• Announcements

    • JoeW

      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      UPDATE: 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:   
    • JanH

      Rhymes with Play - Creature Design Finalization LIVE!   04/26/2018

      Join the Oxygen Not Included team as we finalize new creature designs for the upcoming Ranching Upgrade Mark II. Catch us live on the Klei Twitch channel (April 26th) and watch our design process first-hand as we go from temp art to the final creature art that you'll see in the game. Don't forget to click the follow button on the Klei Twitch channel to get alerted whenever we go live. As always, the Rhymes with Play Dev Streams are live Thursdays at 3:30 PM PST (10:30 PM UTC) Where is it?
      https://www.twitch.tv/kleientertainment Use our handy widget below to see when the stream goes live in your area: Check out the stream announce thread for discussions!

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Found 3 results

  1. Now that I've made an official release for the custom character I've been working on, I want to tackle that last perk I have planned out. Since the character loses hunger twice as fast as normal characters, the advantage I had in mind to balance this would be adding bonuses to cooked foods and crock pot meals such as assigning more health, sanity, hunger or timed bonuses like defense, action speed or damage dealing. An example would be taking monster lasagna's health penalty of -20 and changing it to 0 upon being eaten by said character. I thought looking into wx78's code for gear eating would of helped but the coding seems tied more to foodtypes rather actual food names. I tried out some strings for testing but sadly there weren't any changes made: local function oneat(inst, food) if food == "pumpkin" then inst.components.edible.healthvalue = 5 inst.components.edible.hungervalue = 5 inst.components.edible.sanityvalue = 5 end end Can anyone help me on this?
  2. Bug Submission Please choose a category [Graphics] Platform Steam Version Number - Issue title Graphic goes haywire Steps to reproduce open steam play game graphic goes haywire plus bad resolution Describe your issue I have now encounter this problem i am unable to play this game for 3 weeks now since the black screen now that have been fixed i now encounter this problem. when i change the resolution the resolution to 1366x768 the buttons are out of place and this didn't happen before here is the what the ingame looks like with the graphic all messed up
  3. Firstly, hi to the Don't Starve community and devs! I'm a newbie but brimming with creative ideas (mostly thought up whilst in the shower, perhaps disturbingly) so wanted to share this and hopefully get a good response 1) Hardware cursor I noticed while playing that there was one thing a little out of place, the cursor. Now this seems trivial but it would be really cool to have a cursor which fits the rest of the game style a lot better. Something simple would suffice, but a context-sensitive cursor would be even better - by that I mean one which changes depending on whether you're hovering over an aggressive enemy (attack cursor) or something you can gather (gathering cursor) etc. etc. you get the point! 2) Hat abilities! Considering how the game is supposed to be about a mad scientist being thrown into a wilderness survival environment, I was actually surprised to find that there weren't really that many "crazy inventions" or gadgets to be able to build later on in the game. Perks as the player progresses for example, by that I mean things like minor speed boots or gathering speed increase etc. and I ended up thinking that it would be a great place to do this on the hats, as some of them already do provide a perk of some kind (i.e. protection from the Football hat). My ideas are as follows: Straw hat - Considering this is made from gathering cut grass and is available early on in the game, this hat could provide a perk when worn such as a slight increase in gathering speed for grass/twigs/berries. Not a lot, but enough to be noticeable and allow you to bring back just that bit extra when you go on a days' foraging trip. Beefalo hat - This hat could allow you to get double the amount of manure from each manure pile, therefore cutting down your time needed to gather fertiliser. Another fun side effect could be that it makes your beard grow a little faster (due to all the hair gone into making it!) which would allow those playing the main char to create a Meat Effigy a day or two faster than normal if wearing this hat all the time. Feather hat - As you have to trap a lot of birds for this to get their feathers, I though it would be pretty cool to have this hat provide you a VERY minor movement speed increase. BUT, allow that speed increase to mean you can run up to and kill birds before they fly off - therefore negating the need to continue trapping them to get further feathers once you get to a stage of making this hat. This would remove some grindyness when getting future feathers once you've performed this the first time in each game. As you can see these hat perks give a number of very miniscule advantages. There are others of course but I can't think of any decent ideas for those right now but they would be along similar lines, such as the mining helmet not only lights your way but provides more stone and a higher chance of gold from each rock. Perhaps the cost of each hat would need to be increased along with this, but that would be acceptable. Working hard for good rewards makes a fun game The great thing about this is, you can only wear ONE hat at a time! So, there is a very distinct player choice as to which hat to use and when. E.g. do I take my straw hat to go foraging for the day, but should I also take another hat or two decreasing my inventory space just in case I meet some enemies or find a quarry on the way? I think the hats have a huge potential for some tiny perks and more could be added in future very easily to add further player choice into the game. The general premise should be, you work hard to get these hats in the first instance, but then once you have it, it makes your life a little bit easier in whatever field it is related. Cheers guys, hope to see some valuable feedback on these ideas Van.