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Oxygen Not Included

Found 3 results

  1. So this issue I am having is my own mod. I have submitted my mod to the workshop called "Server Announcement". It is currently usable whenever I create a game as a host. But here is where the problem starts. When I set up a dedicated server, the server does not activate or recognise my mod. It shows the server has "No Mods". I already did copied all the workshop mod folder from Dont Starve Together to Dont Starve Together Dedicated Server > mod folder. I have also copied the cluster_1 'modoverrides.lua' file from the game I created earlier with no issue and paste it in both my Master and Caves folder. But whenever I login to the game and Search my server on LAN, my server shows that there are no mods activated. (The mod logo is not lit). Am I doing something wrong? I logged in into my own dedicated server, and the game has no bug or error. Just a normal game without mod.
  2. I am going to host a world, not a dedicated server. I know: Server onlyall_clients_require_mod = falseclient_only_mod = falseClient onlyall_clients_require_mod = falseclient_only_mod = trueServer/Clientall_clients_require_mod = trueclient_only_mod = falseNow, what happens with modmain in the first two cases? Because if I am a host, then being server only makes me load the mod, but because I am also a player, the client only makes me load the mod. However, despite executing the same mod, I can run into problems. My example is example.zip, from: http://forums.kleientertainment.com/topic/53992-how-to-create-a-melee-capable-staff/ If I have client only, then I crash because the component action isn't properly linked. If I have server only, then it works.
  3. Working on adapting a pre-existing crock-pot/food mod of mine to work on DST. Together Version here: ( mod http://forums.kleientertainment.com/files/file/1068-waiter-101-together/ ) But I have trouble playtesting it since it seems to work for me fine by myself (as host). Other players report that when they host a game with the mod, it crashes if a client player attempts to make a food item. Is there a way to playtest a mod as both the host and a client?
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