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    • JoeW

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

      Aug 14th We aren't going to be able to start taking claims today - we just got the valid codes from 505 that we need to verify vouchers given on receipts and we can't process claims until those are processed and there are quite a few of them - so it's going to take several hours to process. .  We anticipate that if all goes well, things should be ready within the next couple days. Sorry for the delay, we want to make sure that this system goes smoothly for those affected by this issue. Aug 9th Hey Everybody. We are just about ready to start replacing discs, so I want to give you a quick update on how this will work. Purchasers in North America that were given digital codes either from us or on their receipt will be able to use their codes on our store to order a new full retail boxed copy of the game including controller skin. We will be handling these replacements ourselves as we do not have an adequate distribution channel to send to SIEE players outside of North America.  North American players who purchased after 4/26/2018 should already have this code on the bottom of their receipt. If you purchased before this date and do not have a code yet, check out this page for directions on getting your code.  SIEE Players outside of North America will need to use a different process to claim a replacement through 505 directly we will have details on that soon.  We are making sure everything is in order right now and expect to go live with disc replacements on 8/14 and will post here with more info.    Aug 7th
      The discs are now in our possession so we can get moving on sending out replacements. I know this has taken way too long to get resolved, we have been doing literally everything we can to push this along as much as we can. Now that we have those discs we can get you all fixed up.  We're finalizing things on our end but we're no longer dependent on 505 to resolve this end of the issue. We are finalizing our process for getting replacement orders processed and we anticipate that we will start this process sometime this week.  July 9th
      We are still waiting on 505 and waiting for them to send us discs.  June 6th
      We've reached out to 505 again.  We are extremely limited in what we can do in all of this, all we can really do is ask what happens next and relay the information we are given.  So far, the information we have been given at this point hasn't really panned out as it was supposed to, so I hesitate to post any more information as it's proven to be unreliable.  I'll post more when I have more.  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:   


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About Lumina


Don't Starve
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Don't Starve Together
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Oxygen Not Included
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  1. Depending of what you want to do it's totally possible that you'll have to make the mod required for all client at the end anyway. If it's not the case, most people like option, especially when you do some changes making the game harder (requiring 2 horns for the hat will enter in this category for some people).
  2. The only guess i could have is that maybe all client require mod, so try adding this line maybe : all_clients_require_mod = true Because, usually, when something works on world without cave and doesn't on world with caves, it's because of a host vs client problem. In a server without cave that you are hosting, you are the host. In a server with caves, a dedicated server, or someone else's server, you are client. So maybe the mod is lacking some information as a client ? It's the only guess i have, it doesn't explain why when you change the recipe directly it works and not with the config option. If this changes nothing then i hope someone else will be able to help you.
  3. Can you copy the modinfo just in case ?
  4. What is the command for diseased plant ? maybe it will help give you a similar one for what you want to achieve.
  5. No and yes. No, because DST is still harder than classic DS without RoG. Yes, because DST is easier than classic DS with RoG. It's very important to remember when comparing difficulties. Because some players did the "DS then DS + ROG then DST" path, and they got a lot of time to adapt to difficulty and all. So DST is easier for them than RoG, but they also got plenty of time to adapt and learn, and DS was a lot easier than RoG (and still, hard at first). At the contrary, people starting DST now will usually start in a world with RoG, and most of the things lowering the difficulty mentioned here require to fight hard bosses, so they aren't available for beginner. Scaled furnace ? Dragonfly. Mushlight ? Toadstool. Even mushroom planters require to kill a treeguard, and treeguard is usually dangerous and scary for new players. And mushrooms are only useful when you know how to use them right. So DST is harder than DS. But most players learned a lot, and so the feeling isn't the same anymore. It's also because we changed, not only because of the change of the game. I do strongly think that the feel is still here for players discovering the game now.
  6. Disease

    I don't forget anything, i dislike when things in limited amount disappear. It's true for sapling, tuft, or even stuff like turf : most of them aren't renewable, i hate burning them as fuel, for example. I'm not saying it's purely rational, but i prefer way to save things in my world when possible.
  7. Disease

    I do agree i dislike the feeling of limited resource gone forever. I limit transplant because of this, but it would be nice to have options at least. Like, being able to cure diseased plants, for example.
  8. Most common problem related with code working without cave and crashing with cave are related to client-side problem (for example a code that shouldn't be client side but is, or something missing client side). I don't know if it's the case here. When i tried to make my own container, someone suggested me to look at "Storm Cellar" mod. Maybe you can compare the code used in this mod to the one used in Additional item and see how the code is managed. Try to see if there are other mod with custom backpack and how they solve this issue ?
  9. I prefer not : helping for mod could become tiring quickly for me. Forums allow other peoples to help.
  10. I just named it as the note said to name it.
  11. Thanks for your help and advice. I prefer not change existing items and risking side effects, so i added the health component and it works. I will adapt some things but it works.
  12. Does your server shows up in her listing if she choose the "lan" option ?
  13. I'm encountering a problem : i have some "debris" prefab i would like to make repairable. I added the repairable component. But i don't have any "repair" option. However, i have the dialogue "i think i can fix it" when examining the item. I'm probably missing something obvious but i tried a various things without success. Related code : local assets = { Asset("ANIM", "anim/debris_plank.zip"), Asset("ANIM", "anim/debris_potted_fern.zip"), } local prefabs = { "collapse_big", --loot: "boards", "foliage", "slurtle_shellpieces", } local fern = {"idle_01","idle_02"} local planks_loot = { "boards", "boards", } local potted_fern_loot = { "foliage", "foliage", "foliage", "slurtle_shellpieces", } local function OnRepaired(inst, doer, repair_item) -- local pos = inst:GetPosition() -- local pottedfern = SpawnPrefab("pottedfern") -- pottedfern.Transform:SetPosition(pos:Get()) -- SpawnPrefab("collapse_big").Transform:SetPosition(pos:Get()) inst:Remove() end local function onhammered(inst, worker) if inst.components.burnable ~= nil and inst.components.burnable:IsBurning() then inst.components.burnable:Extinguish() end inst.components.lootdropper:DropLoot() local fx = SpawnPrefab("collapse_big") fx.Transform:SetPosition(inst.Transform:GetWorldPosition()) fx:SetMaterial("wood") inst:Remove() end local function commonfn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddMiniMapEntity() inst.entity:AddNetwork() MakeObstaclePhysics(inst, 0.6) MakeSnowCoveredPristine(inst) inst:AddTag("structure") inst:AddTag("stone") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("inspectable") inst:AddComponent("lootdropper") inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(2) inst.components.workable:SetMaxWork(4) inst.components.workable:SetOnFinishCallback(onhammered) inst:AddComponent("repairable") inst.components.repairable.repairmaterial = MATERIALS.STONE inst.components.repairable.onrepaired = OnRepaired MakeMediumBurnable(inst, nil, nil, true) MakeLargePropagator(inst) MakeSnowCovered(inst) return inst end local function debris_plank() local inst = commonfn("debris_plank") inst.AnimState:SetBank("debris_plank") inst.AnimState:SetBuild("debris_plank") inst.AnimState:PlayAnimation("idle") if not TheWorld.ismastersim then return inst end inst.components.lootdropper:SetLoot(planks_loot) return inst end local function debris_potted_fern() local inst = commonfn("debris_potted_fern") inst.AnimState:SetBank("debris_potted_fern") inst.AnimState:SetBuild("debris_potted_fern") inst.AnimState:PlayAnimation(fern[math.random(#fern)]) if not TheWorld.ismastersim then return inst end inst.components.lootdropper:SetLoot(potted_fern_loot) return inst end return Prefab("debris_plank", debris_plank, assets, prefabs), Prefab("debris_potted_fern", debris_potted_fern, assets, prefabs) Screenshots of the problem : .zip of the mod : Debris.zip Note : at the moment, the repairable function is shared, and the effect is very basic (for testing purpose). My goal is to make various items repairable in something specific (like a chest for the plank and a potted fern for the broken potted fern), and adding various debris working on the same principle. But since i'm stuck with the same problem i would really like to make this working first. The error must be something i missed, but i don't see what. I looked at the different prefabs using the repairable component and don't see why mine doesn't have the option. If someone has a clue, it will be welcome Also, what i would like is a way to tell the game "if the prefab is "debris_plank" then the repairable item is "treasure chest"" and this for each item without having ton of "if elseif elseif" for each prefab. I know you can use tables for this, i just don't know how. Thanks in advance for any help.
  14. Well, i'm clueless. I managed to spawn in game fine with your custom character, so no idea of why you can't.