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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.   

mouse

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  1. Okay I think I understand where all of the confusion is coming from now. I was under the impression caves were always enabled, much like in DS. So I didn't know if everybody was talking about one of the config folders that does or doesn't generate, depending if you're running the dedicated server via dontstarve_dedicated_server_nullrenderer, dontstarve, launch_preconfigured_servers, or launch_dedicated_server. Or for all I knew, it could have been something else entirely (which I guess it was). It seemed odd everybody kept specifically mentioning caves, but I didn't realize it was a whole other setting that was disabled by default. Now I see everybody is talking about about the caves tab on the hosting screen and how it has to be manually enabled. And yeah, that's a lot easier than reuploading to the workshop or messing with dedicated server configurations. So my fault, yall. Thank you for the help!
  2. Then why is it when all of the fatal bugs have been fixed for hosting, I get an entirely new set of fatal bugs to fix when I join my own dedicated server (with the mod enabled) as a client (with the mod enabled)? They're obviously not the same. All of the variables and tables have a "clean" version and a "dirty" version. "Clean" is when they're server side, "dirty" is when they're client. If the host is handling all of these variables properly, but clients aren't, clients will crash. Hence different results in both situations. That's why clients can crash constantly, while the mod is running flawlessly server side. That's why it's possible for items to exist for clients but not hosts, and vice versa. So dedicated servers are mandatory for client side testing if you intend to take your mod seriously, and you don't have your own staff/volunteers to host/join for you. EDIT: For clarity, I should point out a lot of variables simply don't exist client side. It's not purely a "clean" and "dirty" version of each. Some simply don't exist, and if the client attempts to reference those variables, a crash will occur. That's just one example of why it needs to be tested for clients, too.
  3. Because I need to test client side functionality as some bugs only appear for clients(and not servers/hosts), Steam won't let you run more than one instance at a time, dedicated servers don't use up as many system resources as two instances of a game, and the terminal prints outputs in real time, so it's easier to see exactly when something happens server side. Me: This thing isn't working. Them: Yes it is. Me: No, it's really not. I tried everything. I spent 5 hours trying to make it work, and everything I do makes no difference at all. It simply isn't working for me. Them: Yes it is. This is why I don't like asking for help. I don't know what to tell you. It's not working for me. These are fresh installs for DST and the DST dedicated server. I even deleted all of the settings so new settings would be generated when I restarted DST. So all of the settings and config files were auto generated. Even modoverrides.lua itself was auto generated. So I don't know what else it could be. modoverrides.lua is supposed to be in ../DoNotStarveTogether/Cluster_[number]/Master/ right?
  4. Well that explains why modoverrides.lua wasn't working then, even when the mod was in both "mods" directories.
  5. And over and over and over and over and over? modoverrides.lua doesn't seem to enable mods (at least not local mods). ForceEnableMod() loads local mods, but doesn't seem to do **** without ServerModSetup(). So dedicated servers require ServerModSetup(). ServerModSetup() requires a workshop id. So bug fixes require reuploading the mod to the Steam Workshop over and over and over and over and over and over. I can't see any way to bug-hunt a mod client-side without uploading it to the workshop. I can't even imagine why it's like that. Does Klei get a nickel for every workshop upload or something? I just want one less hoop to jump through so I can port a mod so everybody will shut up and get off my back about it.
  6. I want to increase players' naughtiness on killing certain mobs but I can't find any way to do this. Almost all functions and variables in the kramped component are local. All searches have turned up nothing useful. I can't find any mod environment tools for the kramped component. Can anybody help?
  7. Hack The Planet

    Thank you very much. I'm glad you enjoyed it. I have a mod troubleshooter here: https://www.dropbox.com/s/icgw2tow73uty0o/ds-mod-troubleshooter.txt Please do not advertise your mods in other people's mods pages. I don't advertise my mods in your's. Thank you very much. Well first I have to be willing to spend $5 just to port mods. :/ Know what I mean?
  8. Beatrice

    For everybody who's having trouble with Beatrice, there's a troubleshooter in the description above.
  9. Simple HUD

    There's a DST version in the Steam Workshop.
  10. Hack The Planet

    Version 0.6122

    2,061 downloads

    So you want to hack the planet, huh? You think you're chill enough? You think you're gnarly enough? You think you're mad fresh to the max? Then check it, keyboard cowboy. This totally rad, ill and fly mod will have you hacking the planet in the dopest of styles. How to Use: Press the "hacker key" (R by default, can be changed in the mod configuration menu) to go into "hacker mode". While in "hacker mode", the game will be paused and you can simply click the object you want to "hack" and a list of options will appear. You can change anything from it's max health, to it's movement speeds, to how much damage it does, to it's diet. You can teleport yourself to it or vice versa. You can kill it, set it on fire, freeze it or just delete it. Do you have a character ideal but don't want to write any code yet? Not a problem! Click your character and starting changing variables! You will be able to recreate over half of the character mods out there and maybe, just maybe, improve on them. You can do so much with so many different things and all of those changes are made to only that one instance of that one object, and if you screw something up, you can just reload the save and everything goes back to normal. In short, you can Hack The Planet! Warning: Reckless hacking of the planet has been linked to crashing of the planet. Exercise common sense when hacking the planet. Custom Component Support: Have a component you made yourself? Want to test it using this mod? Not a problem! Tired of waiting for me to add support for your favorite already existing components? Not a problem! Want to make an expansion for this mod using the tools I made and publish it to the workshop? Not a problem, so long as you do NOT package Hack The Planet with it. You can now add component support yourself from within your own modmain.lua file! The documentation with a list of all builtin tools can be found here: https://www.dropbox.com/s/4vu18f5lg6f7kld/plugin%20documentation.txt If you are using Always On or any of the RPG HUD mods, Try disabling the option, "Change Backgrounds". Noteworthy Changes: -Added support for custom components. On a serious note, I made this as a tool to help myself and others develop other mods, troubleshoot bugs and more quickly understand some of the inner workings of DS's components. It's also a lot of fun so even if you don't plan to make mods, you can still get a lot of entertainment out of it. This was made with mouse and keyboard controls in mind. Adding controller support will probably never happen. This is not the final version, adding support for all components is a very long, arduous task so be patient. Concerning DST: No.