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Found 35 results

  1. Return of Them - Eye of the Storm is finally out on console. Does this mean we finally get the puzzle? Discuss. And if anyone finds anything- let us know.
  2. G'day, I host dedicated servers in order to play with my friends and have a nice average ping, but, after the new update, the server will only start mods which are in the old mods file and doesn't enable mods from the new mods file. The mods are all enabled when the server is not dedicated, but when I host it as a dedicated server, it will only enable mods that already were in the old mod file! Does someone know how to fix that? Do I have to reinstall the game? I already used the option to clean all the mods and it still didn't work.
  3. It's been ages and I'm trying to update an old mod of mine, Winifred the Witch, up on the steam workshop, and things are going pretty smoothly up until I try to get Winnie's name to appear on the selection screen. Now, I've seen this issue around, and apparently it was a compiler error, and the fix is to add your images, compile them, and then edit the XML documents to reflect the correct compiling script. Which I did. I've tried every feasible combination of edits. I've provided my own pngs for the grey and gold names. I've changed either and both of the element name tags in the XML documents for her name. I even made sure that the png is scaled to a power of 2, at 1024x512. Nothing is working. The game works fine, and nothing crashes, but hovering over the selection icon for my mod character has no result on the name. It will just linger on whatever the last canon character you hovered over was. I've seen threads around that detailed how the fix this, but they all seem out of date, since Klei keeps updating this game and all the threads I looked at were from early 2019 at the LATEST had an entirely different selection screen all together. I'm not sure what I'm doing wrong. I mean. By all accounts, according to the tutorials I found, it SHOULD be working, but it just isn't. Anyone know what I'm doing wrong?
  4. this is a full list of changes, including stuff klei might have glossed over in their patch notes! (note: this is only code changes, it would be far to taxing at-least at this moment to go over image and animation changes) Component Changes: The builder component now does a check for the tag "hungrybuilder" and removes 5 hunger if that was the first fast craft in the last minute. The burnable component has a new property called ignorefuel, when burnable.ignorefuel is set to true, the fueled component doesn't start/stop consuming fuel when set on fire/extinguished. The combat component no longer checks the fueltype of fueled entities when determining if they are burnable. The combat component also no longer loses its target when it wakes of from sleep(the game state, not sleeping from like a panflute) The deployhelper component now has a function called AddRecipeFilter(recipename), which makes the deployhelper only activate when the recipes added via AddRecipeFilter are being placed. The herd component has a new property called nomerging, when herd.nomerging is true, herds can no longer merge with other nearby herds(duh) The lootdropper component also uses the burnable.ignorefuel property to determine if it should drop its loot. The pickable component got a off by on bug fixed regarding protected_cycles giving one more protected cycle than it should. (thanks Scott) The placer component now uses WallUpdate(60 tps) instead of Update(30 tps) this has been handled in such a way that mods are unaffected. A new component circuitnode which is used to connect entities to other entities within a certain radius. A new component updatelooper, because klei got fed up with DoPeriodicTask being imprecise. Prefab Changes: The bugnet's build got changed from "bugnet" to "swap_bugnet" structure_collapse_fx got a new material type called "none", thats silent. The trunkvest_summer got the waterproofer component added to it. winona now has the tag "hungrybuilder" the following are new prefabs, which due to the nature of content wont be covered: winona_battery_high winona_battery_low winona_battery_sparks winona_catapult winona_catapult_projectile winona_spotlight Misc Changes: Priority has been changed for oval/shield portrait loading, see characterutil.lua@12 The engineering tab was added for winona FUELTYPE.MAGIC was clarified to be a "V2C: use this one if u don't want there to be any associated fuel" WAY WAY WAY to many changes to the skin system for me to even try to understand, let alone explain here, all that you should know is that if you used any "skin function" it more than likely got changed. This is all the files that got changed in reference to skins: that's all the changes for this update, expect these with every update that klei pushes! for a more game-play related overview of this update checkout Game Update 315751, The Players Change-log! Previous update: Game Update 304366, The Modders Change-log! As always, if I got anything wrong, or missed something, let me know and I can take another look at the code.
  5. this is a full list of changes, including stuff klei might have glossed over in their patch notes! (note: this is only code changes, it would be far to taxing at-least at this moment to go over image and animation changes) Behavior Changes: ChattyNode has two new args delay and rand_delay the args are now ChattyNode(inst, chatlines, child, delay, rand_delay) if left undefined they default to 10. StalkerChaseAndAttack is depreciated, now calls under the hood ChaseAndAttackAndAvoid with a avoid_dist of 6. ChaseAndAttackAndAvoid is a new behavior, which is really just what StalkerChaseAndAttack with a configurable avoid_dist, ctor is ChaseAndAttackAndAvoid(inst, findavoidanceobjectfn, avoid_dist, max_chase_time, give_up_dist, max_attacks, findnewtargetfn, walk) LeashAndAvoid which is Leash but with the same avoid code as ChaseAndAttackAndAvoid, ctor is LeashAndAvoid(inst, findavoidanceobjectfn, avoid_dist, homelocation, max_dist, inner_return_dist, running) PanicAndAvoid which is Panic but with the same avoid code as ChaseAndAttackAndAvoid, ctor is PanicAndAvoid(inst, findavoidanceobjectfn, avoid_dist) Component Changes: weapons with the tag "propweapon" can be used to attack players even with pvp off, but cant do any damage. followers can target players during minigames. follower.keepleaderduringminigame being true prevents you from dropping that follower when entering a minigame. Prefab Changes: any prefab that can be a follower has this check now if giver.components.minigame_participator == nil then --[[add as a follower]] end mermhouse's anims got split from the pig_house.zip and now are in merm_house.zip, the bank build and anim names are all different now. nightmarerock now has a stategraph. Misc Changes: Support for stackable skinned items was added, anywhere where stacking code was added the check from: item.prefab == other_item.prefab to item.prefab == other_item.prefab and item.skinname == other_item.skinname The following files got this change: actions.lua, componentactions.lua, components/container.lua, components/inventory.lua, components/selfstacker.lua, components/stackable.lua, prefabs/container_classified.lua, prefabs/inventory_clasified.lua, widgets/inventorybar.lua, widgets/invslot.lua, and widgets/itemtile.lua Added Launch2 and LaunchAndClearArea check them out at scripts/physics.lua im not gonna try and explain the differences here. Added some physics things in standardcomponents.lua that were "taken from lavaarena" New Stuff: 4 new components: minigame, minigame_spectator, minigame_participator, and squadmember. 5 new prefab files: pig_token, pigelite, pigshrine, propsign, and yotp_food. that's all the changes for this update, expect these with every update that klei pushes! for a more game-play related overview of this update checkout Game Update 304366, The Players Change-log! Previous update: Game Update 291341, The Modders Change-log! As always, if I got anything wrong, or missed something, let me know and I can take another look at the code.
  6. Let's say I wanted to update one of my mods how do I do that exactly? When I go to the mod uploader it says edit and when I do try to edit them it just say "mod cannot have the same modinfo"
  7. So Im editing my character face but the change doesn't get updated even though my steam auto compiles everything.
  8. First off, I get that change is good and the werebeaver, in technical terms, is pretty over powered. But I simply wished to speak of all the new things and changes in case any were unaware. So I begin. Okay so I've been playing around with Woodie for a little while. Testing things here and there, and playing around with functions to see how things worked. Normal nerdy stuff. Anyways, testing out the new werebeaver mechanics I noticed something. Or would it be a lack of something? I'm unsure how you would word that...But, I digress. The beaver seems to be acting like Woodie with night vision and a hunger for only wood.(and possibly if he was wearing rabbit muffs but that's beside the point) Now I am unsure if this was intentional or if it's still being worked out. Damage is still taken the same. Unlike before when you could take a hit and about 80% would be taken. You can still freeze your tushy off or overheat. Weather WILL affect you. So I am asking, is this intentional change, or something being worked on? I am highly curious, because with the sanity draining that fast I know you'd go crazy before you freeze but the beaver is now technically affected by weather. If damage is being reworked I'd almost suggest maybe doing what was done before. Have the log meter tank most of the damage and whatever's left can be applied to health. The only thing he has going for him right now is his night vision, speed boost, and needing to only eat wood. Sanity drain is going to be a doozy as the tick is -1or-2/sec Good thing the tree planting sanity boost was added or you'd most likely be a goner. It's a +5/plant so it's semi decent. Honestly I'd suggest getting as much sanity boost as you can early game and shoving it all in a backpack, avoiding battle on the first moon. Actually the full moon brings up a point. Be Careful! Your log meter will initially go down to 25(the change point) And immediately begin draining at about -1or-2/sec If you have a forest nearby you can turn back pretty quickly and actually wander about the rest of the full moon uninhibited. Odd, but useful.(And I suggest doing that fast if you want to fight anything because fighting is not your strong suit) And no, you need not eat all of the wood. Some, if you wish to speed up the process, but it's not needed now. Similar to how chopping wood drains the log meter, gnawing wood raises it(by about 1 or 2 each hit)...Which I suppose in technical terms makes sense but game play wise, it's tad confusing. You're being taught one thing at the start, so you expect it to play through. But, it's not a horribly big deal. And remember where I said fighting is not your strong suit. Take that to mind before doing anything beavery. You cannot wear any sort of armor, at all. (Nor clothing, aside from a backpack)You have no natural defense so any damage a mob does normally is immediately getting kicked from your health bar. (Giants will wreck you, bud)You can, and will, die...a lot. (Unless you are able to turn back quickly)Your damage is a low 27. (You are metaphorically, and literally, attacking things with an axe, without armor) NOT RECOMMENDED! -Rhodey
  9. Hello everybody, just a quick heads up on some of the changes that recently went in with the modding tools: Mod Uploader: - Fixed a crash when uploading to the workshop: files and directories with names starting with a "." should not be uploaded. - Added an "Upload Redundant Files" option. After being compiled certain files don't need to be uploaded. The redundant file formats are: "png", "jpg", "jpeg", "gif", "bmp", "fla", "scml", "mp3", "wav", make sure this option is checked if you still want to upload these files. Autocompiler: - Whenever a mod failed to compile the autocompiler would stop working and not go through the remaining mods on the list. That has been fixed and the change should be included in the GitHub repository in the next few days. If anyone has any questions or concerns, just let me know.
  10. For the last couple of days the Klei Updater doesn't updates the game properly and gives me an error: (I am using Mac OS 10.6.8) ABORTED File "<string>", line 1242, in <module> File "/Volumes/Workspace/Jenkins-MrBuildDS/workspace/DontStarve_Release_OSX_StandAlone_MakeDMGPackage/source/tools/Updater/build/updater.osx/out00-PYZ.pyz/wx._core", line 8660, in MainLoop File "/Volumes/Workspace/Jenkins-MrBuildDS/workspace/DontStarve_Release_OSX_StandAlone_MakeDMGPackage/source/tools/Updater/build/updater.osx/out00-PYZ.pyz/wx._core", line 7952, in MainLoop File "<string>", line 639, in OnUpdateComplete File "<string>", line 788, in ShowError HTTPConnectionPool(host='cds.e7w6c5n3.hwcdn.net', port=80): Max retries exceeded with url: /e7w6c5n3/cds/osx/data/anim/lightning.zip/c35162bf915487b7bc89477254253814?expires=1380021513.0&token=40ea601607180936f7f7eed0691728ef (Caused by <class 'socket.error'>: [Errno 54] Connection reset by peer) Finished!
  11. On this thread I will be writing stuff about DS that happened to me and my friends while playing Don't Starve. Enjoy-Seth
  12. Hello everybody! I'm going to be starting a new world with the updated client, attempting to survive in the caves for as long as possible. I'll be playing until I master this new and dangerous environment as my favorite character, Wickerbottom. Come stop by and say hello! Any advice or commentary on my progress would be most welcome, you could even join me on skype if you want to really join me for the ride.http://www.twitch.tv/wickedtribetvHere's the link for my twitch page, so check it out - I'll be starting the stream soon!
  13. I hope someone can help us clear this up, Soon.
  14. Copied from my reply in a general chat thread:"I have been toying with the idea in my head of a shrine system and how it could work. I initially considered shrines as something you would find generated into your world, a landmark so to speak, at which you could make sacrifices of meat or gold (as basic examples) with varying effects. Sacrificing meat to a dark shrine could increase difficulty on an unseen scale... hound attacks could become more frequent, or in larger packs, sanity could drain at a faster rate... and adversely gifting gold to a light shrine would move this unseen scale in the opposite direction... hound attacks could become less frequent, sanity drain decreased etc. Both these functions could even be handled with one shrine, dependent merely on what is inserted into it. This "sacrifice" or "gift to the gods" system could allow you to dynamically change your experience, even affecting the appearance of the character. (Wilson sporting a halo or growing little devil horns anyone?)"
  15. Hello Ladies and Gentlemen, I am SirHughzus and on the 14th of February an update for Don't Starve was released entitled "Insanity" and along with was new additions to the game and also a new mode, "Adventure mode". I, SirHughzus, attempt to survive the harshness of the world and try to find out what is the difference between Adventure and sandbox but accidentally making sexual innuendos and trying to burn forests. The wackiness has just begun. I hope you enjoy the video and if you really enjoy it don't forget to subscribe so you never miss one! Thanks for your time to read this and if you are still interested, here is the link; (P.S; in the first episode my voice is a bit quiet so when the others are released feel free just to skip to them) Link; http://www.youtube.com/watch?v=dlohYt624Uo Regards SirHughzus
  16. Hello Ladies and Gentlemen, I am SirHughzus! I want to show you my latest video on the game "Don't Starve", this is where I attempt to survive but encounter some wacky things like as the title states; Treeguards, Beefalos, HORRORS! I roam islands trying to find a perfect place to survive the weird world of Don't Starve! This is an ongoing series and I am aim to show you the best I can on Don't Starve and also this video includes the update "Insanity" which includes, new monsters, new characters and also a new HUD addition! I hope you enjoy it as much as I did recording it! Youtube video; http://www.youtube.com/watch?v=K99f6m5iriU Regards SirHughzus (Kieran)
  17. Alright, so, in the Insanity trailer thread, Kev mentioned how he "forgot to showcase the lamp that runs on nightmare fuel". After everyone pestered him about it, he mentioned other things he "forgot" to show in the trailer- namey, Beardlings, the dark eyes, and Mr. Skits. Everyone thought he was messing with us.Well, we've found beardlings (They're what becomes of rabbits when you're at full insanity), and the "dark eyes" presumably refer to the very bright, pupil-less eyes that appear near your campfire at 75 sanity or less.So, here's my point- where's Mr. Skits? And what the hell do I look for? Is he a new NPC, akin to Maxwell, or he is an interactive beast, like Otto von Chesterfield?A response from Kevin himself would be appreciated, of course.
  18. Has insanity came out yet for steam? :L Sorry if this is stupid but I'm waiting on the edge of my seat and trying to be patient, and I'm just wondering whether its fine or something is wrong?Never mind this is a very old thread
  19. Hey everyone, As you can see, I'm new here. My boyfriend gifted me Don't Starve on Steam and thus far, I'm loving the game! However, I've noticed that ever since the last update, the one with the shovel and tufts, I can no longer effectively plant berry bushes anymore. It's quite a pity, as I had just found the ideal spot for my camp. Is this a bug or am I supposed to dig up a certain kind of piece of land and plant it near my camp, to be able to plant bushes on that piece of land? Judging from the difficulty of the game, it could also be just another thing to make the game even harder...If that were true, I don't really see a point in playing the game anymore as I've been trying to create a decent small farm over and over again... Some help would be greatly appreciated! Kind regards, Oddberry126
  20. so i was thinking and messing around with turf and made a lil face try and top it or make something outstanding (thread for artish things but in discuss to discuss arts '-') im calling this beefalo friend http://img84.imageshack.us/img84/7601/lolsyq.png
  21. So, I was very excited to play the new update! Even though it's only been live for a little while for me, here on the East Coast of the US, I wanted to share some things that I've found out: The Cages: Once you put in a bird (crow or cardinal) you can "harvest" them later -- so it's basically like saving a meal for later! The Map: Oh I was SO happy to see an update to the map! Biomes and roads are now easily discernible from each other! There's also a nice outline around your character's head so that you can tell where they are at a quick glance -- this feature has got to be one of the best things included in this recent update (at least it is to me!) Traps: Obviously, they catch live birds and live rabbits now, I have yet to test whether or not the cages will also hold rabbits for "later use" or as pets. Tallbird Eggs: Soooooo. Hatching yourself some smallbirds is going to be a bit of trial-and-error if you're anything like me. I went and managed to snag myself two eggs for testing. I placed the first egg down by the fire. When it started to get cracks on it, I picked it up and went to examine it in my inventory (it doesn't seem to have any RMB text to it). So, one RMB click and Wilson starts chomping on this semi-hatched egg! "Mmm. Beakey" So, second egg gets put by the fire, but by this point it's dark. The egg sits by the fire all night -- I attempted to pick it up and place it somewhere else after it had started to hatch, but the egg would turn white and start to shiver, so back by the fire it went! When the sun came up, the egg started to turn red and to sweat. I wasn't sure if I was supposed to move the egg or not, so I picked it up to examine it -- but I didn't try using my RMB this time! But rather than trying to set it down somewhere else, I put it back by the fire..... well, that's not the right thing to do either, apparently! I'm off to get another egg to do some more testing! I feel like there were also some changes done to movement and the way the camera works as everything feels and seems a little more smooth-moving to me. My friend confirmed this by stating that she also felt that there was an update in the movement of the characters. Overall it just seems that the animation runs a bit more smoothly. Bee Boxes: I was having an issue before the update where my bee box would no longer let bees out of the box -- probably because Hounds or my nearby traps had killed them all. But the apiary was still producing honey (albeit at a very slow pace). With the update came new bees to my apiary, and an increase in honey production! At least there was a noticeable difference to me with my singular apiary. I was just happy that the bees came back! Other important things of note: the Pause button next to the map button. Functions the same as if you hit the esc. key. Pulls up the menu and pauses the game. I assume that pulling up the map also still acts as an effective pause for the game as well. Upon pulling up the menu there is the new "save & quit" feature! I was very excited to try this out, as the ability to save and quit at any point in the day is a big deal. I did, however, notice that there was a thread stating that someone had found a bug where using the save & quit feature removed all their xp and research points. However, as I think the only way to see your XP budget at present is to die (I don't know if you can see it when using a tent to change characters), so I have no way of double-checking that. However after using the Save & Quit feature a couple of times I can safely say that my research points are still hanging around. I'm using the steam build, so I cannot vouch for those using the Chrome version of the game. So that's what I've found out so far -- some of these things could be wrong, but this is just my experience so far. I, thankfully, have not gotten assaulted by the thief who breaks chests and the like (who is that guy, Krampus?).