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    • JoeW

      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      Update 5/11/2018 We do not have any more information at this time. The last we spoke to 505 indicated that the discs should be ready very soon. We will likely have more information next week; hopefully with full explanation of when and how to get new discs.    Updated: 4/27/2018

      On April 17th, the Don't Starve Megapack was released. Almost immediately, it was discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). The disc contained Don't Starve Together, but was without Don't Starve, Reign of Giants and Shipwrecked. As soon as we confirmed the problem we contacted our retail publisher to find out how this happened and what could be done. It's taken some time to get this far, but this is all the information we have at this time. The current status of the issue is as follows: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks.  When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc previous to 4/26/2018 can now contact Klei support HERE for a Playstation Store voucher code that includes Don't Starve Together, Don't Starve, Shipwrecked and the Reign of Giants DLC that you can play now. Please specify your country as certain vouchers only work in certain regions.  New purchasers of the Megapack in store as of 4/26/2018 should be given a voucher at the time of purchase on your receipt. If you do not get a code, contact us ALL purchasers will have a path to get a new disc when they are ready. We do not have details at this time, but we are comitted to ensuring that all players get what they purchased.  We are hearing from some players that some retailers are telling players that they will not be exchanging discs. We believe this to be incorrect and that particular person or location is just misinformed. 505 has ensured us that they are doing their best to make sure these discs are being replaced for all players. We will not allow anybody to fall through the cracks here. We will buy and ship the discs ourselves if we have too.   This was our first major retail release and we're extremely disappointed that our players have been let down with their purchase of the Don't Starve Megapack. We're doing our best to make sure this issue gets resolved as quickly as possible. Thanks everybody for your support and patience. We'll keep you updated.    UPDATE: (4/26/2018) We are now ready to send out vouchers to players who purchased the physical version of the Don't Starve Megapack - These codes will allow players to download and play Don't Starve and DLC as well as Don't Starve Together To get a voucher players can contact as at our support site: http://support.kleientertainment.com/customer/portal/emails/new  For the subject, choose "PS4 Megapack" and fill in the form and we'll get you fixed up as soon as possible.  We will require a picture of your receipt, your Klei account ID and the region you are located in (so we can give you the proper voucher).  UPDATE: (4/24/2018) Earlier this week, we discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). It’s a really unfortunate situation and we’ve been working hard with 505 to resolve this as soon as possible. Below is the latest information: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks. When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc will also be able to contact Klei support for a voucher code that includes Don't Starve, Shipwrecked and the Reign of Giants DLC until the new disc is ready. Please specify your country as certain vouchers only work in certain regions.  We will have more details when they become available including details on contacting us and what information we might need.  Once again, thanks to everybody for their patience while we work this out. For questions or concerns, the forum discussion can be found below:   
    • JanH

      Rhymes with Play - DST Illustration and Doodle Jam   07/19/2018

      Join Klei artists Toni and Leira on Twitch (and on the Don't Starve Together Steam Store page) where they will be hosting a Don't Starve Art Doodle Jam as well as a summer-themed illustration, live on the Rhymes with Play Dev Cast. Don't forget to click the follow button on the Klei Twitch channel to get alerted whenever we go live. As always, the Rhymes with Play Dev Streams are live Thursdays at 3:30 PM Pacific Time (10:30 PM UTC) Where is it?
      https://www.twitch.tv/kleientertainment Use our handy widget below to see when the stream goes live in your area: Check out the stream announce thread for discussions!

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About This File

Shard configuration mod

Shard configuration mod allows server admins to make migration links between their individual servers/worlds/shards.

This mod is made for dedicated servers and has no use in standart Don't Starve Together worlds created in client. This mod is also not needed if your dedicated servers run only two worlds/shards in one cluster (default connections works fine for 2 worlds/shards). If you are server admin and you want more than 2 connected worlds this is mod for you!

After all servers are set up and online and simulation on them is paused, when first player connects to any server and simulation is unpaused the mod will set up portals in the world to be linked to other worlds.

This mod uses standart 10 sinkholes generated in the world. If you manually create more, they will be used after server restart. If you want more than 10 connections from/to one world you have to create new sinkholes/stairs. Sinkholes not used are turned off and plugged.

 

Steam workshop

Mod is available on steam workshop

 

How to setup this mod

I created default preconfigured cluster with 3 shards. You can modify it as you wish. Download it here: DefaultCluster.zip

Since mod version 1.10 it is also possible to create single directional connections. New mod setting called "OneWayConnections" was created which contains world that should be connected unidirectionally. Example mod overrride settings below:

["workshop-595764362"] = {
	enabled = true,
	configuration_options = {
		["Connections"] = {
        	["1"] = { "11", "12" }, -- bidiractional between 1-11 and 1-12
			["11"] = { "12" } -- bidirectional between 11-12
		},
		["OneWayConnections"] = {
			["1"] = { "12", "12" } -- two unidirectional connections from 1 to 12
		}
	}
}

 

Since mod version 2.0 the slave shards can synchronize connection data from master. Slave shards will ignore connection data in their modoverrides.lua. This behaviour can be disabled by setting SyncWithMaster to false of all shards.

 

Shard config util

I created an util to create modoverrides.lua that configures this mod. Create shards, set their shard_id. Create connections between shards and set connection count. Save it and you have modoverrides.lua which will work with this mod. You still have to include other mods you want to use. Also supports one way connections.

This util is running in .NET 4.0 and won't start without it! The util is available for download from these forums by "Download this file" on the right.


What's New in Version 2.0.3   See changelog

Released

Fixed crash caused by certain configuration while using "SyncWithMaster=true" config option.

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override_enabled = true,

preset="DST_CAVE",

--開局模式-preset ="SURVIVAL_TOGETHER"默認 or "SURVIVAL_TOGETHER_CLASSIC"經典 or "SURVIVAL_DEFAULT_PLUS"三箱 or "COMPLETE_DARKNESS"永夜 or "DST_CAVE"洞穴

 

overworld!?  IS?

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18 hours ago, cs8425 said:

I use soft link let all "modoverrides.lua" link to one.

And then edit once, all update. :)

that really good idea...nice

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may be such idea. Make something like #include option, so in modoverrides will be just something like mod enable function, and all settings in other file?

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I used this mod and created  shards: 2 overworlds each with its own cave.  The 2 overworlds are connected.

 

Because the shards are generated using the timestamp as a random seed, the 2 caves are identical and so are the worlds.  When I regenerated one of each, the sinkholes that connect the 2 worlds and the sinkholes that connect to the regenerated cave get messed up because of what I assume are mismatched sinkhole relationships.  I have had the following happen:

1.  Mine a plugged sinkhole and there is nothing under the plug.

2.  I use a sinkhole to go to the caves but come out at the florid postern in the caves.

3.  I use a staircase in the caves but come out at the florid postern up top.

4,  I use a staircase in the caves and come out on top to a surface with not sinkhole, but the the terrain is bare around it like it normally would be when there is one.  

 

How do I fix this?

 

 

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[00:18:44]: Shard Configuration Mod: Synchronizing connection data from master	
caveworld         | [00:18:44]: [string "scripts/util.lua"]:89: attempt to index local 'self' (a nil value)
caveworld         | LUA ERROR stack traceback:
caveworld         | scripts/util.lua:89 in (field) split (Lua) <86-91>
caveworld         |    self = nil
caveworld         |    sep = 
caveworld         | 
caveworld         |    sep = 
caveworld         | 
caveworld         |    fields = table: 0xd0f1730
caveworld         |    pattern = ([^
caveworld         | ]+)
caveworld         | ../mods/workshop-595764362/scripts/components/sync.lua:22 in (local) fn (Lua) <6-35>
caveworld         |    oneDir = table: 0xb6c04f8
caveworld         |    biDir = table: 0xb6c08d8
caveworld         |    allData = table: 0xb6c1450
caveworld         | scripts/entityscript.lua:998 in (method) PushEvent (Lua) <985-1012>
caveworld         |    self (valid:true) =
caveworld         |       GUID = 100026
caveworld         |       name = MISSING NAME
caveworld         |       inlimbo = false
caveworld         |       persists = false
caveworld         |       OnRemoveEntity = function - scripts/prefabs/shard_network.lua:12
caveworld         |       event_listening = table: 0xb322318
caveworld         |       ShardNetwork = ShardNetwork (0xd4cce28)
caveworld         |       actioncomponents = table: 0xd8226c8
caveworld         |       prefab = shard_network
caveworld         |       lower_components_shadow = table: 0xd8226a0
caveworld         |       spawntime = 0
caveworld         |       pendingtasks = table: 0xe0fc818
caveworld         |       entity = Entity (0xb10a5c0)
caveworld         |       event_listeners = table: 0xdd6c240
caveworld         |       components = table: 0xd822678
caveworld         |       replica = table: 0xb3221a0
caveworld         |    event = OnConnectionDataChanged
caveworld         |    data = nil
caveworld         |    listeners = table: 0xd7ebd08
caveworld         |    tocall = table: 0xb6bbeb0
caveworld         |    i = 1
caveworld         |    fn = function - ../mods/workshop-595764362/scripts/components/sync.lua:6
caveworld         | scripts/mainfunctions.lua:318 in () ? (Lua) <315-320>
caveworld         |    guid = 100026
caveworld         |    event = OnConnectionDataChanged
caveworld         |    data = nil
caveworld         |    inst = 100026 - shard_network (valid:true)
caveworld         | 
caveworld         | [00:18:44]: [string "scripts/util.lua"]:89: attempt to index local 'self' (a nil value)
caveworld         | LUA ERROR stack traceback:
caveworld         |     scripts/util.lua:89 in (field) split (Lua) <86-91>
caveworld         |     ../mods/workshop-595764362/scripts/components/sync.lua:22 in (local) fn (Lua) <6-35>
caveworld         |     scripts/entityscript.lua:998 in (method) PushEvent (Lua) <985-1012>
caveworld         |     scripts/mainfunctions.lua:318 in () ? (Lua) <315-320>
caveworld         | 	
caveworld         | [00:18:44]: CURL ERROR: () <url> malformed

My server got this error, maybe because I was running the server in the docker.
In the docker, access to other containers only need to link container name.

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On 14/07/2017 at 9:27 AM, turingking said:

My server got this error, maybe because I was running the server in the docker.
In the docker, access to other containers only need to link container name.

same error here, without docker installation.

Edited by liao0007

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Would it ever be possible to colour coordinate the matching pairs of entrance/exit similar to the mod 'wormhole marks'?

Can you remove the plugged entrance/exits? Not just the plugged bit but the whole artwork, the unused stairs and unused holes.

Edited by Berwin

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Hello guys.

Doubt. How do I use the mod on a dedicated Linux server (Ubuntu in this case) since the mod uses .NET 4.5. Thank you very much in advance. Sorry for the translated English. " Google translator"

Original Text in Portuguese:

Olá pessoal.
Dúvida. Como faço para usar o mod em um servidor dedicado Linux (Ubuntu no caso), ja que o mod usa  .NET 4.5.

Desde já agradeço.

Desculpe pelo ingles traduzido. " Google Tradutor"

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