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      Support Email Error (Zendesk)   08/12/2019

      We are migrating to a new customer support ticketing system (desk.com) and unfortunately while moving over our old tickets the new system (Zendesk) sent an auto reply to "new users". We weren't aware this would happen and so and email was sent out in error. You do not need to create an account and you can ignore the email entirely. You can find more info about this over on our forums here: https://forums.kleientertainment.com/forums/topic/110413-zendesk/ Sorry for the confusion

tinco

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Everything posted by tinco

  1. Hello, For the past few months, I have been playing with my brother on our dedicated server just fine. Suddenly, this past week (without any changes to LAN configuration, Router or Server settings), I am getting this error, when I try to go from caves to the overworld: ID_DST_SHARD_SILENT_DISCONNECT Does anyone know how to overcome this? I am backing up all files after each play and when I put them back, it was working fine for few in-game days and then it happened again. We are stuck until we can resolve this and we don't want to loose the generated world. Can someone help me figuring out what this is about? Any google search came fruitless, since there wasn't any solution to this problem, that some few others had. Also I wanted to post this in the bugtracker, but it seems that dedicated server bug tracker needs a password huh... Any help appreciated. @Ipsquiggle caves_server_log.txt overworld_server_log.txt
  2. Hi there, This definitely must be a bug. Out of 5 servers (default settings apart from adding caves and making the size of both cave and upper world Huge) - I always got only 2-3 clockworks in the whole upperworld map. And don't tell me there are other mechanics of getting gears. Yes I know you can pick tumbleweeds, you can go to ruins, etc. But it doesn't solve the issue, that there are far less clockworks, than in Singleplayer DS. And this is for more people, thus more gears are needed = more clockworks. If you set the world generator to "more clockworks" (the first higher option), you will get random clockworks ALL over the map. You will literally find them on every few steps, it is crazy. How is this only "more"? And why they are random without any spawn point and carpet and statues? They just roam free the world... It doesn't add them as spawn points, just fills the whole world with them. Could you fix it?
  3. Hello @ScottHansen, How are you doing about those clockworks and set pieces world gen? Anything new?
  4. @ScottHansen Thanks for help. Yes, I added only the clockworks, but it stutters nevertheless... So maybe there are some clashes with other mods I use? Stutter started after using the mod, but that is something the mod developer needs to attend to. I hope you will have time to fix the set pieces in the base game world generation :). It would also be great if you added more set pieces to the DST game, like pig torches, etc (those on Wiki under Set Pieces). Jan
  5. I sent a message to @ScottHansen, since he isn't following this discussion anymore. Hopefully he'll fix it with the solution I provided above. The above mod is good, but seems it is making our games to stutter (since the mod has so many options). However, if only clockwork spawning method would be implemented there, I believe it will be smooth, without any stutter.
  6. I have found a mod, which spawns clockworks perfectly: http://steamcommunity.com/sharedfiles/filedetails/?id=758921911 @ScottHansen, please include this mechanic in the base game settings. For example 4-5% increase could be base game settings "More" and 7-10% increase could be game settings "Many". This mod spawns clockworks in their natural areas (carpet, marble, maxwell, etc) and makes spawns like these appear more in the world (depending on settings). Hopefully now you'll have clear idea how to fix this in the base game , since the current world generation for clockworks in base game is mindfarting...
  7. For me that is just cheating, having so much gears around. I want balance. The default settings nor the more doesn't provide that however. Hopefully at least one of those settings (default preferably) will be fixed. But out of cheer fun yes, I tried to make some worlds with more of everything, even some of them set to many. Holy crap that was the fastest I died.
  8. I understand that. But it is maybe not a problem that they are spawned outside their spawn points. But the problem is, that slight change to "more" only makes whole map full of clockworks. I tried it on multiple servers. The screen literally can't be seen without a single clockwork. Or make a few steps and there's another one. Everywhere. That is not "more". That is like if they are churning out of a factory nearby :D. But I would be satisfied even if this wasn't fixed. The main bug is still low number of clockworks spawning with the default setting. This bugs me most and should be fixed primarily compared to other things I mentioned).
  9. Thanks for commenting and changing the status. However, it would be great if you fixed it in some timeframe, please keep it in mind when working on hotfixes...
  10. Nobody was asking you anything. All questions were rhetorical and the answers were obvious (maybe not to you). The problem isn't with the programming. Of course if it was only that, that wuoldn't be the reason to keep it a standalone. I repeat - the main reason to keep it a standalone (for me) is to separate the experiences, because mixing it would undoubtedly change the intended game experience designed now just for Shipwrecked. It was meant to be standalone for a reason and if that was decided even before DST came to life, the reason is surely important and adamant. Or do you think you know better than Klei, who already put their work and thought into it for many months?
  11. Surely. But this thread is about whether it is or isn't a standalone and pure discussion about who likes what and where are the biggest advantages. Everyone who wanted posted their opinion and I won't change anyone's opinion. It's everyone's right. I am perfectly ok with anyone wanting it as DLC. I just wanted to state reasons why I want it as a standalone. Cheers
  12. So you're saying you would use SW just for some new things to use in the old game?
  13. I never said that, because indeed that would be stupid. Shipwrecked should remain standalone, because simply it is a standalone game experience, without ROG. Everything is designed to a new world, completely. To the last detail. Why should the developers merge something, that is playable standalone and that has its own story to be told? Why should they mess it up mixing everything to a nonsense blob?
  14. Exactly why it is a standalone and should be left that way. Why have merged worlds, when you know you can't play both at the same time, since they are so different? Seems to me that you just want to force it to become one game just for the purpose of having one save. That is in my opinion a terrible idea.
  15. The way it is now is just because developers can't make it (right now) for the world to be changing when you are in a cave. However, this is of course bizzare behavior, since deerclops should stomp your base to the ground, whether you are hiding in a cave or not. The world should be flowing with the changes the same way as if you were there. That is the intention. If it is not possible now, doesn't mean it should be kept that way in the future. Why would then developers spend so much time on creating dedicated servers for DST for example? To learn how to create a world, which changes on its own with its own actions and events. To make it more real. And a better experience for the player. To have a world changing just when you are around is very simplified, limited and boring.
  16. That is just a cheesy way how to overcome obstacles and not play the game.
  17. Take a moment and think about it - really think about how the gameplay would be when it would be merged. You have a huge world, where just getting to a wormhole, which gets you just 1/4 of the map away to the place you need to go. And imagine - you start fall at ROG "mainland" and hurricane season starts in SW island. You have bases on both sides. There is no way you can get to both of them in time to save them from being demolished. Eeither from hurricane in SW (or what boss or monster is going to be in SW) or bearger in ROG - . Which of them will you choose? Personally I would like Klei and Capy to leave it as a standalone. Because if it would be merged, it would be immensly huge and one way or the other, the day would come, when you would be punished somehow in one world or the other and you would not be able to stop it. Which is very dissapointing and not rewarding gameplay. This would ruin both games at some stage. If you are still worrying, who will get new content - go and look for some cool mods, there are a lot of people doing great work out there. There will also be mods for SW. Personally, I would like to see some quest mod happen for SW, like Robin Cook experience or something. So there is content everywhere.
  18. Phew, a lot of text where many posts get repetitive... Seems it is a big deal for many players for SW to be a DLC. I understand their reasons, but the ideas and proposals how to merge them are in my opinion silly. Most of the ideas like "make a ship" or "make a portal" are useless. If you have a ship, which you use to get to the new world - why bother in the first place? Why would you have to "find" something, where you want to go and not go there right away? What nonsense. And also - like some (wise) people said previously - where would you have fun and had a base and everything? How would you protect your base in vanilla or ROG from deerclops, when you are in SW? How would you even know deerclops is coming, if there is no winter in SW? Again - what a nonsense idea to merge these two beautiful worlds and games. I like it very much being a standalone experience. This way it is a completely new adventure, new experience. I wouldn't want it just to be ROG with boats. It is SW experience, not ROG. Take it as a completely new game. You can't play Age of Empires 1 and 2 at the same time and merge the worlds/civilisations, etc. It's the same here - ROG is a different game, SW is a different game. And boy how excited I was when they announced SW. From the first time I saw and played first DS I was thinking - this would be awesome game, if I was surviving on a lonely island (or more islands) like some Robin Cook adventure. Everyone, who wants it as DLC can't see how it is not compatible and how different the games and experiences are. Don't try to merge it, you will just create a mess, where you would hop from one side of the map to the other just to make some tedious things (i.e. deal with deerclops, etc.) and not enjoy the game in the first place. Keep it up Klei, you make great games.
  19. Hi there, I have few ideas to make DS Together a more fun experience, since there will be more players playing. Philosophy: As with all survival and every work position in the world - specialization is the key to success. The team is stronger, if each player is specialized in something which gives him and the team benefits in the end. Where I aim - it would be great, if players had a set of skills they could explore and get better at. I am not saying it should look like some old RPG stuff, loaded with clutter of useless stuff. Just some basics. Skills: - hunting/fighting skills - crafting skills - cooking skills - harvesting skills Mechanic: - levels of each skills - basic, intermediate, expert - all skills would be increased by a small amount when the character would be doing the thing (either fighting, crafting, cooking meals or cutting trees or rocks down) - after some time (up to developers to decide, but should be long, so it is not easy), a player would become an expert and would have some benefits - benefits could be for example: - 10/20/30 % increased damage and armor for basic, intermediate and expert (hunting/fighting) - 10/20/30 % less resources needed for crafting - 10/20/30 % less resources or time of cooking needed - 10/20/30 % less time to cut down or pick up anything This way players would have another goal and could specify their place in the team of survivors. It is always like that - when few people are surviving, not everyone is making the fire , because they wouldn't last long that way. Also, this could be even more fun to see some combination of characters and roles they would play in the game. For example Woodie would be the best to use and get some harvesting skills. And Wigfried would be best for hunting/fighting. What do you think? Would you like some taint of roles in the survival wilderness? Any feedback appreciated. P.S.: Another idea, which doesn't concern skills - it would be great to have bow and arrow. Even the oldest tribes had bows and arrows. It is just that simple that this weapon is essential in surviving or killing something from a distance.
  20. I know the characters already are a little distinction among the players. But what if you want to play as the same character as someone else is playing? What will be the distinction between you then? This may be a good thing for end game. Think about it - the longer you play, the better it would be to have specialities like this. And that is because these skills could be learnt by anyone. Anyone could be the best harvester, hunter, etc. And it would be all in the background - no need to "put points in skills" or anything like that. It would be just a tiny status of the state of your skills, which would automatically improve over time, when you play the game.