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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:   

rezecib

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Don't Starve Together
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  1. @PeterA Sorry to cause problems with that, I've removed the code that was referring to the old optionsscreen so it should be much safer to remove now (obviously will still crash for anyone stuck on older versions of the mod, but nothing to be done about that).
  2. [DST] Gesture Wheel

    @TheHacker Gesture Wheel is DST-only (10 is the api version for DST). Single-player doesn't have any emotes, so it wouldn't make sense to have the wheel for them (and porting over the emotes themselves is a bit hard, definitely outside of what I want to do with this mod).
  3. Geometric Placement

    @invent1on should also be fixed by updating the game
  4. Combined Status

    @NinjaFairy It doesn't give me that warning on Steam. You're probably not installing it correctly; it should have an icon when you have it installed, with the folder structure like so: mods/CombinedStatus/modmain.lua
  5. Geometric Placement

    Download 2.1.8 instead
  6. Do you know where can I find the log of autocompiler? Thanks!

  7. Geometric Placement

    If you have Steam it's much easier to subscribe to it on the Workshop there and then just enable it in-game. Otherwise you need to find the game files, and the "mods" folder inside there. Then download this, extract the zip, and then put the GeometricPlacement folder in the mods folder, so that it goes mods/GeometricPlacement/modmain.lua (if you have an extra folder around it, it won't work).
  8. Combined Status

    No? I wrote both and use both.
  9. Geometric Placement

    @CrackZer a screenshot of the crash message might help
  10. Combined Status

    @sandman31 If you update the game, it should work. Alternatively, you can edit the mod's modmain and change this line: local DST = GLOBAL.TheSim:GetGameID() == "DST" to this: local DST = false --GLOBAL.TheSim:GetGameID() == "DST"
  11. The colorful coral tiles generally seem to be considered shallow water by most of the game, but technically aren't GROUND.OCEAN_SHALLOW. So seaweed spawns there naturally, but if you remove it with a trawl net you can't replant it there.
  12. Geometric Placement

    @LucazST15 O que o crash diz? Verifique se as pastas são "mods / GeometricPlacement / modmain.lua"
  13. Because succulent_picked is missing an entry in STRINGS.NAMES, when recipepopup looks for STRINGS.NAMES.SUCCULENT_PICKED, it finds nil. This results in the ingredient tile for it having no tooltip. If a STRINGS.NAMES entry were added, then this line could also be removed from prefabs/succulent_plant.lua: inst.name = STRINGS.NAMES.SUCCULENT_PLANT
  14. When a circuit overloads, the bridges are targeted first. However, CircuitManager assigns wire bridges to the circuit they cross over, rather than the circuit they are linked to. This means that wire bridges don't overload if there's no circuit under them, and overload at the wrong time. I've attached a save demonstrating this. It consists of a heavi-watt circuit and a normal circuit, each with more than 1 kW power drain. The wire bridge on the left should be part of the heavi-watt circuit, but overloads when the normal circuit is powered. If it's removed, the two wire bridges on the right do not overload, but a wire does instead. I believe this is due to the following part of CircuitManager.Rebuild: HashSet<UtilityNetworkLink>.Enumerator enumerator3 = this.bridges.GetEnumerator(); while (enumerator3.MoveNext()) { UtilityNetworkLink current3 = enumerator3.Current; int cell = Grid.PosToCell(current3.transform.position); ushort circuitID3 = this.GetCircuitID(cell); if (circuitID3 != 65535) { this.circuitInfo[(int)circuitID3].bridges.Add(current3); } } It uses the center cell of the wire bridge to determine which circuit it's attached to. Instead it could use UtilityNetworkLink.GetCells() to get the cells the bridge is actually linked to, and use one/both of those to determine the circuit. WireBridgeBug.sav
  15. The Power Usage report adds to the Added count when a generator generates power, but it only adds to the Removed count when power is removed directly from the generator (by a consumer). This means that any power that's removed from batteries isn't counted; so you can have batteries draining with non-negative Net Power Usage. I've attached a save showing batteries draining with zero Power Usage: Added, Power Usage: Removed, and Power Usage: Net. I believe this could be fixed by adding to the report in CircuitManager.PowerFromBatteries: private float PowerFromBatteries(float joules_needed, IList<Battery> batteries) { int num; float batteryJoulesAvailable = this.GetBatteryJoulesAvailable(batteries, out num); float a = batteryJoulesAvailable * (float)num; float num2 = Mathf.Min(a, joules_needed); // begin added code ReportManager.Instance.ReportValue(ReportManager.ReportType.EnergyCreated, -num2, null); // end added code joules_needed -= num2; float joules = num2 / (float)num; for (int i = batteries.Count - num; i < batteries.Count; i++) { Battery battery = batteries[i]; battery.ConsumeEnergy(joules); } return joules_needed; } PowerUsageRemovedBug.sav