machete_kills

  • Content count

    12
  • Joined

  • Last visited

Community Reputation

12 Good

About machete_kills

  • Rank
    Junior Member
  1. How to disable click to walk

    Also just updated it with the latest bugfixes and support for regular Don't Starve / RoG / SW
  2. Toggle Click to Walk

    Just released an update that fixes the issue that was preventing structures from being placed
  3. Available at: Steam Workshop Klei Downloads GitHub repository Grants the player the ability to toggle between enable / disable click to walk functionality in-game. Disabling the click to move will ONLY affect clicks “on the ground” - e.g. when you’re not targeting any entities. You can still click to perform any actions such as mining, picking, attacking, examining, etc. Options: - Click to Walk Tells whether click to walk will be working or not by default when joining a game - Toggle Key Toggles the functionality in-game. You can chose to disable the ability to toggle if you like. — This mod was inspired by The Forge event when a lot of people seemed interested in this functionality. Although the event is over, it looks like some players don’t like this at all, even on regular DS/DST. Hope this mod can help improving your gameplay experience As always all feedback is appreciated, enjoy! — Support for Don’t Starve/RoG/SW coming soon.
  4. How to disable click to walk

    Well sir, your wish is an order! Toggle Click to Walk I went one step further and added options to even allow the player to toggle it while playing. So when using the mod you should be able to chose: Whether that "Click to Walk" is enabled by default when you start playing (Yes or No); What Keyboard key toggles on/off the functionality (K L ; [ [ ] or "Disabled" - no toggling) Even though this would be super useful during The Forge event, I hear people doesn't like the clicking to walk behaviour at all. So I hope the mod to come in handy for those Currently only DST is supported. Will update it soon to support DS (RoG/SW) soon. Enjoy!
  5. Toggle Click to Walk

    Version 0.2.1

    3 downloads

    Grants the player the ability to toggle between enable / disable click to walk functionality in-game. Disabling the click to move will ONLY affect clicks “on the ground” - e.g. when you’re not targeting any entities. You can still click to perform any actions such as mining, picking, attacking, examining, etc. Options: Click to Walk Tells whether click to walk will be working or not by default when joining a game "Yes" or "No" Toggle Key Toggles the functionality in-game. You can chose to disable the ability to toggle if you like. K L ; [ ] or "Disabled" — This mod was inspired by The Forge event when a lot of people seemed interested in this functionality. Although the event is over, it looks like some players don’t like this at all, even on regular DS/DST. Hope this mod can help improving your gameplay experience. As always all feedback is appreciated, enjoy! — Toggle Click to Walk is compatible with Don't Starve / Reign of Giants / Shipwrecked / Don't Starve Together. Related links: GitHub Repository Steam Workshop: Don't Starve Don't Starve Together The Forge request thread
  6. Awesome! Regarding the COMPOSE_HTTP_TIMEOUT: Docker automatically has a low default timeout for when you are attached to containers. You can try increasing the time it takes to timeout, but that's not a solution. Optimally you should run the containers in detached mode: docker-compose up -d This will start the containers but you won't see what's happening on the screen as you'll not be attached to them. This is very important also as if you're not running in detached mode and close your SSH/terminal session, the containers will be shut down. By running it in detached mode you can guarantee your containers / servers will be running in the background, regardless if you are connected (SSH'd) into the server or not. Once they are running in detached mode, you can peek into what's happening by checking the logs: docker-compose logs -f Let me know how it's going when you start playing on it
  7. Hey @Ceruleancerise, thanks for trying it out and reporting back! I just started out a fresh clone in my computer with the stock settings (as they are currently on the repository) and it worked without any issues. Couldn't reproduce the error you're getting, could you please provide more info about what OS you're using and what changes have you applied to the cluster config? Regardless, when researching for the error message you got, it seems that the exited with code 137 means that your container ran out of memory. This is odd as starting a fresh container should take up very little memory, and even after playing for quite a while with a few players the usage doesn't go way beyond 0,5Gb (per container). See a server I've been hosting and playing with some friends for a while now: CONTAINER CPU % MEM USAGE / LIMIT MEM % NET I/O BLOCK I/O PIDS 1071790a9603 11.91% 516.6MiB / 3.856GiB 13.08% 19MB / 17.7MB 0B / 0B 13 8c2bba023c07 15.81% 631.7MiB / 3.856GiB 16.00% 19.5MB / 20MB 0B / 0B 14 So my wild guess here is that your Docker currently has limited memory to work with. See below some things you could try: Check for other running containers usage Docker engine usually has limited access to the computer's memory (it cannot/shouldn't consume all your computer's memory). Check if you have other containers running: docker ps If so, check their current memory usage: docker stats Try shutting down other containers if possible to free up some memory. Check how much memory Docker engine has available to it Accessing Docker Preferences > Advanced you should be able to see how much memory your system is making available for Docker (image to the right). Thinking of the step above (checking for running containers), decide whether you should change your settings to reserve more memory to Docker. Restart Docker It could also be that some container has/had a memory leak and even after stopping it could be messing with the whole Engine's memory management. Just try restarting docker in that case, it's worth the try. ---- If none of the above solves your issue, please post the full startup log you get when running composer in attached mode: docker-compose up Please do also share other changes you may have done to the cluster.ini, Master/server.ini or Caves/server.ini files so we can dig further until we fix it!
  8. THE FORGE

    Can we please, please, pretty please have vote kick implemented in the forums as well?
  9. Forge Event Stats

    Actually just a little under 2k: Glad to be one of those! Regarding Klei making the stats available, all I have to say is: . This is yet another super amazing extra-game content that Klei excel at surprising and pleasing their players fans with. Thank you very much for it, you rock!
  10. Forge Experience Topic

    I agree the major downside was not being able to vote kick people. It was so sad whe you found a great team - but ONE person (not necessarily a low level) would purposedly screw the teamplay and of course be harmful, disrespectful and refuse to leave. Other than that the event was really cool, as you mentioned refreshing the DST experience. It was pretty fun to see people learning together and improving during the course of the event. Looking forward for the next events to come!
  11. This is what I learned so far about dedicated servers. Some things might be off, so if anyone knows it better please do point it out. Rule of thumb is to have an actual dedicated machine for the server. If you play in the same computer as the server, your game client will end up “fighting” your server for resources eventually. CPU A regular world consists of two shards: Forest + Caves. The shards themselves won’t multithread, so having many CPU cores won’t matter. It’s best to have better CPU power per core, and one CPU core available for each shard (usually 2). If you’re playing on the same computer as the server, obviusly you’ll need more processing power for the game client. RAM At the very least 1Gb per shard in an early world. The amount should grow with the number of users and “world age” (how many days have passed). Think that 2Gb per shard is a decent amount generally, not sure if the usage would go way above that. Network Yes, that’s super important. The lower the ping the better the player experience. To have a good and stable connection is a must. If you have players from different locations, you should consider a cloud VPS that is “central” to most people. Also you may tweak the tick_rate option in your cluster.ini (or server.ini). By increasing its value the users will experience a smoother gameplay. HOWEVER do bear in mind that this increases network traffic considerably, escalating with the more players you have. SSD I believe the only performance gain on an SSD over a HDD would be when starting up the server and the daily autosave. Might be worth it if the users experience lag every new day when the game saves. GPU Shouldn’t matter for the server as there’s no rendering on that part; matters only for the game client.
  12. There are several great guides on how to setup dedicated servers for each specific platform, and I’ve used them many times. When I was about to setup a dedicated server for myself from scratch for the 4th time, however, I decided to invest some more time instead and work on a reusable easy setup solution. The goal was to have a platform-agnostic solution (something that runs in Linux, MacOS or Windows just the same) that would require only a few simple steps to get a proper server up and running. And by “proper” I mean a manageable server with Caves that supports Mods and customization, of course. The solution was developed using Docker and I’ve been playing on the server for a while quite happy with the result. I hope this project can help other people get started fairly fast and easily, having plenty of time to customize and play! Please reach me out if come across any troubles while setting this up. Any feedback is deeply appreciated. The following are the instructions as they were posted on the Steam Guide. The most complete, detailed and up-to-date instructions will be found in the project's repository documentation on GitHub. Setup Overview The following are the macro steps that are required to get the dedicated server up and running: Pick a host machine Install the required tools: Docker Git (optional) Get the server files Set your Cluster Token By completing the above you'll have a fully working server with caves ready to play! However it will obviously be running on default server and world configurations, no mods at all. You'll probably want to take some extra steps to: Configure the server properties Customize world generation Install and customize mods 1. Pick a host machine 2. Install the required tools Docker - Linux Docker - Mac / Windows You only need the Docker desktop standalone as it has everything you need, no extra steps required. Voilà! Git (optional) 3. Get the server files 4. Set your Cluster Token Managing your server (start, stop, commands) For simplicity of the `docker-compose` commands listed below, make sure you'll be running them from within the installation folder: cd ~/dst-dedicated-server Full reference can be found in the project's documentation. Updating the game version Start the Server Executing console commands Stopping the Server Installing Mods + Customizing the server Please refer to the official docs for detailed information on how to: Customize your Server and World generation Install and configure Mods