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Build 134052 Patch Notes - 04/27/2015


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  • Developer

Hey everyone,
 
I've pushed a small patch today, with the bulk of the changes to making the mod experiences more similar between Don’t Starve and Don’t Starve Together. While I was at it, I grabbed some of the fixes for a couple of the nastier bugs that we patched up for DST, and brought them back to DS.
 
Changes

  • Added a mod function to query the game's id. TheSim:GetGameID will return “DS” for Don’t Starve and RoG, and will return “DST” on Don’t Starve Together. This can be used to allow modders to have a single code base for mods that they distribute to the DS and DST Workshops. DST will be getting a new optional variable in their modinfo file named api_version_dst, which will allow the same mod info file to be used in both Workshops.
  • Enabled /LARGEADDRESSAWARE for Windows builds to help address memory issues with large mods.
  • The Mods screen now does a version check before downloading Workshop mods and doesn’t download them if they haven’t been updated. This functionality was brought over from DST, and will help users on slow internet connections who are subscribed to numerous mods..

Bug Fixes

  • The crock-pot-insta-rot issue fixes that were implemented in DST have been brought over to DS. This affects both the stewer component and dryer component.
  • Herd size bugs. Bugs that caused beefalo and rock lobster herds to grow out of control were addressed in DST and those fixes have been brought over to DS.
     

rockybug.jpg

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  • Developer

Hey Q, you shouldn't need to change anything at all. The new mod apis are optional and mainly meant for future work. All existing mods should continue to work as they did before. If people are finding that's not the case, I'll definitely look into it.

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@PeterA, just out of curiosity, why don't you have a special member title? It's kinda bugging me... you're PeterA... the PeterA but... you don't...

 

*sigh* @__@

 

I thirst for knowledge... I am Hermaeus Mora... O__O 

 

Maybe he doesn't care? I don't care either, so yeah... I'd much rather decorate myself with a joke or smart statement in my posts than some bad pickup line.

 

EDIT: I suppose Peter chose a picture of frying lobsters in this case :p

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Me and a few other players did some experimenting with the new patch and lobsters are still having the taking over the world behavior :( Only change I noticed is that its harder now to get them out of there shell by feeding them a mineral. Things really do bug out a lot when transferred between levels. I also sometimes get a random perma rock lobster of pig buddy when leaving or entering caves.

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Enabled /LARGEADDRESSAWARE for Windows builds to help address memory issues with large mods

 

What does this mean exactly,  I'm encountering this error -

"Could not find anim [idle] in bank [OUTOFSPACE]"

 

And if there is a toggle that can allow more RAM usage, it would be great.

 

 

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What does this mean exactly,  I'm encountering this error -

"Could not find anim [idle] in bank [OUTOFSPACE]"

 

And if there is a toggle that can allow more RAM usage, it would be great.

 

"Did you remember to load the asset?"

-the message that only ever pops up when you did, but not when you actually forgot

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"Did you remember to load the asset?"

-the message that only ever pops up when you did, but not when you actually forgot

 

Yep the mod was working fine previously and then suddenly quit as more mods were added.

No changes were made to the mod itself.

 

The latest version of the game has this in the patch notes

"Enabled /LARGEADDRESSAWARE for Windows builds to help address memory issues with large mods."

 

Would that help with anything?

 

 

 

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