Game Updates

Showing updates posted in for the last 365 days.

This stream auto-updates     

  1. Last week
  2. Hi friends! We're really enjoying all your feedback on the new worlds. There are certainly a lot of different perspectives on what makes ONI fun! While we may never be able to reconcile them all, these kinds of multifaceted (and civil) discussions really help shine light on different parts of the problem. Thank you so much for taking the time to contribute! As always, please let us know if any new bugs have cropped up in preview, and enjoy the patch! Features Added art for Cobalt Geyser Added unique UI icons for all asteroids Updates to Solar Panel Module art Added sounds for a Duplicant emptying out a Beeta Hive Added sounds for Beeta Hive Changes Solar Panel Module generates max power while in space Add/Change rocket module sidescreen now shows the engine's maximum supported rocket height in module button tooltips Details screen now shows rocket height and max rocket height under the rocketry header Added a conduit colour to Molten Cobalt Removed electricity effects from Research Reactor art Codex entry updates for some biomes Clarification in Space Travel System codex entry Bugfixes Fixed issue allowing germ duplication in falling water Reduced thickness of world borders on the second and third worlds in the Classic Sandstone Cluster to make more room for world features to spawn & reduce the number of failed world generations. Solar panel module no longer shows "no wire connected" status item Rocket habitat modules no longer provide free steel and diamond when deconstructed. Rocket habitat modules return correct masses for solid/vent/mesh tiles in their interiors when deconstructed. Fixed issues causing Add/Change rocket module sidescreen to sometimes give incorrect information in module button tooltips. Duplicants once again close their eyes while chewing Fixed issue causing launching rockets to disappear before reaching the top edge of the map. Fixed several diagnostic states that were unintentionally upgraded to 'red' status Fixed a few harsh transitions in Research Reactor animation playback Research Reactor's Radioactive Comets no longer collide with the building itself while it’s melting down.
  3. Hi friends! Today's update to the public testing branch brings our first wave of fixes in this quality-of-life-focused phase of Spaced Out!'s development. We've been playtesting the game, sorting through feedback, and furiously typing and drawing. The most asked-for addition by far is for a large "vanilla-like" starting asteroid with the new Spaced Out! rocketry system. The existing Spaced Out! style asteroids still require further balance and tuning, but we're ready to begin expanding the selection of clusters available to play on. In this update, we're adding a large, resource-rich starting asteroid that supports the classic "big base" experience. Additionally, we're putting in a Forest-start Spaced Out! style cluster. We're also turning our attention back towards rockets, and this update features a redesigned limit for rocket engines based on rocket height instead of module count. Now, an engine can sport more short modules than tall ones. Combined with a significant increase in Cargo Module capacity, there are more viable rocket combinations using the same pieces. Rocket automation has also seen some refinement, asteroids are generated with more "headroom" for tall rockets, and a new Solar Panel Module increases rocket power options. There are more changes and fixes to come, but let us know what you think so far and please report any bugs you come across. Thanks so much! What does this testing branch contain so far? Here are the changes we've made so far in this update, loosely categorized: What is open testing? "Open testing" means players get to test-drive new content early and give us feedback and suggestions before it goes live. Because this is an unfinished and in active development version of the game, it's pretty likely you'll encounter bugs, crashes or balance issues while playing these builds. We'll try to fix any problems that crop up as quickly as we can, but it's possible you'll lose progress in your games while playing on the Testing branch. Regarding performance, the Testing branch has additional debugging tools enabled to help us track down crashes. This makes the game run more slowly than the live version of the game. Please also be aware that once a save is loaded in the Testing branch, it cannot be reopened again in the previous Live branch or previous builds. What do I do if I find a crash or a bug? Post it up on the Bug Tracker and we'll fix it as soon as we can. If you can attach a copy of your save file to your report, that helps us even more as we can pinpoint the source of problem more quickly. Do I have to play the open testing build? Nope! If you'd prefer to only play a stable build, you can continue to play in the current Default branch until the game launches in full. Playing the Open Testing build isn't necessary, but it helps us a lot to receive your feedback and reports - if you're interested, try it out! How do I become an open tester? There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included plus the Spaced Out! DLC and want to join the Testing Branch, all you have to do is play the Open Testing build on Steam. How do I play the open testing build? You can switch your branch on Steam using the instructions below:
  4. Update 1.1.87.0 (Xbox One) Fixed a bug causing certain spawners (spiders, merms, monkeys, ect) to not spawn entities. Fixed Wes being able to talk to plants. Fixed a Battle Helm crash when picking it after using the Clean Sweeper on it. Fixed a bug causing worlds to infinitely due to the Battle Helm crash. Fixed a bug that caused Wes to become invisible while miming on a beefalo. Fixed Pan Flute skinning. Fixed water ripples for the Inflatable Vest while it is in the ocean. Fixed hidden Pantomimed skins when they are floating. Added Pantomimed Oar and Driftwood Oar skins. Restored the custom sounds when Wes inflates up balloons.
  5. Don't Starve Together Patch 2.12 - 4/8/2021 (PlayStation 4) Fixed a bug causing certain spawners (spiders, merms, monkeys, ect) to not spawn entities. Fixed Wes being able to talk to plants. Fixed a Battle Helm crash when picking it after using the Clean Sweeper on it. Fixed a bug causing worlds to infinitely due to the Battle Helm crash. Fixed a bug that caused Wes to become invisible while miming on a beefalo. Fixed Pan Flute skinning. Fixed water ripples for the Inflatable Vest while it is in the ocean. Fixed hidden Pantomimed skins when they are floating. Added Pantomimed Oar and Driftwood Oar skins. Restored the custom sounds when Wes inflates up balloons.
  6. Earlier
  7. Fixed infinitely loading worlds that were caused by to the previous Battle Helm crash Fixed a bug causing some spawners (spiders, merms, monkeys, ect) to not spawn entities. Fixed Wes being able to talk to plants with controllers.
  8. Hey Grifters, Here a couple of fixes. We're going to hotfix all of the recent experimental fixes over to release tomorrow. OSX build coming next week! (probably) UI Typo fixes Gamepad: Fix incorrect layout for convo option when entering Boss Rush Daily Challenge. The 'scroll_override' being applied in ConversationScreen:OnGainTop was being applied even though new elements were added since OnLoseTop was called, causing the saved scroll point to be invalid. LayoutBubbles itself should not scroll-to-end, only relevant functions which call it LayoutBubbles. added blast anim for Smith Fix for re-using a map plax slot that has been taken by another location since a location was last shown. When upgrading items, the upgraded card should show the same charges as the base card. GAMEPLAY Rare Imports: fix 'mugged_yet' quest parameter not being saved in the right place, allowing the confront to repeat upon saving and returning. Distresser is now a Sal-only graft. CARDS Fix text on Regimented. Fix Shredded not diminishing bleed damage if discarded by an effect.
  9. Fixed a Battle Helm crash when picking it after using the Clean Sweeper on it Restored the custom sounds when Wes inflates up balloons Fixed a bug that caused Wes to become invisible while miming on a beefalo. Fixed Pan Flute skinning. Fixed water ripples for the Inflatable Vest while it is in the ocean. Added Pantomimed Oar and Driftwood Oar skins. Fixed hidden Pantomimed skins when they are floating. Notes for Modders: Recipes can now define "buildingstate" to specify which stategraph state the player will use when crafting that item For worlds stuck in an infinite load We have identified the source of the problem and are working on a fix so it will not happen again. We also have a plan to automatically restore the worlds affected by this but it will probably not be ready until Monday. Until then, if you feel tech savvy, you can follow the instructions below to restore your worlds. And remember to backup your save files first. Thank you to everyone who provided bug reports on the issue. Instructions:
  10. Don't Starve Together Patch 2.11 - 4/2/2021 (PlayStation 4) Fixed a crash when crafting Wigfrid's Battle Helm. Fixed a crash when giving Abigail Exlitures. Fixed the rotation of Wooden Gates. Fixed an issue causing items drops to fail to be opened correctly. Fixed a crash if a dead Wurt joined a world with the Merm King active. Fixed a crash if the player died to electrocution damage. Fixed a bug causing the beefalos that deplete all the saltlicks around them to start losing domestication at a rate as if no salt licks were ever around them. Fixed a bug causing beefalos to lose domestication 10 times faster than they should. Fixed a bug causing certain creature spawners (Hound Mounds, Beehives, Spiderdens, ect) to not always spawn their respective creatures. The Sea Fishing Rod, Trusty Slingshot, Tackle Box and Spectackler Box can now be eaten by Eyeplants.
  11. Update 1.1.86.0 (Xbox One) Fixed a crash when crafting Wigfrid's Battle Helm. Fixed a crash when giving Abigail Exlitures. Fixed the rotation of Wooden Gates. Fixed an issue causing items drops to fail to be opened correctly. Fixed a crash if a dead Wurt joined a world with the Merm King active. Fixed a crash if the player died to electrocution damage. Fixed a bug causing the beefalos that deplete all the saltlicks around them to start losing domestication at a rate as if no salt licks were ever around them. Fixed a bug causing beefalos to lose domestication 10 times faster than they should. Fixed a bug causing certain creature spawners (Hound Mounds, Beehives, Spiderdens, ect) to not always spawn their respective creatures. The Sea Fishing Rod, Trusty Slingshot, Tackle Box and Spectackler Box can now be eaten by Eyeplants.
  12. Update 1.1.85.0 (Xbox One) Today we have our next character refresh! We also have some new skins and a new short. No foolin'! Don't Starve Together: C'est La Vie Some people just seem to attract more than their fair share of bad luck... and even those people are grateful they aren't Wes. Last year Wes received a character refresh that was largely divisive among members of the community. While our intention was to give him the proper attention he deserves, we didn't sufficiently focus on changes that really emphasize the essence of who Wes really is. Here are the details: Wes now has a Balloonomancy crafting tab where he can inflate various types of balloons Balloon - The same old balloons, now with a few more shapes Speedy Balloon - An overly inflated balloon to help become lighter on your feet, but don’t let go! Party Balloon - Gather some friends and pop these to host a small party Inflatable Vest - Acts as a life jacket, preventing damage from falling in the ocean. Balloon Hat - Just a little dapper with some rain protection, and completes your balloon outfit Now has the lowest stats of all the survivors Hounds waves will focus more on Wes than the other survivors. Is more susceptible to overheating and freezing Takes longer to recover from grogginess Has a higher chance of being struck by lightning Is less efficient at mining, chopping, and hammering Tools and weapons used by Wes will not wear out as fast No longer suffers from an increase in hunger drain Removed the 100 balloon per world limit More details: New Skins! Wes Deluxe Wardrobe: The Deluxe wardrobe contains the Fool, Guest of Honor, Triumphant, Survivor and Roseate skins for Wes. The Fool's Tool Chest contains skins for the Walking Cane, Top Hat, and Pan Flute. Streaming Drops! In case you missed it, we're offering a new set of streaming drops over on Twitch.tv. Check out this post for details. Login Bonus! We thought that it would be appropriate to do a login bonus centered around how much everybody feels about Wes, so for a limited time, players that login during this time will receive nothing. Still Salty? The Salt Box Shaker has been added to Klei Rewards. Here is a link for 1200 points, Valid until May 1st. Coming Up! I can't get into details right now. But the team is working toward finishing the Return of Them arc. Obviously this means a lot of things and more info will come soon, but I thought it would be nice to reveal the hidden image from the roadmap. What is it? Who made it? Why does it matter? You'll find out soon. Check out the original forum post for more details.
  13. Hi friends! Welcome to the Radbolt From The Blue update! This is where your efforts producing Radiation aim once again towards space with the introduction of the Radbolt Engine and the Interplanetary Launcher. These new Radbolt-powered constructions improve your ability to explore the system and to create sustained resource networks. We've been going full tilt on new features since January as it is important to us that the overall scope of both multi-asteroid play and radiation are in the game and playable for you to experience. We know that there are a number of issues in the game right now that you've brought up, so we're going to shift gears back to addressing feedback, stability, and balance. We really appreciate all the support and encouragement that you give us, as our small team has to really balance priorities during development. We want you to know that your concerns have been heard and we will try to address them over the coming updates, starting with adding a larger "classic" asteroid size to the asteroid selection in the next update. The nature of Oxygen Not Included is that new features end up getting inserted systemically into the game, affecting gameplay at all levels. In fact, one of our goals for Spaced Out! is to ensure that there's new challenges at all phases of gameplay for you to overcome. Changes to the worldgen as well as tuning changes affected the early and mid-game in particular. However, we understand that some of the changes to the classic experience have been too dramatic for some, and harmed some of the strategies you've come to love. Part of the work we want to do in the next few releases is to make sure there is a proper classic experience even with the DLC turned on. The option for a larger asteroid size will be the first step towards this. We're in the process of merging the codebases for the base game and the DLC. This means toggling the DLC content on and off will not require re-downloading any files, and additionally it will be easier for us to keep the two versions of the game in harmony, whether that means implementing bug fixes, adding quality of life and UI improvements, or toggling gameplay features on and off. We want this DLC to be the best it can be! It's your feedback that makes this possible, so thank you so much for all the time you take to leave comments, feedback, ideas, and bug reports. We truly couldn't make this game as awesome without you. What's New and Improved? Features Added Radbolt Engine for exploring space with your new radiation technologies Added Interplanetary Launcher to send resources between asteroids Added Targeting Beacon to guide Payloads to a specific spot on a planetoid surface Radioactive elements now emit radiation in the world (ores are still work-in-progress) Changes and Updates Add Orbital Research Center sounds Add Uranium Ore ambience sounds Add Payload Opener sounds Add Lead Suit Locker sounds Updated Chinese, Russian, and Korean translations Rearranged the tech tree to move Solid Rails earlier Moved Cryofuel Propulsion and Monuments techs to a higher tier Duplicants faces are more reliably changed when they are sick, sunburnt, etc, including new Hypothermia faces Modified line weight for consistency on rocket modules Solid Nuclear Waste and Corium are now "Miscellaneous" materials and can be stored in storages under that category Rocket Pilot Station is now deconstructable and rebuildable. Rockets can't launch without one. If it's destroyed in flight, the rocket travels the same as if a dupe is unable to get to the station, i.e. at half speed Research Reactor tile max venting pressure increased to 150kg Research Reactor only samples calls near the top of the building for gas venting. It will vent to any non solid under pressure cell available in the sampled space Updated Uranium item and UI artwork Magma and marsh biome descriptions updated Tweaks to various building descriptions Orbital Cargo Module can transport items in the Edible, Cooking Ingredients, and Medicine categories Fixes Fixed Rocket Engine exhaust leaking into rocket interiors Fixed Rocket Pad flickering when launching a rocket Fixed crash selecting a rocket destination on the edge of the starmap Rocket Platform scaffolding now properly tints on overlays Fixed detached Duplicant arm in the Payload Opener animation Adjusted Radiation build menu icon to match overlay icon Duplicants carying an Interplanetary Payload no longer pick up the dirt with it Interplanetary Payloads now appear in front of buildings. Fix crash when a Duplicant is destroyed Removed hidden output ports on cargo modules Beeta Hives no longer drown to death or die when unsupported. Instead, they go into a "disabled" state until the issue is resolved Beeta Hives no longer emit radiation when they are not digesting ore Tweaked Beeta radiation emission values
  14. Don't Starve Together Patch 2.10 - 4/1/2021 (PlayStation 4) Today we have our next character refresh! We also have some new skins and a new short. No foolin'! Don't Starve Together: C'est La Vie Some people just seem to attract more than their fair share of bad luck... and even those people are grateful they aren't Wes. Last year Wes received a character refresh that was largely divisive among members of the community. While our intention was to give him the proper attention he deserves, we didn't sufficiently focus on changes that really emphasize the essence of who Wes really is. Here are the details: Wes now has a Balloonomancy crafting tab where he can inflate various types of balloons Balloon - The same old balloons, now with a few more shapes Speedy Balloon - An overly inflated balloon to help become lighter on your feet, but don’t let go! Party Balloon - Gather some friends and pop these to host a small party Inflatable Vest - Acts as a life jacket, preventing damage from falling in the ocean. Balloon Hat - Just a little dapper with some rain protection, and completes your balloon outfit Now has the lowest stats of all the survivors Hounds waves will focus more on Wes than the other survivors. Is more susceptible to overheating and freezing Takes longer to recover from grogginess Has a higher chance of being struck by lightning Is less efficient at mining, chopping, and hammering Tools and weapons used by Wes will not wear out as fast No longer suffers from an increase in hunger drain Removed the 100 balloon per world limit More details: New Skins! Wes Deluxe Wardrobe: The Deluxe wardrobe contains the Fool, Guest of Honor, Triumphant, Survivor and Roseate skins for Wes. The Fool's Tool Chest contains skins for the Walking Cane, Top Hat, and Pan Flute. Streaming Drops! In case you missed it, we're offering a new set of streaming drops over on Twitch.tv. Check out this post for details. Login Bonus! We thought that it would be appropriate to do a login bonus centered around how much everybody feels about Wes, so for a limited time, players that login during this time will receive nothing. Still Salty? The Salt Box Shaker has been added to Klei Rewards. Here is a link for 1200 points, Valid until May 1st. Coming Up! I can't get into details right now. But the team is working toward finishing the Return of Them arc. Obviously this means a lot of things and more info will come soon, but I thought it would be nice to reveal the hidden image from the roadmap. What is it? Who made it? Why does it matter? You'll find out soon. Check out the original forum post for more details.
  15. Today we have our next character refresh! We also have some new skins and a new short. No foolin'! Don't Starve Together: C'est La Vie Some people just seem to attract more than their fair share of bad luck... and even those people are grateful they aren't Wes. Last year Wes received a character refresh that was largely divisive among members of the community. While our intention was to give him the proper attention he deserves, we didn't sufficiently focus on changes that really emphasize the essence of who Wes really is. Here are the details: Wes now has a Balloonomancy crafting tab where he can inflate various types of balloons Balloon - The same old balloons, now with a few more shapes Speedy Balloon - An overly inflated balloon to help become lighter on your feet, but don’t let go! Party Balloon - Gather some friends and pop these to host a small party Inflatable Vest - Acts as a life jacket, preventing damage from falling in the ocean. Balloon Hat - Just a little dapper with some rain protection, and completes your balloon outfit Now has the lowest stats of all the survivors Hounds waves will focus more on Wes than the other survivors. Is more susceptible to overheating and freezing Takes longer to recover from grogginess Has a higher chance of being struck by lightning Is less efficient at mining, chopping, and hammering Tools and weapons used by Wes will not wear out as fast No longer suffers from an increase in hunger drain Removed the 100 balloon per world limit More details: New Skins! Wes Deluxe Wardrobe ($10.99): The Deluxe wardrobe contains the Fool, Guest of Honor, Triumphant, Survivor and Roseate skins for Wes. The Fool's Tool Chest contains skins for the Walking Cane, Top Hat, and Pan Flute. $3.99 (8 CNY) Streaming Drops! In case you missed it, we're offering a new set of streaming drops over on Twitch.tv. Check out this post for details. Login Bonus! We thought that it would be appropriate to do a login bonus centered around how much everybody feels about Wes, so for a limited time, players that login during this time will receive nothing. Still Salty? The Salt Box Shaker has been added to Klei Rewards. Here is a link for 1200 points, Valid until May 1st. Coming Up! I can't get into details right now. But the team is working toward finishing the Return of Them arc. Obviously this means a lot of things and more info will come soon, but I thought it would be nice to reveal the hidden image from the roadmap. What is it? Who made it? Why does it matter? You'll find out soon.
  16. Hey Grifters, Here are some fixes that we've accumulated over the past week or so. It's mostly controller-UI stuff, for obvious reasons UI Fix negotiation text bubbles from stacking if NegotiationPanel:Dialog was used, as it is with whispered_rumours. Improve controller navigation between new game screens, and improve overall flow Fix focus issue after unlocking a perk and returning to loadscreen. disable Rstick scrolling in compendium Snap focus-scroll in scrollpanels Fix scroll-up animation Fix negotiation quips sometimes scrolling to the middle where they are occluded. Fix Sal brawl unlocked string. Fix missing FadeIn after awarding an unlock in convo. Don't count the initial unlocked Outfit towards total progress% in the NewGameScreen. Prune card tooltip UI from FlourishScreen to reduce occlusion. Fix DayOverScreen navigation and button bindings * (A) now continues after the animation completes, instead of (B) * Scissor the PeopleListBlockAgent widget so that nav focus works (otherwise the widget has a giant bounding box which messes up nav) * Permit right-click on graft and people to open their Inspection screens. * On gamepad, bind inspection to people, cards, and grafts to the standard (RT) * Fix left-clicking anywhere on the screen triggering OnClickContinue. * Restore your last focused widget when returning from an inspection screen * Fix Clickable eating MENU_ACCEPT inputs if a right-click callback was assigned, but not a left-click callback. * Fix card layout not rotating cards if there is just a single card. Clean up focus handling in compendium navigation CARDS Spare Magazine: Fix superfluous text Boulder Stance: don't trigger when playing toolbox cards. On Your Toes: Fix typo Fix card text on Boosted Final Favor GAMEPLAY Suppress all brawl rewards after the final boss. Fix bad credit not applying to Moreef's rare wares. MISC Save profile less often, to reduce redundant saves at startup; Save profile when leaving NewGameScreen to flush in case changes were made. Fixed bug where "shunned" lasted the entire negotiation instead of just the first turn
  17. Hey friends! One last patch before tomorrow's release, we've cleaned up a bunch of the Interplanetary Launcher behaviours and added a new building, the Targeting Beacon, for guiding those payloads in to a dedicated landing site. Enjoy! Features Added Targeting Beacon building, which guides Payloads to land in a more consistent location Changes Updated Chinese translation Tweaked Beeta radiation emission values Updated Uranium item and UI artwork Interplanetary Payloads are smaller on the cluster map and don't have names, constant paths, or progress bars Launch cost of the Interplanetary Launcher is reduced and varies by distance. Decreased radbolt storage capacity Interplanetary Payloads instantly land when in orbit just like rockets Interplanetary Launcher requires power when launching Interplanetary Launcher can now be toggled by automation Updated art and animations for the Interplanetary Launcher Fixes Fixed more cases where Duplicants would have incorrect facial effects Orbital Cargo Module and Interplanetary Launcher now can transport items in the Edible, Cooking Ingredients, and Medicine categories
  18. Hello everyone, a smaller patch after the weekend with a fix for the farm buildings not accepting seeds. Take care! Changes Rocket Pilot Station is now deconstructable and rebuildable within the rocket interior Solid Nuclear Waste and Corium are now "Miscellaneous" materials and can be stored in storages under that category Added Payload Opener sound effects Edits to various item descriptions Fixes Fix seeds not being deliverable to Farm Tiles and other planter buildings Further facial expression fixes
  19. Hey all, Today's update adds the Interplanetary Launcher to the game! This building provides a constant-throughput method of transferring resources between your planets. Give it a try! There's also a number of other bug fixes, thanks so much for your bug reports. You might notice the plant mutations we mentioned still aren't in testing. As we're getting close to the next update and mutations are a relatively heavy feature, we wanted to give them some more time so they won't make an appearance just yet and will instead go to testing for the following update. Changes Added Interplanetary Launcher to send resources between asteroids Rearranged the tech tree to move Conveyor Rails earlier. Added Orbital Research Center sounds. Seriously, give them a listen. Duplicants faces are more reliably changed when they are sick, sunburnt, etc. Refined descriptions of Magma biome and some buildings Bristleberries now require a minimum of 200 lux (which should leave all existing lighting scenarios unchanged Updated Simplified Chinese translation Fixes Fix more cases of radiation-face in the UI. Duplicants no longer have an extra hat when sleeping Fix crash when a Duplicant is destroyed Crops that produce non-food harvests no longer list kcal in their tooltips. Gas Grass now lists its light requirements in the planter box screen. Duplicants carying an Interplanetary Payload no longer pick up the dirt with it Interplanetary Payloads now appear in front of buildings.
  20. Hey Grifters, This update has some UI and controller fixes, as well as some general housekeeping as we approach release. UI Preserve sort order when upgrading cards in the DeckScreen. screens can restrict reticule bounds (used by the location and travel screens to keep the reticule out of the menu) Gamepad: Add binding to delete focussed save slot. Hide notification button in gamepad/touch mode. Add fustum culling to speed up some UI screens. Disable MOTD Disable experiments Remove Pre-release message Gamepad: While in Big/Bigger mode, inspecting fighters/arguments will lower the cards in hand for better visibility. Suppress tooltips showing referenced cards while in Big / Bigger UI mode, as they can occlude the UI. Fade transition when continuing a game from the NewGameScreen. Fix sliders in the option screen not sinking left/right inputs. Suppress card tooltips on focus in CardListBlocks (choose flourish, etc.) Fade out when beginning a standard campaign. Load during the blackout. Fade out when beginning a daily. Load during the blackout. Fixed typos GAMEPLAY Beach Party: Stabilize translation ids for assemble team chatter. CARDS Fix description on Boosted Powder Keg Fixed incorrect value in desc of Visionary Rubble Beast of the Bog: use condition name instead of unlocalized text Distresser is now a Sal-only graft. Fix card prepared status being cached in PreReq, which is a no-no because that is called from the UI.
  21. Heyo everyone, we've just pushed another hotfix to the Testing branch! Changes Beeta Hives no longer drown to death or die when unsupported. Instead, they go into a "disabled" state until the issue is resolved. Beeta Hives no longer emit radiation when they are not digesting ore. Added Uranium Ore ambience sounds. Research Reactor only samples cells near the top of the building for gas venting. It will vent to any non-solid and under pressure cell available in the sampled space. Research Reactor tile max venting pressure increased to 150kg. Lead Suit Locker: add charging sound effects. Radbolt Engine art complete including new launch animation Fixes Fixed rockets losing all fuel on landing Update Radbolt Engine's fuel tank bar when receiving new radbolts. Fixed Duplicants becoming stuck while trying to enter rockets interiors Removed hidden cargo module output ports Known Issues Duplicants have "radiation face" in most of the UI
  22. Bug Fixes Fixed a bug causing merms that die while on fire to drop ash instead of cooked fish. Fixed a crash when you quit the game. Fixed a crash when hosting a game(but also in a lot of other cases also).
  23. Changes Added an “Insane” option to the world generation slider, greatly increasing the amount of objects generated in the world. Greatly reduced the loading times when traveling between worlds on the same server. Greatly reduced all loading times when you have lots of mod enabled. The Mods Warning Screen now has an option to make the screen not show up again. Domesticated beefalo will no longer go into heat. The “Clean All” button on the mods screen will no longer delete non workshop mods. Bug Fixes Fixed Griefer Spawn Protection not providing the appropriate level of protection. Fixed an issue where Pipspook could cause mouse detection to break. Fixed a bug causing Tallbird Nests to respawn Tallbirds immediately after its Tallbird got killed. Fixed a bug causing a crafted Leaky Shack to immediately respawn Merms after its Merm got killed. Fixed a crash if you baited a trap with a stack of items, and then left the server. Fixed a bug causing Abigail's Flower to have the wrong inventory icon. Fixed a bug causing Salamanders to have the wrong hurtbox size. Fixed a bug causing Merm Flort-ifications to lose their upgrade when reloading the game while the Merm King is alive. Fixed a bug causing Pigs to stop chopping trees prematurely. Fixed a bug causing Merms and Merm Guards to stop chopping trees or mining rocks prematurely. Fixed a bug causing Spider Queens to still spawn from Spiderdens when they are turned off in World Settings. Fixed a bug causing mods on the older workshop API to fail to download if the file path had unicode characters in it. Fixed a crash that could occur if steam’s API is too old. Fixed a bug causing salt licks to stop working sometimes. Fixed a bug causing the Bats World Setting to not appear on Caves worlds Fixed a bug causing Crab King to not spawn.
  24. Update 1.1.84.0 (Xbox One) Fixed an issue that could cause offline mode worlds to switch to online if they were started up while in online mode. Fixed worlds that may have accidentally switched from offline to online mode. Fixed a bug causing Tallbird Nests to respawn Tallbirds immediately after its Tallbird got killed. Fixed a bug causing Crafted Leaky Shack to immediately respawn Merms after its merm got killed. Fixed a crash if you baited a trap with a stack of items, and then left the server. Fixed a bug causing Abigail's Flower to have the wrong inventory icon. Fixed a bug causing Salamanders to have the wrong hurtbox size. Fixed klaus sack spawning outside of winter with winters feast off. Lord of The Fruit Flies world setting can now be changed in the caves. Fixed a bug causing the timers for Ancient Gateway, Antlion Rage, Dragonfly, Grass Gekko Morphing, and Salt Formation Regrowth to reset upon restarting the game. Fixed Lord of The Fruit Flies never spawning. Fixed a bug causing pigs to respawn immediately upon restarting the game.
  25. Don't Starve Together Patch 2.09 - 3/22/2021 (PlayStation 4) Fixed an issue that could cause offline mode worlds to switch to online if they were started up while in online mode. Fixed worlds that may have accidentally switched from offline to online mode. Fixed a bug causing Tallbird Nests to respawn Tallbirds immediately after its Tallbird got killed. Fixed a bug causing Crafted Leaky Shack to immediately respawn Merms after its merm got killed. Fixed a crash if you baited a trap with a stack of items, and then left the server. Fixed a bug causing Abigail's Flower to have the wrong inventory icon. Fixed a bug causing Salamanders to have the wrong hurtbox size. Fixed klaus sack spawning outside of winter with winters feast off. Lord of The Fruit Flies world setting can now be changed in the caves. Fixed a bug causing the timers for Ancient Gateway, Antlion Rage, Dragonfly, Grass Gekko Morphing, and Salt Formation Regrowth to reset upon restarting the game. Fixed Lord of The Fruit Flies never spawning. Fixed a bug causing pigs to respawn immediately upon restarting the game.
  26. Hey friends, a couple crash fixes for the Testing Branch before the weekend. Have fun! Radbolt Engine fuel tank no longer disappears at empty or full Fix for timing specific Radbolt Engine crash Fixed crash when rockets with cargo modules launch or land Fixed crash when clicking a dropdown on the Schedule screen
  27. Hey Grifters, The release branch has been hotfixed to have all of the recent fixes found in Experimental. We've also improved the performance of the card games, which could get a bit sluggish (and not in the fun Smith way) on slower machines.
  1. Load more activity