• Announcements

    • JoeW

      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      Aug 14th We aren't going to be able to start taking claims today - we just got the valid codes from 505 that we need to verify vouchers given on receipts and we can't process claims until those are processed and there are quite a few of them - so it's going to take several hours to process. .  We anticipate that if all goes well, things should be ready within the next couple days. Sorry for the delay, we want to make sure that this system goes smoothly for those affected by this issue. Aug 9th Hey Everybody. We are just about ready to start replacing discs, so I want to give you a quick update on how this will work. Purchasers in North America that were given digital codes either from us or on their receipt will be able to use their codes on our store to order a new full retail boxed copy of the game including controller skin. We will be handling these replacements ourselves as we do not have an adequate distribution channel to send to SIEE players outside of North America.  North American players who purchased after 4/26/2018 should already have this code on the bottom of their receipt. If you purchased before this date and do not have a code yet, check out this page for directions on getting your code.  SIEE Players outside of North America will need to use a different process to claim a replacement through 505 directly we will have details on that soon.  We are making sure everything is in order right now and expect to go live with disc replacements on 8/14 and will post here with more info.    Aug 7th
      The discs are now in our possession so we can get moving on sending out replacements. I know this has taken way too long to get resolved, we have been doing literally everything we can to push this along as much as we can. Now that we have those discs we can get you all fixed up.  We're finalizing things on our end but we're no longer dependent on 505 to resolve this end of the issue. We are finalizing our process for getting replacement orders processed and we anticipate that we will start this process sometime this week.  July 9th
      We are still waiting on 505 and waiting for them to send us discs.  June 6th
      We've reached out to 505 again.  We are extremely limited in what we can do in all of this, all we can really do is ask what happens next and relay the information we are given.  So far, the information we have been given at this point hasn't really panned out as it was supposed to, so I hesitate to post any more information as it's proven to be unreliable.  I'll post more when I have more.  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:   


  • Content count

  • Joined

  • Last visited

Community Reputation

1,202 Excellent

About halfrose

  • Rank
    Senior Member


Klei Featured Artist

Recent Profile Visitors

4,721 profile views
  1. Long time I don't draw the bunny boy Willoughby. He was the first character to make Kos feel like a dad //in denial// Triumphant or not, Kos still has a fondness for the lad. Willoughby belongs to @Dannyelling
  2. 558d8c0ca778bc89df815e08bc009afb.gif.84fc193d5889ef6ae48efee5227ec6f5.gif


    1. Show previous comments  1 more
    2. DragonMage156


      Not a fan of moths but even I would adopt that ^_^

    3. Mobbstar




    4. minespatch


      I remember when you showed the flats on discord.:wilson_dorky:

  3. let's try this test. move your character's build outside the folder, put the standard template, and try to compile it. If it compiles, then it is the build, if it doesn't, it is the compiler, which is odd, my compiler didn't compile your new attached build either, So I don't think it is the compiler, it might be the program you are using to make the sprites, assuming you are not using photoshop
  4. My compiler said your character build is missing tail-0. I realized you deleted the sprites you didn't want to use. Your character will never compile like this. If there's a sprite you don't want to use on your character, you should open the image with whatever editing program you are using that accepts transparency, and erase the drawing in it. The build is expecting that all the listed sprites be there, regardless if there is something drawn on them or not
  5. a lot of things can cause a spriter build to not compile, it may include - decompiling from an existing build and deleting sprites that were once there. - putting the file outside the exported folder - Incompatible image format I can't really tell without actually looking into the files. Although for that I feel like it would be more fitting if you make a new thread about the issue.
  6. Hello! Me being the curious me had the idea to try on custom walls, nothing fancy really, just different types of wood walls, that being 'plank walls', 'glass plank walls' and 'log walls', here's the illustration example: Now what is the issue you might ask? You see...on the making of a template to use to make the walls, for some reason the anim is junked up, and it doesn't keep its proper size, this is what happens. When facing one side, it is on full size, when turning to the other, its on medium. My tampering with the prefab has proven to do nothing, so I can only assume it has more than just the prefab coordinates, issue is. I don't have much of an idea. I would super appreciate if anyone gave me a hand!
  7. This is the problem, the ones you see in the extracted game files don't have all the necessary sprites. I'll give a quick example Say you make a custom walk cycle by using the sprites from a character animation build from the game files. The moment you wear a hat or armor, the items you are wearing, or holding, will vanish because they are not listed on the animation you compiled. Again why does it happen? It happens because those animations you see in the game folders have hidden invisible sprites the decompiler doesn't read when it decompiles the file. That animation template has all the sprites needed, and properly named, so when you make your custom animation, the armor, hat, tool, etc, show properly.
  8. OH LOL Which? you mean the statue of kos that does the same as the moon dial...or...? I dun remember ____________________________________________________________________________________________________ might as well update stuff Now for King and here the concept of custom walls Just a little comparison between Kos old rose skin and new one:
  9. you are missing the assets on top of the item prefab, also it seems you are missing renaming some things. You might want to look into this item template since you seem a bit lost on it https://forums.kleientertainment.com/topic/29427-tutorial-creating-a-handslot-equippable-item-from-scratch/
  10. it should only appear when you play the character that owns the tag you provided in the recipe, if you added a custom tag in the characters common_postinit and the tag on the recipe, it should appear //or at least crash in some way// if you did that and it is not appearing, I think i would know better how to fix if you provide the mod so I can look into.
  11. what is not appearing? the item?
  12. Hello. Current thing I'm trying to figure out is how to remove the 'hunger' noise when a character is close to starve. I know it is listed in the stategraph, and while I am calling the stategraph sgwilson, I can't seem to kill the sound. AddStategraphPostInit("wilson", function(sg) local _funnyidle_onenter = sg.states.funnyidle.onenter sg.states.funnyidle.onenter = function(inst) _funnyidle_onenter(inst) if inst:HasTag("mytag") and inst.components.hunger:GetPercent() < TUNING.HUNGRY_THRESH then inst.SoundEmitter:KillSound("dontstarve/wilson/hungry") end end) end This is the basis that i was doing bu that doesn't really do anything If Anyone has any suggestion I would highly appreciate! Thank you for reading!
  13. it says the error is in the modmain. the Dapperness component needs to be added in the item's FN function in the item's prefab example. local function fn(Sim) local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "darkingcrown_swap", "swap_hat") owner.AnimState:Show("HAT") owner.AnimState:Show("HAT_HAT") print('A') if owner:HasTag("player") then print('B') owner.AnimState:Hide("HEAD") owner.AnimState:Show("HEAD_HAT") end end local function OnUnequip(inst, owner) owner.AnimState:ClearOverrideSymbol("swap_hat") owner.AnimState:Hide("HAT") owner.AnimState:Hide("HAT_HAT") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR") if owner:HasTag("player") then owner.AnimState:Show("HEAD") owner.AnimState:Hide("HEAD_HAT") end end local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() if TheSim:GetGameID() =="DST" then inst.entity:AddNetwork() end MakeInventoryPhysics(inst) MakeSmallBurnable(inst) MakeSmallPropagator(inst) inst.AnimState:SetBank("darkingcrown") inst.AnimState:SetBuild("darkingcrown") inst.AnimState:PlayAnimation("idle") if TheSim:GetGameID()=="DST" then if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() end inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable:SetOnEquip(OnEquip) inst.components.equippable:SetOnUnequip(OnUnequip) inst.components.equippable.dapperness = TUNING.DAPPERNESS_SMALL inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/darkingcrown.xml" return inst end
  14. if it keeps crashing, upload the log.txt found in Documents\Klei\DoNotStarveTogether
  15. I'm no modding savant, but what I do: To add sanity when held inst.components.equippable.dapperness = TUNING.DAPPERNESS_TINY TINY can be changed to SMALL, MED, HUGE if I remember well. as for craft specific only you might want to create a tag to your character, you do that by adding: inst:AddTag("mytag") In your character 'common_postinit' then in the modmain you do -- Note: if you have this part already, no need to add it. I am not quite sure you need all of those but i have them just for safety local FOODTYPE = GLOBAL.FOODTYPE local CHARACTER_INGREDIENT = GLOBAL.CHARACTER_INGREDIENT local AllRecipes = GLOBAL.AllRecipes local Ingredient = GLOBAL.Ingredient local RECIPETABS = GLOBAL.RECIPETABS local TECH = GLOBAL.TECH -------------------------------------------RECIPES------------------------ AddRecipe("myitemname", { Ingredient("twigs", 3), --Item example Ingredient("rocks", 2), Ingredient("gears", 1) }, RECIPETABS.REFINE, -- Tab recipe will appear TECH.SCIENCE_TWO, -- Tech needed (ex, here it is the alchemy machine) nil, -- If it is a structure, this is where you put the placer nil, nil, nil, "mytag", -- Your character tag "images/myitem.xml", --name of item xml file "myitem.tex") --name of the item tex file STRINGS.NAMES.MYITEMNAME = "My item" --Name of object STRINGS.RECIPE_DESC.MYITEMNAME = "It's a good item." --Item description now keep in mind, I'm not the best person in modding, so maybe I may have forgotten something here or there.