) to think of some fun ranged weaponry to add. Sadly now that I am a manager, not a pupil, I have very little time. But I'll do it eventually. About armor I don't really think there needs to be another low tier armor... At least between log suit and Grass suit. I am thinking of adding some armors that shield against freezing and overheating (providing low and mid tier insulation) as well as reducing damage for seasonal fighting. The hard part is to make them perishable by time and by taking enough damage at the same time.
  6. No, it didn't stopped, I just hit something of a creative slump, when I am free from uni, but still don't have enough time and don't have enough ideas... I'll post something here, when I start adding new items.
  7. Never enough free time...

  8. Dinging is gone. Finally I can play again. Thanks @SethR
  9. Good thing. As always, thanks for your hard work and fast responses.
  10. Happy to help. I love this game.
  11. Yup, gunpowder. I don't really like getting close and personal with Dragonfly, so lots of gunpowder. I like to play as Woodie - so no Old Bell... And I also like to cause earthquakes.
  12. Just checked - all files okay... Here's the videofile. EDIT: Damn, its rather big And I unfortunately can't upload it on YouTube right now( Okay - i made one with worse quality and uploaded it:
  13. Yep, it was definitely "new recipe" type of ding - and "Light" tab keeps pulsing when I gather items. Sounds are muffled no more even in my save, but dinging still there. Maybe something in my save broke?
  14. Somehow this one fix does not work for me... Maybe its my save, but damn dinging is still in place. Even picking flowers causes it(
  15. Well, hopefully, as SethR said next hotfix will erase this problem and will not add a bunch of new ones=))