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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:   

Yakuzashi

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About Yakuzashi

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  1. So I have a lightning prefab file and when I am looking at the code I don't see (and don't understand too) how lightning deals damage. I am at very beginning of my modding journey so this might seem so simple for others. Please help me if you are able to.
  2. [DST] Artillery Barrage

    RIP local assets = { Asset("ANIM", "anim/explode.zip") } local function MakeExplosion(data) local function PlayExplodeAnim(proxy) local inst = CreateEntity() inst:AddTag("FX") --[[Non-networked entity]] inst.entity:SetCanSleep(false) inst.persists = false inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.Transform:SetFromProxy(proxy.GUID) if data ~= nil and data.scale ~= nil then inst.Transform:SetScale(data.scale, data.scale, data.scale) end inst.AnimState:SetBank("explode") inst.AnimState:SetBuild("explode") inst.AnimState:PlayAnimation(data ~= nil and data.anim or "small") inst.AnimState:SetBloomEffectHandle("shaders/anim.ksh") inst.AnimState:SetLightOverride(1) if data ~= nil and type(data.sound) == "function" then data.sound(inst) else inst.SoundEmitter:PlaySound(data ~= nil and data.sound or "dontstarve/common/blackpowder_explo") end inst:ListenForEvent("animover", inst.Remove) end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddNetwork() --Dedicated server does not need to spawn the local fx if not TheNet:IsDedicated() then --Delay one frame so that we are positioned properly before starting the effect --or in case we are about to be removed inst:DoTaskInTime(0, PlayExplodeAnim) end inst.Transform:SetFourFaced() inst:AddTag("explosive") inst:AddTag("FX") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("explosive") inst.components.explosive:SetDamage(200) inst.persists = false inst:DoTaskInTime(1, inst.Remove) return inst end return fn end local extras = { slurtle = { sound = "dontstarve/creatures/slurtle/explode", }, slurtlehole = { sound = "dontstarve/creatures/slurtle/mound_explode", }, firecrackers = { anim = "small_firecrackers", sound = function(inst) inst.SoundEmitter:PlaySoundWithParams("dontstarve/common/together/fire_cracker", { start = math.random() }) end, scale = .5, } } return Prefab("explode", MakeExplosion(), assets) ---------------------------------- That's the explode_small prefab modified to give possibility of adding AOE damage for each explosion. Anyway it crashes or can't do any damage. I am terrible at coding.
  3. Hello. In order to modify in game appearance you have to put this folder (dress) in exported folder in your mod folder. After that you can edit images in subfolder called "swap_body". It is not that thing you are expecting to get but it is pretty close to it. dress.rar
  4. I see nobody willing to help you saw this post so I can extend a helping hand. My knowledge is limited that's why I am able to create custom torso- only item (for example something like chestplate) and some kind of headwear. Those items will take your equipment slot, just like straw hat or marble suit armor. If you are interested let me know. I will do my best to help you. Have a nice day/night of course.
  5. Hello, I am trying to achieve artillery barrage effect on item drop. I am still working on it but in case of my failure I am asking you for help. I don't know how to trigger barrage on drop so I am experimenting with equip/unequip right now. UPDATE: I edited prefab file a little bit so this is how it looks now: Can someone tell me how to add damage to every explosion ?
  6. I am sorry for my slow response (lot's of work today) :/ but finally I have managed to fix it. You didn't put any files in taako>exported>tail, I don't think it was source of problem. I am pretty confused now because your mod should work now but I don't know reason of errors. I just coppied every visual aspect of your mod into my well-worn template to test it out. I stopped at hair, hairfront and hair_hat (in taako subfolder in exported folder) because of error but after copying these folders again from my own source it just worked. I made few more tries with autocompiler and I am sure it won't bother you anymore. taako - working.zip
  7. Pack your whole mod forlder into zip file and send it in reply. I will check every folder and find problem source.
  8. Hello there. I have tried to make a projectile that spins in air before hitting target. As you can expect I failed once more. I used boomerang prefab to figure it out but following code line doesn't work: inst.AnimState:PlayAnimation("spin_loop", true). I have tried everything according to my knowledge. Thanks for help in advance.
  9. Character mod help please!

    I am glad that works now. You can always send message to me. My knowledge is awfully limited but I will do my best to help you.
  10. Character mod help please!

    Okay. It works pretty fine now. You have to remember about keeping it clean inside: endy>exported>endy. Don't mess with names of files and don't place files like torso-0.sai, just keep .png files inside those folders. By adding or renaming something you are confusing autocompiler and then situations like that one happens. working endy.zip
  11. Character mod help please!

    I will analyse every single file but I will start doing it about 2 hours from now. Don't lose hope.
  12. Character mod help please!

    Try this mate endy changed.zip
  13. Thank you. It worked very well !
  14. Hi guys. I need something to multiply amount of crafted item. For example: 1 flint + 1 nitre + 1 coal will give you 5 items. I want to use it for ammo crafting. I am using these codelines: --AMMO Data GLOBAL.STRINGS.NAMES.AMMO = "Type 7.62×54mmR ammo" GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.AMMO = "Straight from factory" GLOBAL.STRINGS.RECIPE_DESC.AMMO = "One shot, one kill" local ammo = Ingredient( "ammo", 5 ) ammo.atlas = "images/inventoryimages/ammo.xml" local ammo_recipe = AddRecipe("ammo", { Ingredient("charcoal", 1), Ingredient("nitre", 1), Ingredient("flint", 1)}, RECIPETABS.WAR, TECH.NONE, nil, nil, nil, nil, "stalingradman", "images/inventoryimages/ammo.xml") ---------------- Here: local ammo = Ingredient( "ammo", 5 ) I add value 5 and nothing changed at all. Thanks in advance and have a nice day/night.