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Found 58 results

  1. Or i don`t understand how Vacancy works or is not work properly. just my opinion but i think it will be better if it sends a green signal whew is all full. i tried tt o create a automation using the new conter. but i think they can`t countdown so i don't have ideas.
  2. As soon as I entered cave level 2 and my character landed on the ground from the rope, the screen froze and I got audio noises that sounded like I was continuously picking up an multiple objects and multiple recipes were being unlocked. That audio sequence continued but got slower and slower and finally I got a pop-up window saying that Don't Starve appeared to be hung and would I like to kill it or wait. I tried restarting my device but it appears that my save game was destroyed because whenever I tried to load it up it would go right to that spot and then repeat the error...over and over... Don't starve Pocket version 1.14.2 ANDROID Android Device : Galaxy Tab S4 Model Number : SM-T830 Android OS Version Number : 9 Device Manufacturer : Samsung This has been reported multiple times. Please see the original thread:
  3. I like this new option but it currently has some issues. Could you please fix the amount of water dupes are collecting ? In my game, they only collect 40kg each time a station needs water... so it's useles, because the CPU needs something like 1000 kg of water to work -__-' Thx in advance.
  4. Thanks to reddit guys /u/Kasuha, /u/AzeTheGreat and /u/DarkenDragon for helping figure this out.
  5. Fix Spoilers

    This is just a small complaint, but it has happened to me numerous times. Spoilers are a good way of condensing down large threads, or big groups of images. I love them, they are a great idea. But.... They are a little bit buggy. Example: (Normal Working Spoiler): Example: (Edited Spoiler That Glitched Out): I would appreciate it if this was fixed. The more you edit the post, the longer, and worse the spoiler gets.... ----------------------------- Add On: Then for some reason, it won't let me edit the page for some odd reason...
  6. Gnya i can't launch a server after i crashed at all.
  7. so my dupes were able to dig some neutronium somehow? i caught them earlier trying to dig a couple of tiles for god knows how long (which imo should be fixed) then later i found 20t just laying there. Edit: too bad i cant build anything with it
  8. Apparently Mi-Ma here have 2147483637 skill point I wonder if i can make her learn all the skills in the game. how many skill points will she have left? This is gonna be my first Super Dupe
  9. No Wormhole on Archipelago

    BUG REPORT: I'm wondering if anyone encounter the same bug as I do since the last update? I'm playing Adventure Mode on my DS pocket edition android. Everytime I reach the Archipelago level I got stuck. There is no wormhole going out from the starting island. This happens 3 times already. No wormhole being generated on starting island. I cleared out the the entire map, took down all spiders, chopped down all twiggy trees, and build a base using the limited resources I have. But no hidden wormholes anywhere.
  10. I've been watching twitch streamers with drops enabled this past week for much more than six hours. Despite this, I've not received any of the drops, not the icon, the portrait or the skin itself. I'm wondering what could be the possible reasons behind this and if there exist any fixes? Thanks in advance.
  11. Platform: Steam Mods: Yes. None of them have anything to do with Wolly or the trinkets. Version: ...does "Rev 379591 797" mean anything? Because pressing the backspace key didn't bring up anything that outright said "Version X". I assume the most recent since Steam updates the game automatically. I was digging up graves trying to find blue gems, alt+f4-ing whenever a grave gave me something useless like marbles, and I found a couple of toy boats. I was pretty happy because I knew toy boats could be given to Wolly for two blue gems apiece. However, when I actually brought them to Wolly, I got gold instead. Alt-f4-ed out to try again, got flint. Round three, dark petals. Each time it was 9 of the item, which doesn't correspond to the drop table of any of the other trinkets (the closest ones are the hardened rubber bong and the dessicated tentacle, with 8 apiece, according to the wiki). It has been a while since I last played, so did something change in an update and I didn't know? Or what's going on? For reference, this is a Shipwrecked-Compatible Reign of Giants world. I do not have Hamlet or DST.
  12. Hello there is a bug with the new skin of Wigfrid's battle spear, the Ultimate Spear. When you craft it, you get the skin of the Nordic Battle Spear instead. But the toolbar icon correctly shows the Ultimate Spear. Also, crafting the Nordic Battle Spear gives you the contrary: skin of the Ultimate Spear and icon of the Nordic Battle Spear. So it seems they are mismatched. Keep up the good work!
  13. Hello Again! I need some assistance in regards to some custom items I've worked on for a friend. I was recently notified of a game crashing bug that only occurs with more than one person on a sever. Alone it doesn't crash, but once someone joins, boom. The items in question buff the player by temporarily giving them either a cooling or heating radius. I am using Ultroman's Aura Code and other references I've looked into to turn the crafter into a walking heater/cooler for a duration of time (the reason for the aura was for possible changes in case my friend wanted that buff to apply to other characters nearby by increasing the buffing range). I definitely screwed up in the heating & cooling, but unfortunately the error log is rather obscure to me, and since it doesn't crash with one player, so I can't seem to pinpoint this. I did browse through any existing examples of say portable heaters, thermal stones and similar items, but I was never comfortable when coding this. It was rather hard for me to tell whether or not my character was warming up or cooling down when these items applied their buff. Any assistance or insight will be greatly appreciated. I've attached the client_log and two item prefab files. This is what I have for the Heating. Cooling is pretty much the same but with different temp values. local assets = { Asset("ANIM", "anim/wyrdflask_heating.zip"), Asset("ATLAS", "images/inventoryimages/wyrdflask_heating.xml"), } local prefabs = { "wyrd", "wyrdflask" } -- HEATING AURA WORKS DIFFERENTLY THIS ONLY APPLIES THE BUFF -- ONCE BUT THE BUFF LASTS BASED ON WHAT heatingAuraDuration -- IS. RADIUS IS SET TO 1 SO THAT WYRD IS THE ONLY ONE WHO -- GETS THE BUFF. --------------------------------------- -- LOCAL EASY TO FIND VARIABLES - START --------------------------------------- -- TUNING.TOTAL_DAY_TIME = 8 MINUTES = 480 SECONDS / X = TOTAL TIME. -- WORK WITH DIVISION/MULTIPLICATION OF TOTAL DAY TIME -- EX: TUNING.TOTAL_DAY_TIME * 2 = DAYS local heatingAuraDuration = TUNING.TOTAL_DAY_TIME/1.6 -- 5 MINUTES local heatingAuraRadius = 1 -- RADIUS OF AURA local heatingTick = 0.1 -- DELAY IN WHICH HEATING AURA ACTIVATES WHEN CRAFTED --------------------------------------- -- LOCAL EASY TO FIND VARIABLES - END --------------------------------------- -------------------------------- -- WYRD EXCLUSIVE PICKUP - START - --CODE REFERENCED FROM maliblues : https://forums.kleientertainment.com/forums/topic/113820-help-preventing-custom-item-from-going-into-backpackschestsetc/?do=findComment&comment=1287064 -------------------------------- local function OnPutInInventory(inst) local owner = inst.components.inventoryitem:GetGrandOwner() if owner == nil then return elseif owner.components.inventory and owner.prefab ~= "wyrd" then inst:DoTaskInTime(0.1, function() owner.components.inventory:DropItem(inst) owner.components.talker:Say("That flask is cursed...") end) end if owner.components.container then --for chests --test when in backpack with diff owner inst:DoTaskInTime(0.1, function() owner.components.container:DropItem(inst) end) end end -------------------------------- -- WYRD EXCLUSIVE PICKUP - END -------------------------------- ------------------------------------------------------ -- RETURNS ORIGINAL FLASK AFTER TIME REACHES 0 - START ------------------------------------------------------ local function OnFinished(inst) local owner = inst.components.inventoryitem.owner local flask = SpawnPrefab("wyrdflask") inst:Remove() if owner ~= nil and owner.components.inventory then -- CHECK IF THE OWNER ITEM IS VALID AND NOT A CONTAINER owner.components.inventory:GiveItem(flask) elseif owner ~= nil and owner.components.container then -- OR IF THE OWNER IS VALID AND IS A CONTAINER owner.components.container:GiveItem(flask) else inst.components.lootdropper:SpawnLootPrefab("wyrdflask") -- DROPS NORMAL FLASK AS BASIC LOOT IN THE CASE OF ABOVE end end ------------------------------------------------------ -- RETURNS ORIGINAL FLASK AFTER TIME REACHES 0 - END ------------------------------------------------------ ----------------------- -- HEATING CODE - START ----------------------- -- Heated Character emits constant temperatures depending on the temperature range it's in local heats = { 30, 40, 60 } local function GetHeatFn(receiver) return heats or 20 end local function turnOnHeating(receiver) receiver:AddTag("HASHEATER") receiver:AddComponent("heater") receiver.components.heater.heatfn = GetHeatFn receiver.components.heater:SetThermics(false, true) end local function turnOffHeating(receiver) receiver:RemoveTag("HASHEATER") receiver:RemoveComponent("heater") end ----------------------- -- HEATING CODE - END ----------------------- --------------------- -- START OF AURA CODE --------------------- local onEndAura = function(receiver, wyrdflask_heatingGUID, wyrdHeatingAura) -- Fail-safe. if not receiver or not receiver:IsValid() then return end -- If the receiver has the heating aura task, cancel it. if receiver[wyrdHeatingAura] then receiver[wyrdHeatingAura]:Cancel() receiver[wyrdHeatingAura] = nil end turnOffHeating(receiver) end local onApplyAura = function(receiver, wyrdflask_heating) -- "receiver" = Player -- "wyrdflask_heating" = Item applying the aura -- Fail-safe. if not receiver or not receiver:IsValid() then return end -- Use the created entitie's unique ID to create a unique name. local wyrdflask_heatingGUID = wyrdflask_heating.GUID --Create a single instance of the aura to prevent stacking from multiples of the same flask. local wyrdHeatingAura = "wyrdHeatingAuraID" -- If the receiver does not already have our heating aura on from this particular -- wyrdflask_heating, start the heating aura task, and store it in a variable on the receiver. if not receiver[wyrdHeatingAura] then -- TASK APPLIES HEATING EFFECT receiver[wyrdHeatingAura] = receiver:DoTaskInTime(heatingTick, function(receiver) turnOnHeating(receiver) end) end -- Ending the Aura after some time -- Create a unique variable-name to store the end-aura task on the receiver. local endwyrdHeatingAura = "wyrdHeatingEntireAura" -- If the receiver already has an end-aura task, then we need to cancel it, -- so we can restart it with a refreshed end-time. if receiver[endwyrdHeatingAura] then receiver[endwyrdHeatingAura]:Cancel() receiver[endwyrdHeatingAura] = nil end -- Use DoTaskInTime to schedule calling the function that ends the aura after a while without renewals. -- We store the task on the receiver using our unique variable-name. receiver[endwyrdHeatingAura] = receiver:DoTaskInTime(heatingAuraDuration, onEndAura, wyrdflask_heatingGUID, wyrdHeatingAura) end local applyAuraInRange = function(inst) -- Store the position of the aura-emitting entity in x, y, z variables. local x,y,z = inst.Transform:GetWorldPosition() -- Any player that is not a ghost or in limbo. -- AURA RADIUS = 1 - MAKES IT SO WYRD IS THE ONLY ONE WITH THE HEATING BUFF local ents = TheSim:FindEntities(x, y, z, 1, {"player"}, {"playerghost", "INLIMBO"}, nil) -- Apply the aura to any of the found entities within the radius, including the aura-emitting -- entity itself if it fits the tag-list parameters! for i, v in ipairs(ents) do onApplyAura(v, inst) end end ------------------- -- END OF AURA CODE ------------------- -- Write a local function that creats, customizes, and returns an instance of the prefab. local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("wyrdflask_heating") inst.AnimState:SetBuild("wyrdflask_heating") inst.AnimState:PlayAnimation("idle") MakeInventoryFloatable(inst, "small", 0.2) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end --inst:AddTag("undroppable") inst:AddComponent("lootdropper") inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem:SetOnPutInInventoryFn(OnPutInInventory) inst.components.inventoryitem.keepondeath = true inst.components.inventoryitem:EnableMoisture(false) inst.components.inventoryitem.atlasname = "images/inventoryimages/wyrdflask_heating.xml" inst:AddComponent("fueled") inst.components.fueled:InitializeFuelLevel(heatingAuraDuration) inst.components.fueled:StartConsuming() inst.components.fueled:SetDepletedFn(OnFinished) MakeHauntableLaunch(inst) inst:DoTaskInTime(0, applyAuraInRange) -- APPLY THE AURA INSTANTLY return inst end -- Finally, return a new prefab with the construction function and assets. return Prefab( "wyrdflask_heating", fn, assets) client_log.txt wyrdflask_heating.lua wyrdflask_cooling.lua
  14. Hi, Did anyone encounter the following situation: I've deconstructed several buildings and even manufactured steel but the game still reports that I have no steel (see screenshot). Is there any way to get out of this or do I have to restart the game? Best,
  15. The Water Sieve SUDDENLY, it is not clear for what reason, it starts to give out water much hotter. For example, incoming dirty water is 22 degrees, sand is 22 degrees, leaving clean water is 45 degrees. What is problem? Bug?
  16. When I try to attack something the smallbird won't go to attack it. It's very annoying because I can't hunt birds. Any help? @JanH Edit: Sorry there's a mistake in the title. I meant smallbirds.
  17. Bug Submission Please choose a category *Pick the option that fits the issue the most. Ideally use this in your thread title aswell* [Crash] Platform * Pick your platform. For instance, standalone on Mac is also possible.* StandaloneLinux (Ubuntu 13.10)Do you use mods? no Version Number(taken from the bottom left corner of the screen after pressing backspace) Rev. 88571 2013-10-30_11-54-28 12:05:27Issue title Updater crashes on startup; game runs fine Steps to reproduce Navigate to the directory where you unzipped dontstarve_x64_1383879308.tar from Humble Bundle, and run dontstarve.sh. Observe that it prints out some warnings about Pango fonts, then segfaults even before it creates any new windows. Navigate within the dontstarve/ directory to bin/ and run dontstarve.sh from there. Observe that the game itself works fine, and the crash is in the updater. Any chance I can get either a working updater or a version of the game with the November 14 and November 19 bugfixes? I'm happy to run any commands on my machine that you think would help diagnose the problem. More details: My workaround for "updating" the game had been to re-download everything from Humble Bundle every time an update came out, and then just run the game directly and skip the updater. However, I have recently learned that I still don't have the November 14 bugfix (discovered because my ham bat loses durability). It appears that the most recent version I can download from Humble Bundle is the (un-bugfix'ed) All's Well That Maxwell version.Here's the output from the crash:Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 70: non-double matrix elementFontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 70: non-double matrix elementFontconfig warning: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 78: saw unknown, expected number(updater:18416): Pango-CRITICAL **: No modules found:No builtin or dynamically loaded modules were found.PangoFc will not work correctly.This probably means there was an error in the creation of: '/etc/pango/pango.modules'You should create this file by running: pango-querymodules > '/etc/pango/pango.modules'(updater:18416): Pango-WARNING **: failed to choose a font, expect ugly output. engine-type='PangoRenderFc', script='latin'(updater:18416): Pango-WARNING **: failed to choose a font, expect ugly output. engine-type='PangoRenderFc', script='common'zsh: segmentation fault (core dumped) ./dontstarve.shAs suggested in that output, I have run pango-querymodules > '/etc/pango/pango.modules', so that that file contains an autogenerated comment but nothing else. This didn't affect the behavior, though. I strongly suspect these warnings are a red herring anyway: the updater used to work (when I was running Ubuntu 13.04) but would display little boxes instead of letters. I suspect the Pango warnings are basically saying that I'm going to have little boxes instead of letters, and I suspect that something else is causing the crash.I had previously asked about this here http://forums.kleientertainment.com/topic/28862-updated-ubuntu-to-1310-now-dont-starve-crashes-on-startup/ which is how I learned that I could still play the game even though the updater doesn't work. However, there was no further resolution of how to get a working updater.The updater.log file in the main dontstarve/ directory is empty. Whatever is crashing happens early enough that it doesn't write anything to the log file first.It seems I'm running updater version 19 (i.e., it's in a directory called 19/)I have also tried installing Steam and installing the game through there, but when I run that version it pops up a black window and immediately crashes (even before I can enter my product key), and I don't see any obvious error messages or logs. I have never used Steam before; I'd prefer to get the standalone version of the game updated with the most recent bugfixes.
  18. Hi, i got a problem then i try to start a new game. This happens if im starting a new game: Please help me!
  19. First off, I'm very happy to see a Mac port out and the game normally runs fine, but unfortunately the game becomes virtually unplayable during the level that introduces dogs because the game seems to unexpectedly quit whenever a dog is near. I have no idea why, and I'm not sure if it's actually because of the dogs, but whenever I'm near a dog, the game seems to crash within seconds. I was able to get past the first dog quickly after a few crashes, but the second dog in the level is impossible to get past without crashing, usually before the dog is even on screen. I've tried verifying the cache, re-installing the game, and restarting Steam, but to no effect, I still can't get past the second dog. At the moment the game becomes unplayable about 10-15 minutes into the 3rd level. If it means anything, this is all on a mid-2011 Macbook Air, running with an Intel HD 3000 graphics. Thanks in advance.
  20. http://steamcommunity.com/sharedfiles/filedetails/?id=178054418 Basically i open Dont' Starve and load my save and......... Crash Linux 64bit Ubuntu 13.04, Ran last time i tried, tried 3 more times no go
  21. Please choose a category *Pick the option that fits the issue the most. Ideally use this in your thread title aswell* [Gameplay] Platform * Pick your platform. For instance, standalone on Mac is also possible.* [*]Steam Do you use mods? yes, but only mods that add new characters and doesn't modify vanilla ones, and I wasn't using a mod character Version Number 83854 Issue title Lucy stuck floating in the ar after Woodie transformation. Steps to reproduce I have a feeling this is just somthing with a chance to happen or that happened due to a coincidence and will be hard to reproduce, but here's what I did. Enter Maxwell's door as Woodie, and transform on the first day. Spend two days as a beaver, and transform back. Return to Lucy. When I did so, she was floating above the floor and I couldn't pick her up. Describe your issue I discovered Maxwell's Door as Woodie. On the first day, I chopped enough tree to transform. I went around the land for a couple of days, gnawing up some resources to collect later. I didn't notice if she was floating when I was transformed. When I transformed back, I went a little bit south back to where I transformed at, to find my items laying about as they should be, and Lucy floating higher than Woodie's head. Clicking on her and holding space near her both just left Woodie's sprite twitching furiously under her. She gave occassional dialogue clips as though she were laying about per usual, (and wow some of those are heartbreaking, especially when you're physically inable to pick her up.)
  22. Hey everyone, this is my first post on the forums, so I'll just take a second to greet everyone! I'm a big fan of Don't Starve, but only just now thought to register on the Forums so I could prowl around a little on here. So yes, I just finished a present I've been working on for my girlfriend's birthday. Her and I are both pretty big Don't Starve fans, and when one of her close friends at college made her an awesome Smallbird out of felt, I thought it would be great to make something Don't Starve-related for her as well. Having made two other sculptures out of Sculpey for my 3D Design class final at my own college, I thought a Wilson statue would be a neat idea. A few days of hard work later and I've just finally finished, only got done painting him an hour ago! I haven't given the statue to her yet; I'm planning on driving over later today, but I thought I would share it with you guys as well! Sorry about any noticeably strange proportions and/or bumpy, uneven areas, I'm still developing my artistic skills, and Sculpey is a bit tough to work with! Hope you all enjoy either way though Also, just for fun, here's how he looked before I applied the Sculpey and paint; on the inside, his bones and muscles are just wire, aluminum foil and tape. That's all I've got! After all that, I think I'm gonna take a long nap, then (fail to) relax with a good session Don't Starve.
  23. (NOTE: SORRY ABOUT MY ENGLISH) Just like i said in the title. This first screenshot was on the day 203. From this moment i didnt took another screenshot until i save and quit to go sleep. I leave my game on day 242. Between these days i did several changes to my base (remove my 4 turbo farms, move my birdcage and my shadow manipulator, build more tents, etc.) but i didnt die so i didnt move or waste my meat effigy (between these days). Btw when i came back to my game i first use my tent because it was dusk when i came back (but i didnt noticed any different in my base yet maybe i just didnt see well) but at the morning this is how my base looks like. 3 FREAKING MEAT EFFIGIES!!! NOTES: [*]My life bar just recognized 1 meat effigy [*]I dont have an activated a touchstone right now [*]They are in the same position of my last 2 meat effigies [*]They are so close to each other, and the third a so close to my rainometer (obviously i cant build right there) What do u think about it? i should post it as a bug or what? Are this is happening to anyone else? (SORRY ABOUT MY ENGLISH again)
  24. Shank 2 Mac OSX crash

    Very excited that Shank 2 is finally playable for Mac! Got the game in the Humble Bundle and was waiting for it to finally be playable!... and then I couldn't play it... :frown:I can start the game fine, but whenever I choose a Difficulty in Campaign mode or try to start Survival Mode, it crashes...Other people on Steam seem to be having the same problem, too...My iMac also seems to meet all the requirements, so I'm kinda stumped.Any chance I can get some help? I've attached the crash report...Thanks! Shank 2 crash.txt
  25. Hi guys,I'm looking to trade these items. The Civilization V key is from GMG and their XCOM promo, remember the game is Steamworks, so there will no issues with it.