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    • JoeW

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

      We are now ready to accept claims for PS4 Megapack replacements.  Once again, our deepest appologies for this entire situation. We understand that your purchase of the Megapack was a show of support by our fans, many of which already owned the game. Please know that we have done our best to push as hard as we can for a quick and fair resolution to this issue. This has taken WAY too long to be resolved but we have done everything in our power to make sure our fans get what they purchased.   We are going to use the voucher codes we have been using to provide the digital version to claim the physical replacement discs. For North America, we are handling these requests directly through our own store with help from our friends at IndieBox. Claims will be handled at no cost to you. For claims outside of North America, 505 will be taking your information and processing your claims.  Those who purchased the Megapack after 4/26/2018 should have been given a voucher at the time of purchase on your receipt.  Those who purchased before 4/26/2018 or did not get a code otherwise can contact us for a voucher code that will entitle them to the digital megapack and can be used to claim the physical replacement discs. We have been handing those out for a while now, but if you are in this category and have not requested a code, you can do so here: http://support.kleientertainment.com/customer/en/portal/articles/2935839-physical-mega-pack-disc-support-information Once you have a voucher code:
      For purchasers in Europe (SIEE). To make a claim you will need to make file a claim through 505 here: https://docs.google.com/forms/d/e/1FAIpQLSckru65CWkXH5RZ_3j2f5_h1djNiAyrl8R0PCvdKPmGwItyvA/viewform For purchasers in North America (SIEA). To make a claim you will use our support site and use the voucher code to claim a replacement here: http://support.kleientertainment.com/customer/portal/articles/2952265-ps4-faulty-disc-claim If you have any questions or concerns, please let us know here on this thread or contact us at livesupport@kleientertainment.com Thank you.   


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About MidrealmDM

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Don't Starve
  • Contributor
Don't Starve Together
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Oxygen Not Included
  • Alpha Contributor
  1. I thought it was making soap
  2. Just wanted to say Kudos on the Outbreak update, I for one enjoy the update. I found it an interesting new challenge to overcome. I agree the auto-disinfect seemed broken, so I turned it off, it was easier to manage manually.
  3. [Game Update] - 220993

    Yes, and since the pipes are behind the painting you shouldn't see them. Ergo the 'bug' is that he feels the bubbles should be hidden as well. I was merely pointing out that the purpose of the overlay is to see the bubbles. He certainly isn't implying that he wants the pipes to render in front of the paintings.
  4. [Game Update] - 220993

    But if you don't see the bubbles, then it makes it hard to track the fluid movement.
  5. @Midrealm, sure! I can add the new tag images, don't exactly understand the difference between seafood and fish tho, is it about froglegs? :D As for inedible, really tough choice. Do you add 'inedible(alt)' tags into your recipes?
    RE: seafood - yes - froglegs, although other things could be added (I have been debating including seaweed).
    RE: Inedible - No - I just use 'Inedible' but I presented the alternate image for your use if you wanted. I hate for users to get confused about what is and isn't tagged a something.
    My thought was maybe you would know a way to config the mod to allow users to choose which set of images they wanted - or better yet automatically do so if both mods are installed (I have no idea if that is possible)

    I have so many tags because I try to make all my recipes use tags only, so that they can be compatible with other mods.
    This allows another modder to add a new food ingredient with a tag such as 'seafood' or whatever, and it would work to make recipes in my mod. If i used 'names' instead, it wouldn't work.

    RE: Square Image, so next possible size is 256x256.
    ~nod - I figured that out last night when I went to correct the missing Citrus tag. So I have already prepared an new version. Plus I added the tags I forgot and prepared alternate images for some other other tags, like dairy, fat, etc. that include food ingredients from my mod. Again - I'll let you decide how to best use them, if at all.

    " I'll realign the image, that was just FYI. "
    Hope you ahvent done so yet, :( I hate to waste your time, and I've got one ready to send this evening.


  6. Attached is png and xml with the common food tags and also tags used in waiter 101 mod.
    Maybe you can incorporate it into your craft pot mod (if you want)
    I included an alternate image for inedible - because although I've made petals cookable, I have also tagged them as inedible to prevent overuse.

    Ideally I would have changed some other core images like monster tag to show plantmeat, bat wings, etc. But that might confuse people who didnt have the waiter mod installed.

    Anyway - I haven't tested this with your mod, so I don't know if I set up the xml correctly.

    Feel free to use the attached files or not.




    1. Show previous comments  1 more
    2. MidrealmDM
    3. IvanX


      Thanks for the update, was about to edit previous image to upload it into game, now I do not have to :).

      Choosing imageset depending on some conditions seems a bit overly complicated. Really need to implement some automated tag generator. I had this idea about stacking up images of all inedibles inside of one container, and once hovered, all those images spread to make a circle with names next to them. But that's so much UI, not sure if I'm gonna have enough time to make that.

    4. MidrealmDM


      Could you make it configurable so the user could choose which image set to use?

      Just an idea

  7. Waiter 101 (RoG, SW)

    @Estel I'm here - sorry - I've been updating the mod on steam, but forgot about this version Anyway - Im working on changes for shipwrecked, but it is fully compatible with Shipwrecked at the moment. I have a steam version compatible with DST as well. You can download it here - even without a steam account http://steamworkshop.download/download/view/381565292
  8. Waiter 101 (RoG, SW)

    Bump - Updated to v 4_1 Sorry for not updating this version more often. Known issues Items don't appear properly in Warly's portable crock pot Some recipes accidentally disabled in Shipwrecked (will be fixed next update)
  9. Was this issue ever resolved?
  10. New things in prefabs inst:AddNetwork() This needs to be in any entity that you want to create on the server and have it show up for all players. Most things have this, but in a few cases you want things to only exist on the server (e.g. meteorspawners, which are invisible), and in some very rare cases you may want to create things independently on each client. if not TheWorld.ismastersim then return inst end This is really important for almost all prefabs. This essentially says "if this is running on the client, stop here". Almost all components should only be created on the server (the really important ones will get replicated to the client through the replica system). Visual things and tags that will always be added can go above this, though. inst.entity:SetPristine() This basically says "everything above this was done on both the client on the server, so don't bother networking any of that". This reduces a bit of the bandwidth used by creating entities. I can't think of a case where you wouldn't want this immediately after the "if not TheWorld.ismastersim then return inst end" part, which is where you'll see it in the game's code. -- Ok I get that, but when I add the lines to the mod it fails to work in DS vanilla. So does this mean we have to keep a separate mod for DS and one for DST even though they are basically the same? "..._starve/data/../mods/waiter/scripts/prefabs/oleo.lua:16: attempt to call method 'AddNetwork' (a nil value)"
  11. Waiter 101 Together

    Version 2.315


    http://steamcommunity.com/sharedfiles/filedetails/?id=381565292 v2.315 Seventeen Don't Starve recipies for the crock-pot Additional recipies require ingredients not yet available in DsT but may be added later. Enabling this mod on a Host game -should- force install/update the mod on any player who connects. If you are Hosting a game the mod wont be updated to the new version until you shutdown and restart the DsT Host. This mod does not add any new food items that you can collect, although Batilisk Wing are made into a cookable item (it counts as 1/2 value monster meat) and Seeds are cookable as well - but the mod does make more variety in foods you can create. In addition to a dish that requires Batilisk Wings. Several mushroom and dairy (Butter or Oleo) based dishes and some new sweetened desert items -- Compatible with 'Display Food Values' and 'Smarter Crock Pot' mods -- Compatible with 'Beefalo Milk and Cheese' mod - allowing Fresh (cooked) Milk to be used in select recipes. (I am unaware if these mods work with DsT at this time)
  12. Waiter 101 (RoG, SW)

    Ok, yeah that mod has some custom stuff going on that is causing.. not conflicts, but just doesnt work right. According to RoG cactus is a vegetable, but his is tagged as fruit, nopalitos wont work with fruit in them. I am trying to contact the Author to work out compatibility issues. You can make these changes yourself to the Tiny Alchemy mod, Although that still won't help until I remove the fruit restriction from Nopalitos.
  13. Waiter 101 (RoG, SW)

    I'll take a look at that mod as well, but in the meantime in v2.2 I've made some changes that will hopefully correct or at least reduce conflicts between other mods. I added a tag to Cactus flesh for my recipies, if their mod also adds a tag it may be removing mine.
  14. Waiter 101 (RoG, SW)

    Nopalito con Huevos = Corn, Cactus, Egg, + filler : No Meat, No Fruit, No Inedible (twigs) (Next update [v 2.1] will allow meat in it, but you might [50% chance] get Perogi if you put in meat) What are you using for your 4th ingredient? I just tried it and used Corn + Corn + Cactus + Egg and got it on the first try. Are you using version 2.0 or higher of the mod? Nopalito con Huevos were not in version 1.18 or earlier. Do you have Reign of Giants installed and enabled on the game you are using? The recipe is dependent on having RoG enabled and Installed. But then again I don't know where you would be getting Cactus without RoG, so that shouldn't be a problem. I am working on a way to enable recipes even without RoG enabled, in case you have a different way to get cactus or other ingredients (such as milk). Currently the game encounters problems (ie. crashes) if I try to enable a recipe that requires an ingredient that doesn't exist.
  15. Raven mod help

    Everything looks ok as far as I can tell - can you post your exported folder including the scml files?