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About Mobbstar

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  1. Hello all! When Island Adventures started four years ago, we couldn't imagine it becoming such a big and long-lasting project. Many people have come and/or left the crew and many breakthroughs and miracles have been performed. The mod has come a long way. However, in recent times, there have been mounting problems we are not equipped to deal with. Most notably, Don't Starve Together itself has grown and changed much. The overlap of DST and SW content comes not only with technicalities, but also increasingly complicated bugs, and big gameplay issues. Therefore, we have decided to forfeit Maxwell's tropical paradise to Queen Charlie, and let her form a different kind of island adventure. More specifically, we will not finish missing or incomplete content (such as treasure hunt, volcano, quacken, &c.) nor patch bugs that occur with new game updates. However, the Steam Workshop page and the GitLab repository (including the entire development history), will remain online and public, for posterity. Heroic strangers may use this to continue developing and send a "Pull Request" to get their solutions applied to Steam Workshop. If a part of Island Adventures seems useful for a different mod (e.g. the climate transition code), we'd gladly let the other mod take it. However, we insist the mod's Steam Workshop page mentions this, for the purpose of avoiding misunderstandings. Also, feel free to consult us about that. We may be able to provide context and code explanations to help incorporate it. Thank you for the fun years! -the Island Adventures devs
  2. I trust your judgement to pick Tencent out of all elligible publishers. May Klei retain their control and safe work environment for years to come!
  3. This is why we got ocean stuff. It even brings Messages in Bottles, the Trident, and Wobsters! All signs point towards a glorious come-back of the Doydoys.
  4. This issue has been resolved in an update to the mod tools.
  5. The videos always pronounce it as /kle…™/ i think.
  6. Update: This issue can be circumvented by temporarily renaming the mod on Steam Workshop. (e.g. add an 'a' to the title) Still not sure what causes the issue, but since it seems to happen based on alphabetic order, I should be able to identify the mods responsible (assuming it has nothing to do with hidden mods). (I have not yet disected the source code.) EDIT: Turns out a (1) hidden mod I am contributor for causes this issue. The Steam API does not let me get any details for this one Workshop Item, but happily tells the mod tools that it's in my workshop list. The mod tools fail as soon as reaching that item in the alphabetic list, regardless of which game said item is for.
  7. Bump. I can't be the only one who is unable to update mods because of this. Note that the list is in alphabetic order and stops at some point. The last entry is not necessarily the first item the user is not uploader of. Is the source code of the uploader tool available to us?
  8. This belongs to the game forums, not the Forum-Feedback-Forum. The Don't Starve section is much faster to give you answers regarding the game. Anyways, to answer your question: DST has so-called Rollbacks. Before you resume a world, you can go to the details and restore a previous day. In Don't Starve (alone, not Together) there is no such thing. If you lose something, you have lost it. It may still be where you lost it, though, so you could get it back if you prepare for the journey.
  9. I only noticed this because @Hekateras has the Contributor items now as well, and told me about it.
  10. As of recently, the Steam Workshop API appears to have changed. When the uploader tool fetches the list of mods on the workshop, it gets all the mods you've uploaded, but also all the mods you're mentioned in as "contributor". Unfortunately, contributors still cannot update mods. The big problem, however, is that the mod tool fails to parse (or even just receive?) this new list format, and thus does not offer to update some mods. I am currently unable to update several DST, DS, and Invisible Inc mods because of this.
  11. In my HUD Hotkey mod I did this: GLOBAL.TheInput:AddKeyDownHandler(GetModConfigData("key"), function() local wilson = GLOBAL.ThePlayer if wilson and wilson.HUD then if wilson.HUD:IsVisible() then wilson.HUD:Hide() else wilson.HUD:Show() end end end) This only works because HUD is purely client-side (i.e. it only affects the person pressing the key). For your case, a RPC or alike would be needed. Kzisor's code seems to use RPC under the hood too. By copying from Kzisor's RPC Handler example and my Key Handler example, you should almost have everything needed. However, you'd also have to send the RPC in the Key Handler function. I cannot recall how that works. To clarify, it would look something like this, I imagine: GLOBAL.TheInput:AddKeyDownHandler(GetModConfigData("key"), function() local player_character = GLOBAL.ThePlayer if player_character ~= nil and player_character.prefab == "yourcharacter" then --TODO send RPC "yourhotkeyname" for player_character end end) AddModRPCHandler("yourmodname", "yourhotkeyname", fugg)
  12. Never heard of that before. Are you playing on console? Mods? EDIT: I've been told to assert the following fact: High-difficulty missions (especially in Endless) can have more than one scanner. Each one can locate an agent independent of other scanners.
  13. Mentioned in that other report as well. Apparently a lot of things are affected with icantdothatosis.