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

      We are now ready to accept claims for PS4 Megapack replacements.  Once again, our deepest appologies for this entire situation. We understand that your purchase of the Megapack was a show of support by our fans, many of which already owned the game. Please know that we have done our best to push as hard as we can for a quick and fair resolution to this issue. This has taken WAY too long to be resolved but we have done everything in our power to make sure our fans get what they purchased.   We are going to use the voucher codes we have been using to provide the digital version to claim the physical replacement discs. For North America, we are handling these requests directly through our own store with help from our friends at IndieBox. Claims will be handled at no cost to you. For claims outside of North America, 505 will be taking your information and processing your claims.  Those who purchased the Megapack after 4/26/2018 should have been given a voucher at the time of purchase on your receipt.  Those who purchased before 4/26/2018 or did not get a code otherwise can contact us for a voucher code that will entitle them to the digital megapack and can be used to claim the physical replacement discs. We have been handing those out for a while now, but if you are in this category and have not requested a code, you can do so here: http://support.kleientertainment.com/customer/en/portal/articles/2935839-physical-mega-pack-disc-support-information Once you have a voucher code:
      For purchasers in Europe (SIEE). To make a claim you will need to make file a claim through 505 here: https://docs.google.com/forms/d/e/1FAIpQLSckru65CWkXH5RZ_3j2f5_h1djNiAyrl8R0PCvdKPmGwItyvA/viewform For purchasers in North America (SIEA). To make a claim you will use our support site and use the voucher code to claim a replacement here: http://support.kleientertainment.com/customer/portal/articles/2952265-ps4-faulty-disc-claim If you have any questions or concerns, please let us know here on this thread or contact us at livesupport@kleientertainment.com Thank you.   

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Oxygen Not Included

Found 4 results

  1. Alrighty, one of my character mods adds two new weapons, Cruel, and The End, now, both have crafting recipes, But one Doesn't Craft the item it is supposed to craft, I cant seem to figure out why... I have its pefab and it does have its own images and everything... just doesn't craft... This is the Code for the crafting recipe local theend = GLOBAL.Recipe("theend",{ Ingredient("cruel", 1), Ingredient("dragon_scales", 8), Ingredient("opalpreciousgem", 8), Ingredient("nightmarefuel", 40) }, RECIPETABS.ANCIENT, TECH.ANCIENT_TWO,nil, nil, nil, nil, "keeper") theend.atlas = "images/inventoryimages/theend.xml" theend.zip theend.zip theend.lua
  2. I'm quite sure I had SB on the heavy wire side in a previous game. This one (at the top) refuse to charge. The one on the right in the normal wire circuit is fine. First I thought it was because you cannot have something directely on a heavy wire bridge, so I move the battery one tile to the left, but no avail. Quit and reload game does not help. Heavy wire is yellow, so there is power from the generator. Can't see the mistake I made.
  3. I'm working on a mod that I would like to add a research lab. This research lab would unlock recipes specific to the mod. It seems that the correct way to do this is to add a unique tech tree to the game. However there seems to be no "clean" way to do this. The code that checks what recipes to unlock uses literals to compare the name of the prototyping machine and decide what can be unlocked. Poor programming aside how can I get around this? Here is what I have found so far: EndoxinAPI This modding api tries to accomplish the tech tree by overriding the poorly written code, but is outdated and crashes. DST seems to have fixed this problem by adding a "AddNewTechType" method for modders to use The other few (literally 3) forum posts I found are from 4-6 years ago and end with a developer saying: "yeah it's an issue we'll fix it in the next update." I'm not convinced this is impossible but I might need to be much better at LUA for it to work. Any help is appreciated, thanks.
  4. I've been scouring google for the past day or two, and have been unable to find a solution to this problem. My characters animations wont compile properly, making the character completely invisible. I rarely get this mod to work, because usually as soon a I get to the character select screen, as soon as I put my cursor over the character, my game crashes. When I do get it to work, the character is totally invisible, with only a shadow, and it does not follow the script I wrote for it. The ghost animations compile just fine, but the actual character won't compile. Checking through the logs, it doesn't look like there was an error. This is my first mod, and I followed the tutorial to a T , but it doesn't seem to want to work. I'll attach both the mod and the logs to this post, and if anyone can figure this out, god bless you. https://drive.google.com/drive/folders/1vunfJKxoeS8FTf3cUzhOeej0A2HN3qkr?usp=sharing client_log.txt