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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 justacpa

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  1. It's more along the lines of corraling the tumbleweed spawn points by placing walls around them. In single player, you can't build structures over a tumbleweed spawn point so you locate them by hovering a pre-fabbed structure over the ground looking for places where you can't build. In DST that doesn't work. Unless you see a tumbleweed spawning, it's basically building a grid of walls in suspected locations until you find a tumbleweed in it, then progressive sub-dividing the enclosure into smaller pieces until you contain only the area immediately surrounding the spawn point.
  2. I subsequently replaced it with rocky turf, which prevented anything from growing. Man made turf will always prevent anything from naturally growing on it. the only way to 'grow' plants on man made turf is to plant, then place the turf.
  3. I believe the regrowth characteristics remain the same as the original turf. I had transplanted some savannah turf where a lumpy forest previously was, and lumpy trees started to grow there after I cleared the area of all trees. While you can plant trees in that desert, I doubt they will spawn naturally once harvested.
  4. As an update - there was a piece of rot on the pond, which must have prevented it from spawning.
  5. @jhonrv06suddenly very silent...
  6. Hmm will have to check that. I placed some tooth traps very close to it. Maybe they were too close. Is the sandstorm ever there on day 1 or 2 before the pond fills up, for you?
  7. Unfortunately I didn't take any and summer is over. Will have to wait to see if it does it next summer.
  8. Summer just ended and I was living in the caves during that time. Three separate times I came up and the oasis was dry, despite the ant lion being there as well as the sandstorm. Ant lion appeared normal as I was able to give her trinkets. I am 1000+ days in on this server and this is the first time this has happened. Anyone else having issues?
  9. Yes, in fact Wicker is the only one affected. My other account playing Wigfrid still knows the recipe.
  10. If you have a version mismatch from one processing the update but not the other, you can't see the other person's server. You can only see servers w the same version.
  11. In the example above, are the names "master" and "caves" reference to the folder name or the shard name in the ini file? I ask because I want to set up a server with 4 shards (2 caves, 2 overworlds) and I need to rename existing Caves folder to Caves_1 and create another for Caves_2. Would I need to change the command above to Caves_1 and add Caves_2, or just make sure that the server name in the ini file matches what's in the command line above?
  12. 1. What is the difference between the name and id and how does it affect the operation of the game? Is the name simply a descriptor and reference with no real impact other than distinguishing for someone reading the logs what was happening in the game? 2. Do the names of the folders where the ini files reside e.g Master, Caves (if using the quick set up guide) impact the game i.e. if I change the names of the folders will that cause something to break?