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    • JanH

      Rhymes with Play 136 - Oxygen Not Included   04/27/2017

      Join the Klei team this Thursday, April 27th at 3:30 PM PDT (10:30 PM UTC), where we will be talking about and playing Oxygen Not Included, only on the Rhymes with Play Dev Cast on Twitch. Where is it?
      On our official Twitch channel here:
      http://www.twitch.tv/kleientertainment
       
      Times:
      10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
       
      When is it?
      Thursday, April 27th at 3:30 PM PDT (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:
      http://www.worldtimebuddy.com

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Found 8 results

  1. Is there a way to properly delete the pre-spawned cave entrances/exits and spawn them elsewhere? I've tried to do this many times. I delete the original cave entrance. I then spawn a cave entrance about a screen-sized distance away from the original one. When I enter it, it I go to a florid postern in the cave. I then spawn a cave exit on top of the cave postern, but 95% of the time I teleport to spawn when I use the cave exit. Occasionally I am able to get the exit to link up to my new entrance, but if I try to delete the cave postern, the game crashes. I have been able to get them to link up properly in the past, but it don't know exactly what I did to make them work. Does anyone know how to properly make new synced cave entrances and exits?
  2. I guess by now most of you are already familiar with the lag that those homeless bees, twiggy trees and beefalos produce to over 1k servers. You could keep picking homeless' bee's flowers, beefalos' ****, and twiggy tree's twigs, but that can easily become tiresome. Since anything is possible via Console, we should be able to come up with a command that can: remove all the single items (specified with its prefab `prefabA`) on the ground without stacks (2 rocks and a stack of manure is useful and quite possibly not something that is lying around) within a given radius (say 1 screen radius around the player running the command)? What I know by now is: local playerPos = ThePlayer:GetPosition() local x, y, z = ThePlayer.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x,y,z, radius, tags) Actually, there is already code in simutil.lua that uses the lines above, so code below should *select* all flowers on ground, then remove them: GetClosestInstWithTag('flower', ThePlayer, 10) Now, add that with Remove(). There is already code even for this, so we dont have to manually do GetClosestInstWithTag('flower', ThePlayer, 10):Remove(), so the code is: DeleteCloseEntsWithTag('flower', ThePlayer, 10) Yay! A pity is, the shortcut command does not help us see if the prefab we are deleting is a single item or a stack of them. I am still not sure how to combine GetClosestInstWithTag() with a number of elements check (to make sure it is a single item) then remove it. Should be something like this, but needs improvement: (not quite sure about the #v==1 part) local x, y, z = inst.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x, y, z, radius, type(tag) == "string" and { tag } or tag) for i, v in ipairs(ents) do if #v == 1; then v:Remove(); end end
  3. Hi, I was wondering if there is a complete list of all console commands. I looked at the wiki and read their section, but I remember seeing the devs use commands like gather players and other stuff which isn't listed there. Is there somewhere where all of the commands are listed?
  4. Hi all, Firstly I'm running a dedicated server, playing solo. I guess the information I'm looking for is: -has anyone used the c_select():Remove() command to delete a Goose/Goose spawn point? -does it maintain, or is it aesthetic and can the M/G just spawn in that same spot anyway? So, I'd found a perfect spot to set up. And I'm even trying to get a megabase going... I don't know how I overlooked a Goose/Goose spawn point. It's 01:30 so I wasn't interested in dealing with its shenanigans. I killed it and its kind and remembered (as lightning struck) that it would spawn another nest. I found the c_select():Remove() command and thought I'd try it out. -Try 1: It was dark and I had a lantern. I tried the command in "Remote"; nothing. I tried it again (in local; thinking it may have been that) in daylight. It worked. Then I deleted the other nest and it promptly crashed my game and said DST was out of memory and there are too many mods running... this has never happened and I recently whittled down my number of mods. I backed up my data. The servers themselves did not crash. I just reloaded DST and jumped back on the server.... oooooh. I'm just realising that it was a client side command and the client crashed. That makes sense. Sorry I'm tired. -Try 2: (just to clear that up) I got back in, the nests were still there (again, must have been because it was local) and reran the command in "remote" while it was daylight. Boom, boom, they evaporated, with no error. Then I figured "why not?" and deleted the... straw looking, nest-spawn zone. No error. Thanks in advance. Meiyer
  5. Version 2.0.0

    292 downloads

    This mod improves upon the Lua console in Don't Starve Together. It was started as a collaboration between this author and @squeek. Major Features Extended and configurable command history. Each history line is editable (that is, scrolling past a previous line will save any modifications to it), and the command history is preserved saved between game sessions. Console log is scrollable Console keeps focus when you'd expect it to Console doesn't close after each line entered Added basic CTRL+A select all support (hitting backspace after CTRL+A will delete all the text) Added support for multi-line inputs (useful for e.g. function definitions and for loops) Many general useability improvements, bugs that have been fixed, and small but useful tweaks Better, more informative and less cluttered error handling Minor features Technical features Dedicated server support This mod has essentially two elements: extending the console UI and extending the processing and execution of Lua code. The former makes sense only in a client, and requires only the client to cooperate, and this is why this is a client mod. However, it may still be enabled in servers, including dedicated servers (though force enabling from modsettings.lua may be required). If that is done, the extensions to the execution of Lua code (including syntax extensions and all that was discussed in the "Technical features" section) will be applied to the server, both for code transmitted to it via a remote console by an admin user and for code read by a dedicated server from its terminal input. Get involved Repository on GitHub (branch together)
  6. Hello everyone! I'm trying to be your one stop shop for everything don't starve. The new don't starve shipwrecked ps4 console edition has now been released! Come check it out and have some fun! All my info can be found down below! YT page: http://www.youtube.com/c/Yilis Twitch: http://www.twitch.tv/yilis/profile Twitter: https://twitter.com/MightyYilis
  7. Hello Don't Starve Community, I've got a new Don't Starve Challenge Series. I'll leave the link to my page and the video stop by, check it out, and leave comments I'd really love your input on how I can better my content as well as any new ideas for more Don't Starve series! My page: https://m.youtube.com/user/MightyYilis Challenge Episode 1 https://youtu.be/vluhXr6an1U Challenge Episode 2 https://youtu.be/ytAnYtWMOJI
  8. Hey, everybody! The last time I did a Don't Starve series was quite a while ago, but I've begun anew with the most recent updates to the game. So if you're interested in seeing Wilson brave a new, harrowing world, check out my channel! http://www.youtube.com/user/TheBajiko