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    • 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:   

_FrostyFoxy

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  1. Changing code: Night Vision

    the first end ends the local funtion and the second the "if" so whats the matter there I dont have an error log its the same as befor
  2. Changing code: Night Vision

    Seems like I accidently deleated the end after the common_postinit whoopsies ^^' Still didnt fix it though ^^' local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = {} -- Custom starting items local start_inv = { "spear", "blowdart_pipe", "blowdart_pipe", "trap", "fish", "fish", } -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when reviving from ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "narisa_speed_mod", 1) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "narisa_speed_mod") end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end local common_postinit = function(inst) -- Add tags here inst:AddTag("mycharactertag") -- Minimap icon inst.MiniMapEntity:SetIcon( "narisa.tex" ) end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- 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) --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 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 -- 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? inst:AddTag("notarget") --put notarget so no npcs can target them DropTargets(inst) --do this function GoInvisible(inst) --this one as well end end -- Can eat monstermeat inst.components.eater.strongstomach = true -- Sanity Aura inst:AddComponent("sanityaura") inst.components.sanityaura.aurafn = CalcSanityAura -- Choose which sounds this character will play inst.soundsname = "willow" -- Stats inst.components.health:SetMaxHealth(150) inst.components.hunger:SetMax(75) inst.components.sanity:SetMax(150) inst.components.temperature.mintemp = 15. inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 8 -- Damage Multiplier if (inst.components.temperature:GetCurrent() > 55) then inst.components.combat.damagemultiplier = 0.5 else inst.components.combat.damagemultiplier = 2 end -- Peridocic Tasks inst:DoPeriodicTask(4, healthsanity, nil, inst)--checks every 4 seconds on your health inst:DoPeriodicTask(4, sanityhunger, nil, inst)--checks every 4 seconds on your sanity -- Listen For Event 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 inst:ListenForEvent("enterdark", SetNightVision) --listen when inst enters darkness set nightvision inst:ListenForEvent("enterlight", DisableNightVision)--listen when inst enters light disable nightvision inst.OnLoad = onload inst.OnNewSpawn = function() onload(inst) local backpack = SpawnPrefab("backpack") inst.components.inventory:Equip(backpack) end end return MakePlayerCharacter("narisa", prefabs, assets, common_postinit, master_postinit, start_inv)
  3. Changing code: Night Vision

    So like that? local common_postinit = function(inst) -- Add tags here inst:AddTag("mycharactertag") -- Minimap icon inst.MiniMapEntity:SetIcon( "narisa.tex" ) -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- 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) --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 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 -- 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? inst:AddTag("notarget") --put notarget so no npcs can target them DropTargets(inst) --do this function GoInvisible(inst) --this one as well end end -- Can eat monstermeat inst.components.eater.strongstomach = true -- Sanity Aura inst:AddComponent("sanityaura") inst.components.sanityaura.aurafn = CalcSanityAura -- Choose which sounds this character will play inst.soundsname = "willow" -- Stats inst.components.health:SetMaxHealth(150) inst.components.hunger:SetMax(75) inst.components.sanity:SetMax(150) inst.components.temperature.mintemp = 15. inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 8 -- Damage Multiplier if (inst.components.temperature:GetCurrent() > 55) then inst.components.combat.damagemultiplier = 0.5 else inst.components.combat.damagemultiplier = 2 end -- Peridocic Tasks inst:DoPeriodicTask(4, healthsanity, nil, inst)--checks every 4 seconds on your health inst:DoPeriodicTask(4, sanityhunger, nil, inst)--checks every 4 seconds on your sanity -- Listen For Event 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 inst:ListenForEvent("enterdark", SetNightVision) --listen when inst enters darkness set nightvision inst:ListenForEvent("enterlight", DisableNightVision)--listen when inst enters light disable nightvision inst.OnLoad = onload inst.OnNewSpawn = function() onload(inst) local backpack = SpawnPrefab("backpack") inst.components.inventory:Equip(backpack) end end return MakePlayerCharacter("narisa", prefabs, assets, common_postinit, master_postinit, start_inv) Tho it worked until i changed the nightvision EDIT: Still doesnt work tho sry im stupid ^^'
  4. Changing code: Night Vision

    Huh i didn't even know there was an easier way xD tho i think i broke something my world isn't starting anymore again everytime i have my char enabled and try to start the world i get this massage: I'm a 100% positive i missed something ^^'
  5. Changing code? Stealth mode

    Thanks a lot tho <3 sry I know im not making it easy ^^'
  6. Hey everybody, I can't seem to figure out how to make my night vision turn on if it's dark (Not only night!) so it works with mods that add new areas like the basement. I tried a few things but everytime I replaced the "TheWorld.state.isnight" with "inst.LightWatcher:GetLightValue() < (0.1)" my nightvision wouldn't work if i enter a light source and walk into the darkness again. I also tried to check the light value with a periodic task but my world wouldn't start if i did so. -- 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 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 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
  7. Changing code? Stealth mode

    So far so helpfull ^-^ but then how do i create a custom item like an amulet / neckless to trigger the effect? Also it should be unbreakable :3 Also i think a keybind would be "easier" wouldn't it? ^^' (In my mind it would go kinda like SetKeybind = c)? EDIT: I just noticed there is a diffrence in the hunger rate stuff, what is the diffrence between hunger.burnrate and hunger.hungerrate? If there even is as diffrence xD I'm asking since I'm still changing values :3 Also I'm having issues with uploading the mod to the steam workshop so i don't have to sent it to my friends every time i update it :/ any ideas? UPDATE: I'm still able to attack while invis is there a possiblity to remove the ability to do that while invis? Didn't think about that ^^' I also noticed that if i equip any item in my Tool slot and unequip it while invis i loose the invisbility, same if i use wormholes any idea? Also shadow creatures and hounds should still be able to spot me.
  8. Hey everyone, First of all is it possible to create a custom key bind for something? If yes how? If not, how do i add a custom item? I found some code similar to what i wanna implement to my character but i don't know which sections of the code would go where. Also i dunno what i have to change in the code so it works for me. Idea: Adding an ability to enter some kind of stealth mode / invisibility. I want my character to loose hunger quicker and get thier movement speed slowed down while invisible. Here's the code i found the invisiblity is granted by a potion (custom item): If needed i provide the code of my character (character file): I'm not good at coding! Still i wanna create my own character but i need help ^^' If possible pls explain any of the provided code so I kinda understand how it works thanks in advance :3
  9. I keep crashing and I'm not sure why

    If it keeps crashing without mods then maybe try reinstall the game or let steam check for issues: You should backup your files just in case you have worlds or important data that might get deleated. Rightclick DST in your Steam Library and go: properties > local files > verify integrity of game files If that doesn't work try reinstalling the game. If it works again and any worlds or important data are gone put them back piece by piece and try after every world if the games starts crashing so you'll see where the issue was.
  10. I keep crashing and I'm not sure why

    Do you maybe have a mod that takes actions on the gamemodes? It seems like the log refers a lot to a not existing gamemode. Maybe disable all mods and try out which mod is causing the problem.
  11. Sanity/Insanity Aura

    @IronHunter Thanks for the help ^^' Im getting there someday xD I'm learning with each step but until them i gotta do it like that ^^
  12. Sanity/Insanity Aura

    Doesn't seem to work ^^' i tried around a bit but i can't get it working so i guess it's outdated? Anyway the provokeaura, I'd say, is working perfectly ^-^ Also i think i have an understanding on how this works :3 Again I am really thankfull for your help I would have need much long with coding my char without your help ^-^
  13. Sanity/Insanity Aura

    Yea I'd be thankfull ^^ Oh well i put it in the wrong postnit... Oki thanks ^-^ is it possible to dircetly spawn it in my equipment slot or would that be to much coding?
  14. Sanity/Insanity Aura

    It worked thanks ^-^. Sure i wanna understand it but if i have an explanation on how it works its easier for me to understand i guess. If i have an explanation i see how it works and when i know how it works i can start learning it ^^. Anyway as already said I'm really tankfull for your help ^-^ everything seems to work perfectly. One last thing i just came up with: What tag do i have to add so she gets attack by anything (monsters and pigs/catcoons For example)? Edit: I somehow can't figure out how to set that i don't suffer neg effects from monstermeat. Do I have to have the monster tag so i dont suffer from it? If yes would it still be possible that monsters do attack me? Why doesnt it gives me a backpack? -- Custom starting items local start_inv = { "backpack", "trap", "birdtrap", "fish", "monstermeat", }
  15. Sanity/Insanity Aura

    I was talking about config the amout of sanity it gives or drains ^^' if that's too complicated I'm fine with what i have. I was just courius. Also while i have someone who knows how it kinda works: - I wanna add something similar like the "low sanity/hunger drain" thing but "Low Health/sanity drain" can i use a similar code like this? - I also wanna add that if she gets too hot her dmg goes down until she cools down. How does that work? These would be the last two things ^^ I really am thankfull for your help so far! :3 EDIT: I tried to start the character and it crashed. The game told me the variable "sanityhunger" is not declared Did i miss anything? If you dont know any further I'd ask in the DST forum maybe there is a slight diffrence there ^^'