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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:   

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Oxygen Not Included

Found 93 results

  1. Hey! After a long time and trying to figure out, I couldn't find a solution to my problem, so my last hope is this forum. I tried to edit a recipe and add an option to it, in this example I want to change the recipe of the beefalo hat so you need 2 horns to craft it! My code: modmain.lua STRINGS = GLOBAL.STRINGS RECIPETABS = GLOBAL.RECIPETABS Recipe = GLOBAL.Recipe Ingredient = GLOBAL.Ingredient TECH = GLOBAL.TECH local updateRecipe = GetModConfigData("BEEFALOHATRECIPE") AddRecipe("beefalohat", {Ingredient("beefalowool", 8),Ingredient("horn", updateRecipe)}, RECIPETABS.DRESS, TECH.SCIENCE_ONE) modinfo.lua name = "Beefalo Hat Testing" description = "..." author = "NAVY" version = "1.0" api_version = 10 dst_compatible = true restart_required = false icon = "modiconbeefalo.tex" icon_atlas = "modiconbeefalo.xml" priority = -1 configuration_options = { { name = "BEEFALOHATRECIPE", label = "Beefalo Hat Recipe", hover = "Change how many horns you need to craft a beefalo hat.", options = { {description = "1 Horn", data = 1, hover = "You need 1 horn to craft a beefalo hat. (Default)"}, {description = "2 Horns", data = 2, hover = "You need 2 horns to craft a beefalo hat."}, }, default = 1, }, } Then in the modinfo you have option to change "BEEFALOHATRECIPE" to 1 or 2. It works all fine in a normal world! However in a world with caves enabled it doesn't work at all. I tried to change the recipe or twist around, but it simpy doesn't want to impelent the optional feature. It works only if I set the number by myself to 2 in the Addrecipe(), but since I want to make this optional, I want to handle this feature through the settings. Any ideas what I am missing? Really confused why this works on a normal world, but has no effect on a world with caves enabled. :/
  2. Disclamer: just back from no internet/phone/computer holidays, and 5 minutes into my game after a long time, so I may overlooked something obvious here. This time the oxygen factory is away from my base (= not producing O2 directely in it, straight from electrolysers, but cooled down and distributed with pipes and normal vent). So I was sure not to have ear poping. Wrong. Some places inside my base are at a pressure (P) at 4000 and more ?!? Somewhere else, in gas storage chambers (too much natural gas ) no way I get more than P=1800. So two questions: * why do I have P>1800 with normal vents (in my base) * why do I not have P>1800 in my storage chamber !! It would be convenient. If you could enlight me, it could be use as a easy trick to get massive storage of gas. And my stressed dupes will thanks you too.
  3. What systems can you make with the bio distiller? What is an effective and self powered electrolyzer design? How to net cool a cool steam vent, to make room temp. water
  4. Currently trying to narrow down the last few errors I have with my mod and the biggest one's I'm running into currently are these two: As shown, the portrait that usually shows on the right is missing and I'm unsure of exactly how to go about fixing this... EDIT: modicon fixed, now its just the portrait issue The mod in it's current state is here: https://www.dropbox.com/s/inuyjws1q5f39l4/Rchetype.rar?dl=0 Any help would be welcome as I'm not really sure where to go from here (I perused a few forum posts on the matter but most ended up leading to dead ends unfortunately)
  5. I changed the names_[character].png to match my friends character name, and i converted it to a .tex file and everything, but now every time i hover over the character in the select screen, the game instantly crashes, leaving this error in the log: the notes file in the template says to do the following: i do this, and the game still crashes and I dont know why. i've attached the mod, and if anyone knows whats wrong and how to fix it, please let me know mod.rar
  6. I really need help with this custom sound mod whenever i eat it says disgusting but if i eat something like berries it cuts out and if i eat a large meat and move it cuts out I really want to know how to fix this here is a link to a youtube video that shows the sounds and also the mod link is here https://steamcommunity.com/sharedfiles/filedetails/?id=1477293451 help would be greatly appreciated or any tips thank u :D.
  7. I added the component moisture to mobs so that they have a wetness meter. While I don't notice performance issues unless it hits about 200+ mobs, other users may not have as beefy a cpu as me. I've tried reading and understanding moisture.lua, but I don't see what part of it is causing lag when lots of mobs gain that component. In base-game, only players and Dragonfly have inst:AddComponent("moisture"). I noticed that there was a moisture_replica.lua, which imo leads me to believe that the developers were aware of this issue and that was there workaround for mobs to get wet when it rains. I don't have a reason to believe that my code is the issue since it is just simply two separate for loops, one that checks what mobs the user wants enabled, the other to do inst:AddComponent("moisture") to mobs, though if there is something that I don't know, I'd appreciate it. Attached is modmain.lua, modinfo.lua, moisture.lua, and moisture_replica.lua modinfo.lua modmain.lua moisture.lua moisture_replica.lua
  8. I have XX questions and I need you guys to answer. I have Bolded out the things that will help you quickly see the question and not have to read through my ramblings. Thanks to anyone to answers. 1. What things should I prioritize in the beginning? There are different things that need to be prioritized in the beginning based on things like play style, character, level of noobliness, etc. For reference sake, I'm currently playing Warly (I somehow end up being screwed over by having a lack of crock pots in the beginning so I chose the one that has a portable crock pot), I have a play style of trying to base ASAP (I'm the cautious type when I play video games), and I'm a noob at Shipwrecked who hasn't seen past Hurricane season (side note: I did note see the Sealnado during Hurricane season, did I somehow screw up by dying during Hurricane season or what?). I think the 5 things to should be prioritize in the very beginning. Notee that these are not listed is order in priority but in the order of when I thought of them. Gold. Gold makes the world go around. Make a Armored/Cargo Boat with a Snakeskin/Cloth Sail and a Boat Lantern. I like this boat setup int the first Mild season. Make basic living essentials. I qualify basic living essentials as something that can be easily replicated and has constant use. These included Gold tools, Backpack (I don't make it because I'm Warly but I would with any other character), Healing Salves (also not needed but gives a use for ashes and makes spider glands more efficient), Log Suit, Spear, Boat Torch, and Chest. Note that this is not things I immediately make but instead things that I make ASAP Make a Chiminea and a Palm leaf hut. Hut negates wetness and Chiminea reduces wetness without being putout by wind and rain. Make a Lightning Rod. Lightning strikes are not fun to hit with (unless you are WX-78 at which point it is wanted). 2. How do I get more Maps in Bottles. I just want some treasure but I have yet unlock Woodlegs (If anyone has tips, I'm all ears) 3. How should I go about exploring the map for things like Fishbone, Yaarctopus, Slot Machine, Volcano, Etc. I am tired of exploring the world and finding nothing of worth. 4. How do I force spawn the Quacken? I want the things that the Quacken drops as well as being able to use the Trawl Net for 20 days without worrying if the Quacken is going to spawn or not. 5. How do I find Graveyards more reliably? I want to make Supreme Cutlasses more regularly but I can't Watery Graveyards. 6. What would be the disadvantages of basing at the Volcano. 7. Where is a good place to base? I personally prefer a large sandy beaches but I am open to ideas. 8. Is Whale hunting worth it and what can it net me? 9. Is Sand renewable? 10. During Monsoon season, Would it be valuable to change all my ground to man made ground and line my base with Sandbags. Thanks to anyone that has read these questions and answering them. To anyone that has read to the end, Good bye and have a good day.
  9. Hey, I'm wanting to make a custom lantern and custom torso belt. I know how to make the standard anim files with spriter, but I am a bit confused on how to create the swap_item folders with the atlas and build file. Could someone give me a tutorial on how this works? I am especially confused with the lantern.
  10. I have no idea how the Memory Toggle automation works. Could somebody that understands it explain how it works please. Pictures of in-game setups that integrate this would be fantastic. Thanks.
  11. I'm not that good at don't starve so I die often and it's annoying to keep getting booster shots is there any way to get red gems for life giving amulet
  12. One issue I've had within balance is that a lot of high Decor items are useless, Longhair Slicksters, rare Shinebugs, their only real nifty uses is putting them in Heavily decor damaged areas like Heavi-watt, but again, thats a small use. I guess the increased Decor also gives them high decor for longer until it 'evens out' to the area they're in, because Decor change isn't instant. The only decor you ever needed was +45, even less if everyone was wearing Snazzy suits But now when Decor is entirely a part of Morale and is 'Average Decor this cycle' instead of being stress increase at the spot. I wonder if Decor overkill actually is useful, aka, mashing all sort of Decor increasing stuff to reach insane decor levels. Say, if your decor is 20 in one area and the Average decor starts at 0. Would the Average Decor increase faster if the decor was 200? Or will it increase at the same rate and stop once it reaches the true Decor in the said area.
  13. Hey! This is probably an easy question for you, however I am new to modding and couldn't find yet a solution, so this is why I do this post. I want to ask if there is a way to make the modmain.lua read code from another lua file, instead of attaching all the .lua files to the mod? In my case, I want to edit the amout of wool the beefalo drops when it is shaven. In my mod folder I add: scripts/prefabs/beelafo.lua and edit there one line: inst.components.beard.bits = 3 Or I could edit the default "3" into GetModConfigData("Settings") and add options to my mod in modinfo.lua. This I figured. Question: Is there a way to specificly edit this line, or other lines of code without attaching the original beefalo.lua file into my mod? This could help me for example with mod conflicts or simpy not loading all the lua files and code, only because I need to change a few lines. This is the local function code from the beefalo.lua:
  14. I'm trying to work on making the new items included in this character mod: In particular I am having trouble with making the new lantern and new staff. I am wanting to use the vanilla lantern and staff textures as a base to make sure my drawings have the correct proportions for the different equipped angles etc, but I can't find the anim files anywhere for the lantern. I did find one file (staffs.zip) which seems to be a compilation of all the vanilla staff textures. I can't find textures for when the staffs are dropped on the ground however. I also can't find the lantern prefab file, which I want to use as a base for my new lantern's prefab file. I'd appreciate any help from you guys.
  15. the weeseeks mod is great and I use to play it a lot but now it's not on the steam workshop can someone upload it so I can download it again if they have the mod files , I had to factory reset my computer so I don't have them anymore
  16. I ran into this problem a few days ago and i'm not sure how to fix it. My modmain file looks like this: Inside the .xml files For jock.xml: <Atlas><Texture filename="jock.tex" /><Elements><Element name="jock_none_oval.tex" u1="0.00048828125" u2="0.54638671875" v1="0.29736328125" v2="0.99951171875" /><Element name="jock_none_oval.tex" u1="0.00048828125" u2="0.54638671875" v1="0.29736328125" v2="0.99951171875" /></Elements></Atlas> for jock_none.xml <Atlas><Texture filename="jock_none.tex" /><Elements><Element name="jock_none_oval.tex" u1="0.0009765625" u2="0.9580078125" v1="0.30908203125" v2="0.99951171875" /></Elements></Atlas> Is this something wrong with the .xml files or something wrong with the modmain? How do I fix it?
  17. Hi. I had been wondering for a while why my dupes are not building this secondary bathroom, but it seems they cannot reach it for some reason. The room setup is similar to many of my other rooms which work fine. In the attached screenshot, I have had the door manually opened. Does anyone have any idea what is going on, or is this just bugged somehow? Don't judge me, I am terrible at managing heat, gases and base planning)
  18. Hi there. I was testing my mod after doing most of the drawings for it. It USED to compile but now it won't. I get this error whenever I try, and when I go in game there is no character sprite, just an empty space. Any help would be appreciated. Thank you for your time
  19. Hi there. Once again I am trying to make a mod for DST after giving up a few years ago on a project. I am using the Extended CHaracter Template for DST and following this tutorial: The thing is that when I enable my character to test the renaming process it crashes. The game starts to load the server and I get to the second loading screen (everyone in a swirl vortex thing) and then crash. I'm not sure what I did wrong as I'm a complete newbie at this. Any help would be appriciated. client_log.txt modinfo.lua modmain.lua casanuana.lua casanuana_none.lua
  20. Edit: Added zip of not working mod menu files in case anyone with LFS on switch wants to take a crack at it. Okay so first of all I would like to say. First! Now that's out of the way I'd like to ask for help from anyone who know's more what they're doing to help me with two things. Getting the mod menu to work, and editing the minimap_atlas.tex and minimap_data.xml to work. (my attempts have all left me with a blank minimap.) Okay so the minimap. What I've done is use the Texture and atlas Packer tool to extract, add images, then repack. I've tried with and without crop and power of two so if anyone has any ideas help would be appreciated. Now about the mod menu. If you're familiar with how the mod menu for android that's been floating around works I tried to port that to the switch. The mod menu shows up on the home screen and when clicked functions exactly as a pc menu but with no populated mods. The only difference between my version and the android version is that the switch fails to launch on one crucial line of code. At the end of \scripts\main.lau If mods_enabled = true this line of code makes the game hang on loading. if not MODS_ENABLED then -- No mods in nacl, and the below functions are async in nacl -- so they break because Main returns before ModSafeStartup has run. ModSafeStartup() else KnownModIndex:Load(function() KnownModIndex:BeginStartupSequence(function() ModSafeStartup() end) end) end fkedmodmenu.rar
  21. I have a Youtube channel with 2 of my friends and i have just started a new series on Oxygen Not Included. I'm hoping that some of you lovely people would be interested in watching this series and leaving some hints and tips in the comment section on Youtube for me and for people that are new to the game if they stumble upon this series. I Will also be renaming duplicants for anyone interested in having their name in the series, then please leave a comment under the video on youtube with the name you want (Nothing inappropriate though) I'll place the link to each video on here as they come out. Thank you Channel Link: https://www.youtube.com/c/NTSGamingChannel Feel free to join our Discord: https://discord.gg/YA3echD Episode 1 - GETTING STARTED https://youtu.be/pYnkD3GpcME Episode 2 - COMMUNITY TIPS + OXYGEN ROOM https://youtu.be/td8QThHNgrI Episode 3 - MORE TIPS + JOBS BOARD + FARMING https://youtu.be/do6AjdTluGw Episode 4 - OVERWHELMED AND CONFUSED https://youtu.be/xdMw0IxKXvw
  22. so, for some reasons whenever I try to add a new component to the PalmTree, it doesn't seem to add globally to all the trees just to new spawned ones It just simply sits in the PostInit function. I'd be glad if someone helped with this and also another problem I had is I can't seem to change the Verb of the component, I'd prefer to add my own one, but I tried with a lot of the default ones, nothing seemed to work this also just sits in the function, it's beeing added to the palmtree_tall prefab
  23. a short while ago I had to soft reset my pc and with that the original file of the mod i've been working on went with it. However I uploaded it to the steam workshop and now I want to re design some of the sprites. unfortunately I cant find any way to access my character's sprites. i've tried downloading it from the steam workshop opening it's file destination and looking for it but, in it's place is instead, a file named "Build.XML". I tried even opening it and no dice. can anyone help me figure out where the sprites are located without having the original file?
  24. So, I've been working on a mod with a friend. I'm building him a character, and this character uses a yoyo as a weapon. Yeup. Anyway. The item works. It does what I want. It's great. Apart from the fact it's totally invisible, but only when on the ground and in hand. Just saying, the yoyo uses textures from another mod that closely resembles a whip, and I'm using the whip build and anim for this. I've already looked around on the forums for help on this, but I'm just not getting it and I'm a bit of a newbie to this, so uhh... I guess that I should've expected to run into problems when I started. And yeah, I used Build Renamer to rename the build files. I renamed the stuff in the .anim files and the .xml files too. It's probably just some noob mistake, but after 5 straight hours (minus a break to get a drink), I'm getting pretty desperate. I've attached the related files but removed thing that (probably) aren't related apart from modmain. Thanks in advance, person who is reading. P.S. I'm scared of putting things in the wrong place. If this post is in the wrong place (I've done it before), please tell me where it goes for future reference. Edit: If there's anything else needed, tell me and I'll upload it too. Thanks! Character.zip
  25. hOLY MY GOD This mod has been killing me inside. I genuinely dont know how to fix it. I get crap like this, but only on the front view and when i try to fix it- tHIS Please, for my sanity, please tell me how to fix this. there are two other people who want one of these from me and oh my god i just want this done i have remade this five times save me AAAAAAAAAAAAAAAA - Copy.zip