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  1. 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
  2. I'm developing a mod that changes various textures in the game. But for some reason, whenever I add anything into the /images or /images/colour_cubes folder in my mod, the game just closes just after generating the world. Does anyone know of a fix?
  3. Hi Klei So I acquired a PC gamer some time ago and I noticed that ONI crashes quite a lot with it. That didn't happen in my old notebook. (Dell Inspiron 15R). My new PC came with a NVIDIA RTX 2080, has 16GB RAM, and a SSD driver (where ONI is installed). I noticed that ONI causes NVIDIA driver failure when I: a) use alt + tab when playing; b) after I quit the game and return to Windows; c) sometimes it crashes when I'm playing. I know it's a driver issue because I check Windows Event Viewer; The crashes are not so serious as to stop me playing ONI but they're quite annoying and they happen much more frequently when I play it. Please take a look.
  4. When mods are loaded (both when opening the main screen and when an actual save is started), it seems all of its assets are being preloaded, causing a memory spike. Furthermore, very likely due to the loading-unloading-reloading juggling of mods adopted due to RoG (loading all mods, unloading them, loading RoG and then reloading the mods), it seems that during this startup process the memory spike corresponds to double the amount of memory required by the assets of all mods combined, making this memory spike all the more substantial (with the extra assets only being purged at the end of the tick, i.e. of the iteration of the engine main loop). This has presented itself as a 'out of memory' engine level crash (often as an OpenGL error with an error code corresponding to memory exhaustion, but this is likely due to textures being mapped to RAM, since it doesn't look like VRAM per se is being exhausted) in the Windows version of Don't Starve, whose executable has the LAA (Large Address Awareness) flag unset, making it support only up to 2GB of RAM consumption, regardless of system RAM. This has only been reported three times when only Up and Away (together with several small mods) was enabled, but it happens quite consistently when Up and Away and Hero in the Dark, both large mods, are enabled at the same time. The issue appears to arise due to mod asset loading not being handled like it is for regular Don't Starve assets. Instead of registering assets to be loaded dynamically by the engine, it seems mod assets are simply loaded unconditionally and kept that way. Within ModWrangler:RegisterPrefabs(), in mods.lua, we have the following: RegisterPrefabs( Prefab("modbaseprefabs/MOD_"..mod.modname, nil, mod.Assets, prefabnames) ) local modname = "MOD_"..mod.modname TheSim:LoadPrefabs({modname})On the other hand, the function responsible for loading vanilla prefabs (RegisterPrefabs, in mainfunctions.lua) calls TheSim:RegisterPrefabs instead of TheSim:LoadPrefabs: TheSim:RegisterPrefab(prefab.name, prefab.assets, prefab.deps)I can't be sure of the underlying causes of the issue since I can't know in detail what the engine is doing behind the scenes, but I can safely say a memory spike caused by nothing other than the existence of (a large number of) mod assets is happening, and that this causes a crash for Windows users (and likely in any platform for users 2GB RAM or lower), effectively preventing them from playing large mods, let alone a combination of them.This looks like a nasty issue to solve, but given its gravity it'd be of immense help, for both mod makers and mod users, if it were addressed. As a side note, the loading-unloading-reloading mod juggling adopted as the current technique for RoG mod support, as mentioned before, is still extremely low for large mods, even though SethR's changes a while ago made its impact lower. The loading time of large mods for a Don't Starve installation with RoG is considerably larger than twice that for a Don't Starve installation without RoG. @DeathDisciple @kraken121
  5. 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.
  6. 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
  7. 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
  8. 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.
  9. Hi, I was wondering if anybody knows of this issue, I'm trying to play on chrome but all I get is the background. I've already bought the keys and have access to them but it says in instructions I need to launch the app then redeem a key, however there is no redeem key button only the background. Does anybody know of a way to fix this or could I get a refund so I could try it on steam instead?
  10. Game Crash At Start Menu

    So a little while ago I purchased this game via Steam and was able to play it for a few days. Then, it decided to bug out on me and continually crash without reason. It happens only when I click on the start button to play the game at the main menu. All other buttons and functions work properly and without fail. I've registered my chache, re-installed the game a few times, and re-started my computer several times. Weird thing is that though this initially started on my M11X, I installed the game on my new M14X and the same issue occurs, even though the game had never been played on that computer before. I submitted a post on the Steam support forum detailing the same thing, but no one has been able to help me. I do recall shutting my computer while the game was running before it failed, but I had also done that before and it did not affect the game function at all. Does anyone have any idea what might fix this? Thanks for any help.
  11. Bug Submission Please choose a category [Gameplay] Platform SteamVersion Number 70828 Issue title The Characater Just speaks & don't perform Actions Steps to reproduce I'm not sure... Because it appears on occasion, when i launch the game... Describe your issue When I Launch the game this thing appears and i have to sign out of the game launch again to play...also appears when i give pause in the game and i come to play after... My character just speaks when i click to him do anything..
  12. Shank on Mac OS X First level video crash

    System: Mac OS X Lion 10.7.5 Video Card: AMD Radeon HD 6490M 256MB Game Source: Steam The game starts normally, goes to the main menu, cutscenes play ok. But as Soon as I choose a Normal game (irrespective of whether I choose to skip or play the first cutscene) the screen fades to black, stays black, the left top menu with Shank's face and weapons comes up.. immediately followed by the game crashing. I have all my software updates done and video card otherwise, works fine. Id be glad if someone could give a speedy reply!
  13. Bug Submission Please choose a category [Gameplay] Platform SteamVersion Number - Issue title Butterflies to flowers Steps to reproduce 1. Catch butterfly with net. 2. Pick up butterfly from inventory. 3. 'Plant' butterfly 4. Puzzle over flower. Describe your issue Had set up my bee box near home, and wanted flowers closer to the box for possible faster production. Was running around with bug net equipped after harvesting the box, and happened to catch a butterfly. Went to release it, and instead it planted a flower. Repeated a half dozen times to confirm not a fluke, and each time got a flower, but am unable to simply dig up flowers like most other plants.
  14. I recently bought the game via steam (PC). I've just started the second level and the game crashes after a few minutes! Then I went to the task manager and interrupted al the process connected to the game so I could play it again, but when I tried to restart the game I got a message asking me to close the game before doing that, I got this message when trying to exit my steam client too. Is there someone with a problem that looks like this? Thank You P.S: I've already tried to verify the game cache files and reinstalling the game, but anything fixed the problem.
  15. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number 19 De Issue title Invisible treeguard. Steps to reproduce Make a treeguard appear. Describe your issue So I was just collecting some wood when a tree guard appeared and well we was invisible and killed me in a second...
  16. Hi, My laptop contains the infamous nvidia optimus technology. If I start the game normally it uses the intel GPU which is not able to display the game correctly. The game starts, but their are a lot of missing elements. So I use the bumble bee package and its optirun command to start the game, unfortunatelly, the game crashes with the following error upon starting: $ optirun ./Shank Shank: Installed in '/usr/local/games/shank'. ERROR: ld.so: object 'libdlfaker.so' from LD_PRELOAD cannot be preloaded: ignored. ERROR: ld.so: object 'librrfaker.so' from LD_PRELOAD cannot be preloaded: ignored. X Error of failed request: GLXUnsupportedPrivateRequest Major opcode of failed request: 153 (GLX) Minor opcode of failed request: 16 (X_GLXVendorPrivate) Serial number of failed request: 25 Current serial number in output stream: 26 I use a Fedora 16 64 bit distribution. Does anybody have a idea to fix the problem? Thanks.
  17. Bug Submission Please choose a category [Gameplay] Platform Chrome Version Number 70528 Issue title save data not persisting between computers Steps to reproduce 1) have save data on one computer. 2) sync your google profile on a second computer Describe your issue my save data isnt persisting between computers. isnt the save data supposed to be stored on the servers? had a look at how the save data is stored and seems to connect to a database with the world seed ect
  18. here is my suggestion: It would be awesome to have a plane crash on one pf the islands here are the benefits of that: [items] We could get items from the plane that we could not normally get like a radio or seats or anything else [Transportation] We could like fix the plane and ride it and then a storm makes us crash on another mysterious island!!With new monsters and biomes [Transportation] We could also have jets or spaceships that will crash so we can go to the space and get rock from floating rocks!! [structure] We can make the plane our home!! [items] We can make other stuff from the plane parts!! thanks for listening!! Ideas gotten from: Lost (movie series) and The Meteorite suggestion!!
  19. I did not find a fix for this through search so if it has been previously posted please ignore. If Don't Starve exits/crashes on WinXP after choosing 'Fullscreen' and 'Apply'; this is how to fix it. Edit the settings.ini file in the folder where in game is installed. Under the [graphics] part it should look like this. Add the missing lines and change fullscreen to true. Do not change the windowed_xxxxx = and window_x/y lines. (Unless you want to) [graphics] windowed_width = 1024 windowed_height = 576 window_x = 0 window_y = 50 fullscreen = true display_id = 0 refresh_rate = 59 fullscreen_width = 1680 fullscreen_height = 1050 Set the fullscreen_width and height to your liking and the refresh_rate to your desired refresh - 1 (in the example 59 gives you a refresh of 60) The games seems to be exiting when it fails to write to this file.