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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.   

code4240

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About code4240

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Don't Starve Together
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  1. Modded Skins (API)

    I actually didn't know you could buy skins. I actually looked for a place to do so because I suspected the slight possibility, but I couldn't remember where the steam marketplace was located or what it was called because I never use it. Mostly because I'm the type of person that tends to think paying money for content in a game that wasn't free is laughable. I guess that makes sense then. Shame though because I'd been thinking about creating a doll-type character who came with extra skins so you could dress them. Guess I'll have to build some other system if I ever want to do that.
  2. Modded Skins (API)

    I understand the logic but not the reasoning. I don't see why this would be any more offlimits than, say, modding maxwell to be playable from the start in single player. It's not like skins cost money or something. ...unless this would somehow allow people to use those skins on servers that didn't have the mod, which doesn't seem possible to me.
  3. Modded Skins (API)

    Has any explanation been given as to why clothing skins and skins for official characters are forbidden? Not being able to create clothing under any circumstances honestly sounds really useless.
  4. So I came back for a few days... probably so I can just leave for a year again later.

  5. Cats N' Dogs - Hound and Catcoon mod

    Finally got the update to work! Weehee!
  6. Cats N' Dogs - Hound and Catcoon mod

    Uh... I don't know. This was made when the mod API was updated to version 6, which introduced mod configs and compatibility indicators. I didn't look at game version numbers (nor do I even know what they are), but I know it was up to date at the time. The config button appears in the mods menu when you mouse over the mod. It's under the info box, as depicted in this picture: http://puu.sh/9dcUN/794887992c.png If you're not seeing that button, then you are probably out of date. This mod will not work without the config.
  7. So something that is not only unofficial, but completely optional, has ruined the game for you? I'll admit, this slightly happened to me with RoG... but RoG did not make the game easier. It made it better. And there's nothing wrong with exclusively playing RoG if I prefer it. So I do.
  8. Oh jesus, I saw that pyro portrait in google image search and thought it was a mod. And when I saw this post I had to check the files myself to see whether this was legit. It is. **** just got real.
  9. Cats N' Dogs - Hound and Catcoon mod

    I seem to be having some difficulty getting it to update. Whenever I click the update submission button it just leads me to a blank page. The steam version has been updated successfully. This link should do anyone that needs vargs right now good: https://www.dropbox.com/s/4335xqburo77j75/houndmod%201.1.zip I'll try again at the updating later. For now I have errands to run.
  10. Cats N' Dogs - Hound and Catcoon mod

    I have just added varg spawning. Currently, Vargs will spawn in hound waves once they hit the max setting. In the future I might add things such as probability spawning and whatnot, but this is fine for now. Will be updating shortly. EDIT: Actually, I have a big of config-related bug smashing to do, and it's bedtime, so I'll update it tomorrow.
  11. Cats N' Dogs - Hound and Catcoon mod

    I will probably just try to write in an area effect of some sort that destroys buildings and damages non-hound mobs. It's probably a bit advanced for me now, but it seems like the best option. And yes, I'll do Vargs.
  12. Cats N' Dogs - Hound and Catcoon mod

    Vargs... That's a good idea! I'll have to remember to try that sometime!
  13. Cats N' Dogs - Hound and Catcoon mod

    That's actually what I originally tried to do. It just didn't work all that well for several reasons. Mainly because, during a large hound swarm, the gunpowder was much more likely to kill the other hounds than it was to kill the player (players usually aren't stupid enough to stick around when the fire has gunpowder in it). If they were gonna explode, I'd have to design some sort of custom explosion mechanic that didn't hurt hounds or something like that. That, or revamp gunpowder mechanics, which would be bad overall. Although, I have to admit I didn't test it around buildings... Gunpowder does destroy buildings, right?
  14. Realistic day

    The fact that summer night is overall shorter than autumn is all well and good, and I understand that. The fact that the pitch black period (the part that's actually dangerous) is somehow longer than dusk during summer is the weird part. In summer the night is basically all Dark with a little sliver of dusk at the very beginning, while in autumn dusk is extremely long with a little sliver of Dark at the end. It just doesn't make sense.
  15. Version 1.1

    814 downloads

    Workshop Link This mod allows modification of stats of hounds and catcoons, and the number of teeth required to make a tooth trap, for people that are masochistic. My original line of thinking was "How does a flabby pig fist do more damage than a gigantic hound maw?" (Seriously have you seen that mouth it's enormous). So I changed it. I also saw people leaving comments on the wiki complaining about how they need to be buffed. And, finally, I once witnessed a catcoon kill a hound. That's just ridiculous. All stats are adjustable. You don't have to change everything (or anything, but that would defeat the purpose of getting the mod). It makes red hounds immune to fire. I've considered making them explode on death, but that's complicated to pull off properly, so I'm not going to right now. Details: Hound Health:150 200 250 300 [*]Hound Damage: 20 40 60 80 [*]Hound Speed: 100% 125% 150% 175% [*]Hound Attack Period: The amount of time between their attacks. Higher value = less time. Normal Fast Insane [*]Varg spawning: whether vargs spawn with hounds after day 100. True False [*]Trap requirement: how many hound teeth you need to make a tooth trap. Statistically speaking, the number of hounds you need to kill (or survive) to make x amount of tooth traps is multiplied by the number of teeth you need. 1 2 3 4 [*]Catcoon Health (RoG) 150 100 75 50 Note: The first setting of each option is the vanilla value. Setting it to that will basically turn that setting off. Other features: Red hounds are immune to fire. I am hungry for your feedback! I can and will change things if people give me good suggestions! Don't be afraid to criticize!