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About whismerhill

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  1. Recipe Book Crashes and Glitches

    check this out if you haven't already :
  2. Recipe Book Crash (No Mods)

    had the same issue in my case it was fixed by : find each occurence of ,"true" and replace with nothing/emptiness
  3. Base Plan

    @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.
  4. Base Plan

    I will slowly remove content @the old steam location.
  5. Base Plan

    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. Base Plan

    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. Base Plan

    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. Base Plan

    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. Base Plan

    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. Base Plan

    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. Base Plan

    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. Base Plan

    and good work on v0.5.5 It indeed fixes caves, they now generate properly too
  13. Base Plan

    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. Base Plan

    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
  15. Base Plan

    ok hum, can anyone try to go into a cave of any savegame with base plan activated & tell me if it works ? since the new update, I apparently can't go into any cave, whether on my regular save or any of my testing saves. disabling base plan made going into caves possible again. WARNING! BACKUP YOUR SAVEGAMES BEFORE TRYING. it was wiping my savegameindex, which means don't starve doesn't see any of your saves afterward anymore. (the savegameindex can be rebuilt but it's annoying) I'm not 100% sure it's related to baseplan yet. lots of testing to do. EDIT: seems like it's a mod conflict of some kind. need lots of testing