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

      UPDATE: 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:   

The Plum Gate

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About The Plum Gate

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  1. I think I'll let my phone decide what to write here:.. This would shuffle the shelving a fair thermal conductor of the starting biome lower on the way specifically for research and development of the starting biome lower on the way specifically for research and development... It just keeps departing after that. Uhg... Hopefully the update comes up with something better.
  2. Dupe Karaoke ..I can't even imagine.
  3. Yea, this is still an issue, but I don't think trying to bump the topic will do any good - don't think the bug forum works like that.
  4. Mod: Big Freeze

    Making them different subzone types should cause abyssalite to draw between them. It's usually at the bottom of the zonefiles.
  5. Indeed, some of the automation parameters are of little use. I hope they address their usability as well.
  6. [MOD][0.3] ONI-Modloader

    Yes, maybe a better explanation and examples?
  7. If you zoom in work spaces, the game gets quite noisy - so my thinking is that the dupes start to respond to it negatively. A supplement might be adding more music to the game and a jukebox to the recreation room... Noise insulation or enhancements on existing insulated tiles might also be a thing. As for chemistry - sort of a rabbit hole - but I imagine more industrial ingredients as a result. And maybe even additional early game or late game O2 producers. Different means of cleaning germy water... Chemical reactors for energy - some reloadable machine that perhaps produces a usable byproduct. And maybe we can have other types of "chemistry" with dupe interactions, and maybe even animal breeding for sustainable approves of meat. If you zoom in work spaces, the game gets quite noisy - so my thinking is that the dupes start to respond to it negatively. A supplement might be adding more music to the game and a jukebox to the recreation room... Noise insulation or enhancements on existing insulated tiles might also be a thing. As for chemistry - sort of a rabbit hole - but I imagine more industrial ingredients as a result. And maybe even additional early game or late game O2 producers. Different means of cleaning germy water... Chemical reactors for energy - some reloadable machine that perhaps produces a usable byproduct. And maybe we can have other types of "chemistry" with dupe interactions, and maybe even animal breeding for sustainable sources of meat.
  8. It would be nice to be able to run heavy conductive wire through tiles without the need of a bridge - this would make heavi-watt and heavy conductive joint plates obsolete unless heavy conductive and heavi-watt wire were incompatible - *the bind/catch here being that only a heavy-watt and/or heavy conductive joint bridges would allow connection between the two. This tweak would justify the cost-to-benefit ratio on the heavy conductive as the decor penalty could be negated by covering it with wall or floor tiles. As it currently exists, there's no real reason to use heavy conductive wire over heavi-watt since the negative decor values are so close together - any length of a run of it is going to be hideous to begin with. If one were more placement flexible than the other, then some more thought might be put into its use. I Imagine tight spaces and cramped machine shops might use it sparingly while long runs of heavi-watt would be suitable for long distances.
  9. Also, if thou don't have a mess hall, make one. You may be experiencing some plumbing issues - use bridges to isolate the farming irrigation area.
  10. @link12313, My idea ends up being buggy as I described it.
  11. Cooling with Chlorine

    Anywhere you have cold liquids cascading down steps - you get the cooling bug. It seems the game simply doesn't get the math right when switching from liquid on floor to liquid in falling state. It seems to go a little bit crazy with this apparently. It looks more like you've got a chlorine rain chamber thing going on - probably a bit of that bug in the area with the mesh tiles near the liquid chlorine outlets... other than that, it's just another gas acting as mass in the cold zone. I'm surprised that the thermal conductivity isn't an issue.
  12. Connecting power transformers in this obscure manner may highlight some sort of rounding error. The power used by the last transformer connected into the circuit started using power incrementally slow, then later maxed out at 5Kw. This creep up to 5Kw occured when there were potential loads on the circuit. After severing the lines to the loads, and reconnecting just the transformers as they are, the power consumption jumped to 5kw on one transformer immediately. I don't know what the intended behaviour of such a circuit is supposed to be - save to act as a sort of two-way bypass or zener diode. The bug here is that it's not actually using power from the batteries, but reporting a high power consumption on the line. - there's some intense power looping going on between the transformers causing line damage everywhere. Please note this was just an experiment.
  13. Phase changes in pipes cause the breaks - I used liquid phosphorus (from melted phosphorite) as a coolant for the metal refinery just to see how hot I could get pipes without breaking them - it could apparently get very very hot - around 245C / 473F in abyssalite pipes, Oil is easier to get. And once a pipe with phosphorus liquid or gas at that temperature breaks - it heats everything up like crazy.
  14. Save game problems

    Well, it's the first I've heard of this one - it's more likely that debug mode is finicky while you're trying to build however it is you're building. I would piece the base together in stable saves - export the pieces as templates, and then paste them into a final product. This will save your work, If some piece is giving you trouble, then you're more likely to get help since the yaml template data can be read easily. I'm apt to think that maybe there are one too many things trying occupying a single map cell - as weirdness like that can and does occur in debug mode. Use the destroy mode to clear spaces - this will definitely get rid of stuff. You'll have to search around the forums about debug how-to's.