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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:   

K1NGT1GER609

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About K1NGT1GER609

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  1. Invisible ghost in mod

    This is the wrong forum section, this mod is don't starve together based not don't starve. So do you post here: https://forums.kleientertainment.com/forum/79-dont-starve-together-mods-and-tools/
  2. Changing code: Night Vision

    Dedicated server failed to start is a completely different error (and sometimes its random when it fails) from a mod error, so try doing a game without caves.
  3. Help with a custom mod perk?

    That can also work as well so use either listenforevent or periodictask, as for why I sometimes get annoyed trying to remember certain events and getting the event's names exactly right. If I get the name wrong I spend more time browsing files trying to find the correct name, and last note which is completely unrelated to this forum you get some interesting results with that in don't starve(not together). By interesting I mean you're frozen in place since that event happens every millisecond.
  4. Help with a custom mod perk?

    In all honesty I've done this code over eight times these past few months and I guess the other modders are out so I'll say it again.... local function hungerspeed(inst) if (inst.components.hunger:GetPercent() > .7) then --greater than 70% hunger fastest speed inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 8.5 elseif (inst.components.hunger:GetPercent() > .5) then --greater than 50% hunger fast speed inst.components.locomotor.walkspeed = 5 inst.components.locomotor.runspeed = 7.5 else inst.components.locomotor.walkspeed = 4 --regular speed otherwise inst.components.locomotor.runspeed = 6 end end inst:DoPeriodicTask(2, hungerspeed, nil, inst) --last part the first function can be put at the very top of the master_postinit(or outside of it), and the last part near the inst.OnLoad = onload.
  5. Here...all fixed up, as for advice seems no one I told understands it so we'll say this: The autocompiler is weird. @DST wright.zip
  6. Changing code: Night Vision

    Theres an extra end in SetNightVision that I said to remove in the previous post, at this point cant you just give me a picture of the error message that usually pops up. I'm tired of looking at this code without some help(or with only one of us not being a sleep).
  7. Changing code: Night Vision

    If you copied right you got a couple of eof errors. so ill post where your missing lots of ends local common_postinit = function(inst) inst:AddTag("mycharactertag") inst.MiniMapEntity:SetIcon( "narisa.tex" ) end local function SetNightVision(inst, enable) --This should be obvious if TheWorld.state.isnight or TheWorld:HasTag("cave") then inst.components.playervision:ForceNightVision(true) inst.components.playervision:SetCustomCCTable(NIGHTVISION_COLOURCUBES) else inst.components.playervision:ForceNightVision(false) inst.components.playervision:SetCustomCCTable(nil) end inst:WatchWorldState( "isday", function() SetNightVision(inst) end) inst:WatchWorldState( "isdusk", function() SetNightVision(inst) end) inst:WatchWorldState( "isnight", function() SetNightVision(inst) end) inst:WatchWorldState( "iscaveday", function() SetNightVision(inst) end) inst:WatchWorldState( "iscavedusk", function() SetNightVision(inst) end) inst:WatchWorldState( "iscavenight", function() SetNightVision(inst) end) SetNightVision(inst) end fix those functions otherwise its really turning into a mess that I can't see if everything is properly placed.
  8. Changing code: Night Vision

    The error is clear as day you put the code in the wrong section: -- Night Vision local NIGHTVISION_COLOURCUBES = { day = "images/colour_cubes/mole_vision_on_cc.tex", dusk = "images/colour_cubes/mole_vision_on_cc.tex", night = "images/colour_cubes/mole_vision_on_cc.tex", full_moon = "images/colour_cubes/mole_vision_on_cc.tex", } local function SetNightVision(inst, enable) -- Enables Nightvision inst.components.playervision:ForceNightVision(true) inst.components.playervision:SetCustomCCTable(NIGHTVISION_COLOURCUBES) else inst.components.playervision:ForceNightVision(false) inst.components.playervision:SetCustomCCTable(nil) end inst:WatchWorldState( "isday", function() SetNightVision(inst) end) inst:WatchWorldState( "isdusk", function() SetNightVision(inst) end) inst:WatchWorldState( "isnight", function() SetNightVision(inst) end) inst:WatchWorldState( "iscaveday", function() SetNightVision(inst) end) inst:WatchWorldState( "iscavedusk", function() SetNightVision(inst) end) inst:WatchWorldState( "iscavenight", function() SetNightVision(inst) end) SetNightVision(inst) end -- Insanity/sanity Aura local function CalcSanityAura(inst, observer) if (inst.components.sanity:GetPercent() > .5) and not observer:HasTag("mycharactertag") then return TUNING.SANITYAURA_LARGE elseif (inst.components.sanity:GetPercent() < .5) and not observer:HasTag("mycharactertag") then return -TUNING.SANITYAURA_LARGE --small,med,large end end -- Hunger drain on low sanity local function sanityhunger(inst) if (inst.components.sanity:GetPercent() < .5)then inst.components.hunger.hungerrate = 1.5 else inst.components.hunger.hungerrate = 0.5 end end -- Sanity drain on low Health local function healthsanity(inst) if (inst.components.health:GetPercent() < .2) then inst.components.sanity.night_drain_mult= 2 else inst.components.sanity.night_drain_mult= 0.3 end end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- Invisibility local function DropTargets(inst) local x,y,z = inst.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x, y, z, 50, nil, {"hound", "shadow"}, nil) --get the creatures within the screen radius for k,v in pairs(ents) do if v.components.combat and v.components.combat.target == inst then --if the creature is targeting inst v.components.combat.target = nil --drop inst end end end local function GoInvisible(inst) inst.components.hunger.hungerrate = 0.8 --high hunger rate inst.components.locomotor.walkspeed = 3.5 --lower speed inst.components.locomotor.runspeed = 5.5 inst.components.combat.canattack = false --unable to attack inst:AddTag("notarget") --non-targetable inst.AnimState:SetMultColour(0.1,0.1,0.1,.1) --hardly visible too ghostly for me if inst.DynamicShadow then --no shadow inst.DynamicShadow:Enable(false) end if inst.MiniMapEntity then --remove the minimap icon inst.MiniMapEntity:SetEnabled(false) end if not inst:HasTag("noplayerindicator") then --other players cant see your icon when getting near or faraway inst:AddTag("noplayerindicator") end end local function GoVisible(inst) if not inst:HasTag("beefalo") then inst.components.hunger.hungerrate = 0.5 inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 8 inst.components.combat.canattack = true --can attack again inst:RemoveTag("notarget") --npcs can now target inst inst.AnimState:SetMultColour(1,1,1,1) --regular color if inst.DynamicShadow then --put back the shadow inst.DynamicShadow:Enable(true) end if inst.MiniMapEntity then --icon back inst.MiniMapEntity:SetEnabled(true) end if inst:HasTag("noplayerindicator") then --players can now see your indicater inst:RemoveTag("noplayerindicator") end end end local function stealthmode(inst) if inst:HasTag("beefalo") then --does inst have this tag? replace it with beefalo and equip a beefalo hat if you don't believe me inst:AddTag("notarget") --put notarget so no npcs can target them DropTargets(inst) --do this function GoInvisible(inst) --this one as well end all the above do not belong in the common_postinit, they belong in the master_postinit. Idk exactly what the common_postinit is beside that it looks like the server/game uses it but that code is what the character uses which is the master_postinit and the character doesn't always have access to common_postinit. And the functions go to the very top of the master_postinit.
  9. Mod problem : crash when renaming

    Fix the bigportrait? didn't know it was out of place, all i did was rename everyting code and png wise.
  10. Changing code: Night Vision

    Hmm this basement mod is weird, but I'll offer a quick fix: inst:ListenForEvent("enterdark", SetNightVision) inst:ListenForEvent("enterlight", DisableNightVision) --disable nightvision hopefully you can take it from here cause that basement mod has too much code for me to take the time and decode. Heh you don't get extra points for doing the hard route if the easy route takes you to the same destination.
  11. Mod problem : crash when renaming

    Upsetting, whats wrong is that you didn't change the esctemplate to jarvis all throughout the folder from coding to pngs. here...all fixed up. Jervis Tetch mod.zip
  12. Changing code? Stealth mode

    Alright well for the difference between burnrate and hungerrate according to the notes is not much. Their almost the same if anything burnrate is a old source of code from don't starve and may be removed later on due it being considered depreciated (it has happened before that they removed some old functions and used new ones). So use hungerrate instead. For an unbreakable amulet its as easy as just not including the fuelable or finiteuses components along with any code that tries to use consume/onfinished (usually its code that has inst.remove). Other than that Idk about the wormhole/tool equip problem ill look into it.
  13. Changing code? Stealth mode

    Oh man thats one heck of a subway sandwich of questions so ill answer a couple of them for creating a amulet theres the hard way and the lazy way. The lazy way is by making an item with this: under sample prefab, it won't show on the character but its good if you want a quick test. The hard way is editing a existing amulet file's tex files, renaming the build.bin and coding it just right. Key bind isn't my speciality today it'll take me time to decode how to keybind. burnrate and hungerrate idk the difference right now im busy atm I need time.uploading the mod to steam workshop can have numerous problems that I can't pin down with only this information. for shadows and hounds i think it goes something like this: local ents = TheSim:FindEntities(x, y, z, 50, nil, {"hound", "shadow"}, nil)--get the creatures within the screen radius no combat i say try including these lines to the invisible and visible functions respectively: inst.components.combat.canattack = true inst.components.combat.canattack = false and thats it for the next few hours.(I know I missed a few questions but ill get back to them later)
  14. character mod - basic problems

    I noticed swap_survivalknife is missing the anim binary file so put that back in and I'm going to take another guess and say did you have these settings for tex tool: pixel format dxt5, texture type: 2d, mipmap resize filter: default, check on both generate mipmaps and pre-multiply alpha. Since there are two texture converters and using textool1.2.0 isn't efficient enough and doesn't have the right settings. Other wise shall I suggest another the wand mod to make your machette?
  15. Changing code? Stealth mode

    The key to invisibility is just right there in your reach and yet no replies. huh ah well I modified the code to trigger invisibility with equipping a certain item of mine so I removed a bit of code that made it a potion and some other code I didn't see where they were going with it(also some lines were repeated). local function DropTargets(inst) local x,y,z = inst.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x, y, z, 50)--get the creatures within the screen radius for k,v in pairs(ents) do if v.components.combat and v.components.combat.target == inst then--if the creature is targeting inst v.components.combat.target = nil--drop inst end end end local function GoInvisible(inst) inst.components.hunger.hungerrate = 1.5 --high hunger rate inst.components.locomotor.walkspeed = 2--lower speed inst.components.locomotor.runspeed = 4 inst:AddTag("notarget") --non-targetable inst.AnimState:SetMultColour(0.2,0.2,0.2,.2) --hardly visible too ghostly for me if inst.DynamicShadow then --no shadow inst.DynamicShadow:Enable(false) end if inst.MiniMapEntity then --remove the minimap icon inst.MiniMapEntity:SetEnabled(false) end if not inst:HasTag("noplayerindicator") then --other players cant see your icon when getting near or faraway inst:AddTag("noplayerindicator") end end local function GoVisible(inst) if not inst:HasTag("combatskat") then inst.components.hunger.hungerrate = TUNING.WILSON_HUNGER_RATE --regular hunger rate inst.components.locomotor.walkspeed = 4 --regular speed inst.components.locomotor.runspeed = 6 inst:RemoveTag("notarget") --npcs can now target inst inst.AnimState:SetMultColour(1,1,1,1)--regular color if inst.DynamicShadow then --put back the shadow inst.DynamicShadow:Enable(true) end if inst.MiniMapEntity then --icon back inst.MiniMapEntity:SetEnabled(true) end if inst:HasTag("noplayerindicator") then --players can now see your indicater inst:RemoveTag("noplayerindicator") end end end local function stealthmode(inst) if inst:HasTag("combatskat") then--does inst have this tag? replace it with beefalo and equip a beefalo hat if you don't believe me inst:AddTag("notarget") --put notarget so no npcs can target them DropTargets(inst) --do this function GoInvisible(inst) --this one as well end end inst:ListenForEvent("equip", stealthmode) --listen when inst puts on something see if inst can go invisible inst:ListenForEvent("unequip", GoVisible) --listen when inst removes something see if inst goes back to visible All this goes into the character.lua, all but the last two lines of code go at the very top of the master_postinit and the last two lines near the inst.OnLoad = onload. So you'll need a custom item/equipable to make it work and for that idk what you want to go with. If you need more explanation on some things ill check in the morning its late here.