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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:   

Andreasgamming

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About Andreasgamming

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  1. Alrighty, I do believe something had changed, My character Lyss, has a major bug that makes her unplayable, Her hunger will drop seconds after spawning when it is supposed to be very slightly faster than wilsons hunger drop. local function sanitydelta(inst) if inst.components.sanity.current >= 100 then inst.components.combat.damagemultiplier = 1.5 --1.5x damage multiplier inst.components.hunger.hungerrate = 1.5 --1.5x hunger rate inst.components.health:SetAbsorptionAmount (-0.2) -- 20% more damage taken elseif inst.components.sanity.current >= 50 then inst.components.combat.damagemultiplier = 2 -- 2x damage multiplier inst.components.hunger.hungerrate = 2 -- 2x hunger rate inst.components.health:SetAbsorptionAmount (-0.4) -- 40% more damage taken elseif inst.components.sanity.current <= 50 then inst.components.combat.damagemultiplier = 4 -- 4x damage multiplier inst.components.hunger.hungerrate = 4 -- 4x hunger rate inst.components.health:SetAbsorptionAmount (-6) -- 60% more damage taken end end This is the code that manages her Hunger, the lower her sanity the stronger she is, and the higher her hunger drain is.
  2. I think you posted this in the wrong Forum. this subform is for the Development of the mod unnatural Selection.
  3. Okay I fixed it, I forgot to give you the code that Declared the actual function. Here you go, I tested it too to make sure it worked and it does, right now the current setting is set to where she loses 1 sanity per second when it rains. Dolly.zip
  4. Oh, it is located under scripts-->prefabs--->dolly.lua The code that manages the amount of health, sanity and hunger.
  5. local function onprecipitationchanged(src, preciptype) if preciptype == "rain" then inst.components.sanity.dapperness = dapperness_onrain else inst.components.sanity.dapperness = -1 end end inst:ListenForEvent("precipitationchanged", function(wrld, data) onprecipitationchanged(inst, data) end, TheWorld) inst.OnLoad = onload inst.OnNewSpawn = onload This is from the mod Drako, a character who gained sanity from the rain, but I tweaked the code to make the character lose sanity during the rain. This code goes into master postinit.
  6. Making a character Transform

    I'm Getting confused and lost >.< I found the functions for piggychange and Daisy form but I hve no clue what they are refering too exactly. I may search for a different mod to rip the code from, this one is based on her hunger and what she eats. I want a my character to change when there is a new moon. local function isaform(inst) if inst.strength == "isa" then inst:RemoveTag("insomniac") inst:RemoveTag("scarytoprey") inst.AnimState:SetBuild("isa") inst.components.talker:Say("...", 2.5,true) local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell_smoke") fx.Transform:SetPosition(x, y, z) SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.components.eater.ignoresspoilage = false inst.components.eater.strongstomach = false inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.3) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.3) inst.components.hunger.hungerrate = 0.5 * TUNING.WILSON_HUNGER_RATE inst.components.combat.damagemultiplier = 0.75 inst.components.sanity.dapperness = 0 inst.entity:AddLight() inst.Light:Enable(false) inst.Light:SetRadius(40) inst.Light:SetFalloff(.5) inst.Light:SetColour(245/255,255/255,245/255) elseif inst.strength == "ehvas" then inst:AddTag("insomniac") inst:AddTag("scarytoprey") inst.AnimState:SetBuild("ehvas") local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell_smoke") fx.Transform:SetPosition(x, y, z) SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.components.eater.ignoresspoilage = true inst.components.eater.strongstomach = true inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.7) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.7) inst.components.hunger.hungerrate = 3 * TUNING.WILSON_HUNGER_RATE inst.components.combat.damagemultiplier = 2 inst.components.sanity.dapperness = 0 inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetRadius(5) inst.Light:SetFalloff(.5) inst.Light:SetColour (255/255, 0/255, 0/255) end end local function isachange(inst, phase) if inst:HasTag("playerghost") or inst.components.health:IsDead() then return end if inst.strength == "ehvas" then if inst.components.sanity.current > 50 then inst.strength = "isa" isaform(inst) end end if inst.strength == "isa" then if inst.components.sanity.current < 50 then inst.strength = "ehvas" isaform(inst) end end end Alrighty this one makes a little bit more sense to me, it has less variables to change. I know that the code is set to make the character change when her sanity is at a certain amount below 50% So What I gotta do is change it to make the character to change when there is no moon... Problem is I have no clue of how to do that...
  7. First Mod Bug (Night Vision)

    ^_^ Your welcome.
  8. First Mod Bug (Night Vision)

    local function Glowyclarify(inst) inst.Light:Enable(true) inst.Light:SetRadius(4) inst.Light:SetFalloff(.5) inst.Light:SetIntensity(0.6) inst.Light:SetColour(245/255,40/255,0/255) end This one goes outside of the master postinit I ripped this from Frebre the umbreon, it is the glowing code that makes the character glow in the dark, This could help... I edited it to match your character, and doing this makes it to where this code inst:ListenForEvent("ms_respawnedfromghost", Glowyclarify) This one goes under your Original glowing code. This should work in making her Respawn and still glow. All the codes I had Ripped from Freebre, since that character does glow in the dark and still glows after being resurrected.
  9. Cheap/Free music making software?

    If I do find a program that is free and allows you to create music or sounds I'll let you know, But otherwise thats your best bet at getting any sounds, just be careful, some of those site that have the public domain sounds will charge you for them.
  10. Cheap/Free music making software?

    Not really... I've used it to make the sounds for my character. I had to Download the notes and put them together. I know Beep box is good, but it is browser bound as far as I know, and is good for 8-bit style music.So far While searching around, I haven't found anything that'll really work, either the program was 30+ or the site that was hosting the Download was well known for spreading Viruses.
  11. Making a character Transform

    Okay, I ripped this code from the Daisy piggy princess mod, I understand some of it, but not all of it, Yes I did also grab the Watchworldstate code too. Just some variables I need to be clarified. local function andreasform(inst) inst.strength == "moondaisy" then --??? inst.AnimState:SetBuild("angel_of_darkness") --I know this is calling the Anim build local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell_smoke") fx.Transform:SetPosition(x, y, z) SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.SoundEmitter:PlaySound("dontstarve/creatures/werepig/grunt") inst:AddTag("angel_of_darkness") --Special custom tag inst:AddTag("insomniac") --Player can't Sleep inst:AddTag("scarytoprey") --Makes rabits and birds run away inst.components.eater.ignoresspoilage = true inst.components.eater.strongstomach = true inst.components.combat.damagemultiplier = 6 inst.components.hunger.hungerrate = 2 * TUNING.WILSON_HUNGER_RATE inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.6) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.6) inst.components.sanity.dapperness = TUNING.DAPPERNESS_LARGE * (-4) end local function OnPigMoon(inst, isfullmoon) [[I Have no clue what this one does at all.]] if isfullmoon then inst.strength = "moondaisy" daisyform(inst) piggychange(inst) else inst.strength = "hungrypig" daisyform(inst) piggychange(inst) end end In the actual code it isn't commented out, I messed up with doing the comments here.
  12. Cheap/Free music making software?

    Audacity, it is free and is quite easy to use,
  13. Alrighty, I really want to learn how to make a character transform. I did look through the codes but... My knowledge of codes have become Rusty. I wish there was a template or something for transformations but as far as I have looked, there is none. Any good pointers? I have looked at Woodies prefab file so don't bother trying to point me there, I can't find a thing in the main files.
  14. Luckily for you I got a code. inst.components.sanity.night_drain_mult = 0 --Default is 1 That removes the sanity drain at night. then I got this one, This one makes the character lose Sanity during the day, a little at dusk, and gain sanity during the night. local function sanityfn(inst) -- From start to finish local delta = 0 if TheWorld.state.isday then -- Sanity loss during the day delta = -.4 -- This is how much is lost during the day elseif TheWorld.state.iscaveday then delta = -0.01 -- This is the same as the one above, but for caves elseif TheWorld.state.isdusk then -- Dusk or sunset delta = -0.08 --the amount lost or gaind during dusk elseif TheWorld.state.isfullmoon then --Full moon sanity regen delta = 5 --how much is recovered. elseif TheWorld.state.isnight then -- General night regen delta = 1.2 end return delta end
  15. I'm Back, And in need of some help

    Alrighty I'll try that