• Announcements

    • 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.   

rezecib

  • Content count

    3,876
  • Joined

  • Last visited

Community Reputation

3,119 Excellent

About rezecib

  • Rank
    Resumptus

Badges

Visited by the Title Fairy
  • Visited by the Title Fairy
    Resumptus
Don't Starve Together
  • Contributor

Recent Profile Visitors

15,395 profile views
  1. Regardless of the auto-sweeper's orientation, its decor box extends 5 cells to the right (from the center cell of the auto-sweeper), while extending the correct 3 cells in all other directions.
  2. @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).
  3. [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).
  4. Geometric Placement

    @invent1on should also be fixed by updating the game
  5. 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
  6. Geometric Placement

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

  8. 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).
  9. Combined Status

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

    @CrackZer a screenshot of the crash message might help
  11. 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"
  12. 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.
  13. Geometric Placement

    @LucazST15 O que o crash diz? Verifique se as pastas são "mods / GeometricPlacement / modmain.lua"
  14. 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
  15. 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