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SethR

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About SethR

Converted

  • Location
    Vancouver
  • Occupation
    Technical Designer at Klei

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  • Chester Kickstarter
    Supported Chester
  • Visited by the Title Fairy
    Meh
  • Don't Starve Together
    Contributor

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  1. Reign of Giants is being folded directly into the Don't Starve Together code base. That means that there will not be any way to check if RoG is present for DST: it will always be there. There is, however, a world gen preset that allows you to make an (almost) vanilla DS game in DST. I'm not sure off the top of my head if there's a dead-simple way to query if that's being used, but it should be pretty easy to cook up, if not.
  2. Can you upload your log.txt (from your Documents/Klei/DoNotStarveTogether folder) after you experience the crash? Thanks.
  3. Hi zsefvlol. It sounds like you're experiencing the snapshot saving crash that some players have been having. We've got someone looking at it right now, but in the meantime, if you open the settings.ini file in your Documents/Klei/DoNotStarveTogether folder and set "enable_snapshots" to false, that should stop you from crashing.
  4. Chessjunk is a caves thing and we haven't gotten to updating it quite yet. In time! (I will keep this in mind as something to watch out for when we do get there)
  5. Fixed it up locally. Sorry about that! Will be out in the next patch, most likely.
  6. Hey Enemyterror and Masakra, are you two still experiencing this bug? We believe that we fixed it, but it seems like there are still a couple ways it could happen. If so, could you upload your log.txt?
  7. We've seen some reports of individual types of items not being clickable (or having very strange and small clickable areas). If you could provide a list of the actual items that you're having trouble with, that would help a lot. I've not yet seen this exist as a global issue... Thanks!
  8. Because that function is a utility function defined in standardcomponents.lua (i.e. in a separate space from your mod), you'll have to call GLOBAL.AddHauntableCustomReaction. Hope that helps!
  9. Gah, my bad! Didn't read all the way to the end. Apologies. Now that I understand more fully what you're looking for, I believe @rezecib to be correct (though maybe @PeterA can confirm)--the functionality you're looking for is pretty counter to the way that the workshop subscription model works right now, which is outside of our control. Perhaps that will change in the future, though.
  10. I don't know what your specific use case is here, but the mod configuration files should get saved and be static between mod updates. Will that cover your needs?
  11. Don't Starve Together is a separate game and while there are certainly similarities between DS and DST (since DST grew out of DS), we can't realistically maintain sideways compatibility while still making forward progress on DST itself at a reasonable clip. Mods were never intended to be drag-and-drop from DS to DST. Peter's post here does a good job of explaining this in more detail. Apologies for not being clearer about that fact in my posts above.
  12. That wasn't the performance reason I was referring to. The implementation of GetWorld() in Don't Starve (which, we should remember in times like this, is a meaningfully different game/code base under the hood) used FindFirstEntityWithTag. It's true that we could have made GetWorld() return TheWorld. While not having the function wrapper isn't a significant performance gain, it is strictly faster. Additionally, having the wrapper would make it inconsistent with the naming conventions established by other refactoring that was necessary (AllPlayers and ThePlayer). That said, there's nothing stopping you from having your mod overwrite the function to not include the print call.
  13. We moved away from the GetWorld() and GetPlayer() functions for performance reasons (and, in the case of GetPlayer(), because that function doesn't make sense in a multiplayer game). We had a conversation about this the other day and decided that instead of removing them completely, we would keep the functions in the game but add the print to the log that you've all discovered. Since we expect a lot of early-days modding for DST to be updating DS mods to run on DST, we decided that a function call that will cause performance issues but also explain why the issues are occurring is preferable to a function call that will crash the game without any explanation (which would also be mightily confusing for a veteran DS modder who was unaware of the deprecation).
  14. Thanks for the report, Some1. Should be fixed in the next patch.
  15. Just to be clear, those 2 million keys aren't _just_ for the beta: they're for the released game as well (as in: a key for the beta is a key for the full game and vice versa). When we start selling the Frontier Pack, those keys will pull from that same pool of 2 million. Since the Frontier Pack will be available to everyone on Steam, it is indeed an open beta at that point.
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