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About whismerhill

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  1. had the same issue in my case it was fixed by : find each occurence of ,"true" and replace with nothing/emptiness
  2. @CaterKid555 We need more information to be able to help you out. After a crash, please look up the file : documents\Klei\DoNotStarve\log.txt copy/paste the contents to : http://pastebin.com and give us the link over here.
  3. I agree with pretty much everything that's been said. On the editor side, personally I use sublime text 3 & find it awesome (and yes it's free, since I don't use it to make money yet, I consider not needing to buy the license yet, and it's an unlimited usage shareware with once in a while reminders) For learning basic modding, I would avoid multi-lua-files mods to begin with, those are generally the hardest to understand, mods with 1 modmain.lua & 1 prefab are common and the easiest. also when looking up an ingame function, within sublimetext I use find in files "insertfunctionnamehere", DS/T folder, *.lua for some things, DS modding might also be easier than DST, which introduces the server/client stuff. There was also a presentation by Klei entertainment of Don't Starve Modding which I found quite interesting to understand their outlook on components, prefabs, stategraphs & whatnot but I can't find it back ... edit: and this might be interesting, although it's for DS some stuff is similar enough :
  4. I will slowly remove content @the old steam location.
  5. seems to work now. Thanks for update I'm sure it will be appreciated EDIT: and 600 subscribers in 4 days can you believe it ? I should stop counting lol
  6. wow nice controls, I'll add them to the controls description ^^ and yet another one, with very bad english a user seems to have said that he "lost" his base plans on the other side of the map.Through trial, I seem to somewhat be able to reproduce this : e.g. new save file, activate planning mode with "P" put on some walls, travel (used wormhole) put a nightlamp, quit & save, reload, planned nightlamp is not there, travel, planned walls not there either. (didn't touch the blueprints in either cases) (I also had mod "ntools" enabled always handy to test stuff out) And I retried to be sure: new save file, Wilson, RoG, default world, activate planning with shortcutkey, make a planned farm, deactivate planning, save & quit. Reload, planned farm nowhere to be seen, no blueprints appear at the top either. not sure how it's meant to behave, particularly after your post above. edit: ha apparently, one needs to left-click a blueprint at least once so that it's kept ???
  7. Ok Thanks, must have been tired, I wasn't managing to make it work yesterday, and it's compatible with key changes (I'm on azerty so it's A & E for me ) well done. question from a user which I can't reply to although I don't think that can happen : " Are the base plans tied to your savefile or will you eventually get overrun by endless base files? "
  8. 0.5.6 uploaded on the workshop with an additional fix for mod config options referring to folders instead of mod names EDIT: uploaded on the workshop... some file change wasn't picked up by sublime text *go hide in a corner* thanks. 400 430 subscribers so far and guess who's on the front page : http://steamcommunity.com/app/219740/workshop/ also how do you "change direction" ? I'm guessing you were talking about walls & 45° angles ?
  9. Cheers ! I think we can call it a success ^^ forgot that it's in french ... idiot me "visiteurs uniques" = unique viewers "abonnés" = subscribers "notes positives" = thumbs up
  10. reply written there & we breached the 100 subscribers(124 to be exact) ^^ get out the champagne ! I don't own DST but well if you don't share plans there might be the issue that a cooperating player builds something else where a planned object is located? That said I think plans should appear on players based on proximity, then a player has the choice to "make it permanent" maybe or something like that, but that would be like sticking a note and it would be an individual choice. Otherwise if plans are global & 8 players are working on 8 different camps, it's gonna start to be a mess right away. Just my honest opinion
  11. question from the steam side of users (92 subscribers already) : ( question rearranged a bit by yours truly) Do you own DST at all? And if yes Is there hope for this being ported to DST sometime in the future ? Would you be interested when the DS version achieves a tolerable level of completion or even before that ? (I don't own DST myself but that's like not a problem I can upload mods for DST on the DST workshop without having it, I just can't test them :p...)
  12. and good work on v0.5.5 It indeed fixes caves, they now generate properly too
  13. with fixed version & all my usual mods enabled : -black screen on non-existing cave (must be generated), does not wipe savegameindex anymore ! yeah. Need to kill don't starve process though. (or alt f4 -and it loads pre-existing caves successfully. also able to save inside, load back inside, go outside, & save outside.
  14. well actually with this mod setup any new save slot crashes. so it's more like the whole mod setup rather than a specific save file still : here it is save slot 1 is my own play game, save slot 4 is my playtesting file I need to find which other mod causes some sort of "conflict" with base plan however dontstarve23_09_2016.rar sidenotes: the cave in saveslot 4 is not open, since I never went into it before & now it crashes before it generates & wipes saveindex, so each time I restore the backup EDIT2 : I disabled mods by groups of about 8 at a time, always crashes, may have missed something.. tired.. I'll try to check it out more tomorrow