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      Rhymes with Play 157- Don't Starve: Shipwrecked Update! (BETA)   09/21/2017

      Join us live on Twitch this Thursday where we will be showing off some of the new content (currently in Steam beta) coming to Don't Starve: Shipwrecked! As always, the show will be going live on Thursday, September 21st at 3:30 PM Pacific (10:30 PM UTC), only on the Rhymes with Play Dev Cast on Twitch. When is it?
      Twitch Stream Date: September 21st, 2017  10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain) Here's a handy tool to figure out what time that means for you. Check out the stream announce thread for discussions!

Maris

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About Maris

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Don't Starve Together
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Oxygen Not Included
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  1. Mini Sign does not support items from mods.
  2. Happy New Year! I wish less bugs in next year.
  3. In modindex.lua you have: function ModIndex:InitializeModInfo(modname) local env = {} Change it please to: function ModIndex:InitializeModInfoEnv() return {} end function ModIndex:InitializeModInfo(modname) local env = self:InitializeModInfoEnv() Thanks in advance.
  4. World Host Mod Crash

    You could add global prefabs = {} I guess
  5. recipe.lua

    self.level = level or 0 self.level.ANCIENT = self.level.ANCIENT or 0 Why 0? It's a table, isn't it?
  6. Some food mods may be incompatible. FIX: Jump implement this into the game please. Thanks in advance:
  7. Finally! Also add icons for mushrooms please.
  8. No updates for long time. Something big is coming?
  9. What exactly is done? And how much better is it now? e.g. I could host maximum for 20 players before. Can I increase this number now?
  10. Random Mod System Bug

    True. That was an empty folder with a single txt file. Not a mod. There was not even the modinfo file.
  11. Sometimes server crashes. I have a mod with following code: mods = {} local function SearchForModsByName() if mods.active_mods_by_name then return --Already initialized. end mods.active_mods_by_name = {} if not (_G.KnownModIndex and _G.KnownModIndex.savedata and _G.KnownModIndex.savedata.known_mods) then print("ERROR COMMON LIB: Can't find KnownModIndex!") return end for name,mod in pairs(_G.KnownModIndex.savedata.known_mods) do if (mod.enabled or mod.temp_enabled or _G.KnownModIndex:IsModForceEnabled(name)) --Mod is active. and not mod.temp_disabled --And not disabled. then local real_name = mod.modinfo.name mods.active_mods_by_name[real_name] = true end end end Server crashes on line: mods.active_mods_by_name[real_name] = true with message: [00:15:25]: [string "../mods/workshop-666155465/modmain.lua"]:280: table index is nil Does it mean that mod.modinfo is real table but mod.modinfo.name is nil? Is it bug of the game or I missed something? print(mod.modinfo) -- a table print(mod.modinfo.name) -- nil I'm just trying to detect some other mods to improve compatibility with my mod.
  12. Create New Bug

    True. And I even can't find it on market. P.S. Also add plz "Head" tag to market. There is "Body", "Legs", "Hand", "Feet" but no "Head". Thanks in advance.
  13. Note that the order that items are returned is not defined for lua pairs function. It's important for your new EQUIPSLOT_IDS variable and compatibility and synchronization.