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3 hours ago, Semind said:

I would think they're not going to divulge info about changes they made to potentially block off bad actors.

Obfuscation isn't security.

Nobody told the hacker which functions were vulnerable. They took advantage of the fact that nobody was paying attention to those functions.

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Man that sucks. I'm glad you guys were able to halt the problem before it got worse.

12 hours ago, Mike23Ua said:

Because currently: the only thing I use duplicates for is if they’re eligible to be traded in at the Trade Inn for a higher tier skin (9 common = 1 Uncommon)

I noticed that's usually a pretty rough rate vs unraveling for spools with the cheapest common at 5 spools for unravel, and an average of 45 spools to unlock classy gear (unraveling for 15 spools). It's a smaller pool of unlockable items, and you lose the chance for belongings, but you get to pick what you want.

If a function is part of the data saved by the OnSave function of a prefab, it is encoded using "loadstring".

This causes a crash when the world loads, even if the mod is disabled.

For example, adding:

inst.OnSave = function(inst_, data)
  data.fn = function() end
end

on any prefab fn will corrupt save files.

This is notably a problem with the mod "New boat Shape", I can fix it for future saves, but worlds saved before the update will be permanently corrupted.

Maybe can you do that at least that "loadstring" is ignored when loading world, instead of "attempt to call global 'loadstring' (a nil value)"?

Edited by Cuikui
  • Like 1
On 6/27/2025 at 4:41 AM, JesseB_Klei said:

Hey everyone.

We have some changes that could break loading or saving for some mods. We are requesting the help of testers to see if anything breaks with their unique setups: World creation, dedicated server hosting, normal gameplay, modded sessions for anything, etc. The more that can be thrown at the game to try to break it the better.

Early in the development of Don't Starve Together, we had created utility functions with a wide variety of potential use cases as a blanket to let the designers work without too many limitations. We have recently re-evaluated these functions and how they could be used in unintended ways. The changes introduced in this beta have been made to mitigate any potential harmful effects the misuse of these functions might cause.

If you encounter any mod related issues in this beta but works outside of the beta please let us know what that mod is with either a crash log or what stopped functioning in it. You can find your relevant crash log files using our helper article at: https://support.klei.com/hc/en-us/articles/360029881191-Logs-and-Useful-Information-for-Bug-Reports-for-Don-t-Starve-Together

While this beta is leaning towards players who use mods, any testing done is appreciated even if you do not use mods.

 

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@JesseB_Klei sorry, definitely late for this, but my mod got more and more report over past few week (unfortunately while i'm away and took a break from modding, so i cannot fully address it) and just now notice this when someone mention it to me,

is there a way i get assist?  might  have same or similar issue as Heap of Food
mod : https://steamcommunity.com/sharedfiles/filedetails/?id=2937640068

have been crashed if run with some other mod (ie : https://steamcommunity.com/sharedfiles/filedetails/?id=2428854303) and have no noticable crash logs
logs and world save file attached.

donotstarvetogether_client.dmp master_server_log.txt client_log.txt Cluster_16.zip

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