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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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Found 40 results

  1. Is beatiful how we choose our skins now, everything all right except when i built the closet and i had to search one for one to put my clothes. soon? maybe? it looks outdated
  2. 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) The moon-postern properly gives a health penalty for reviving when in endless mode(the only time you can portal revive) SKIN PRESETS, you can now save up to 10 skin presets per character! that's all the changes for this update, expect these with every update that klei pushes! for a more tecnical overview of this update checkout Game Update 288704, The Modders Change-log Previous update: Game Update 288118, The Players Change-log!
  3. 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) a new tag "multiplayer_portal" is on the florid-postern, all checks for a prefab being the florid postern should be prefab:HasTag("multiplayer_portal") a new constant "NUM_SKIN_PRESET_SLOTS" with a value of 10 has been added, presumably it wouldnt be much work to increase the amount of skin presets you can save. that's all the changes for this update, expect these with every update that klei pushes! for a more gameplay related overview of this update checkout Game Update 288704, The Players Change-log! Previous update: Game Update 288118, The Modders Change-log!
  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) The Moon Rock Idol now properly turn's on if its built next to the portal! Players keep their pets, crafting, daycount, and map data upon changing characters via the moon-postern fixed tech hints for certain recipes. fixed a bug with maxwell, that might prevent his shadow minions from getting killed when maxwell dies additionally, maxwells shadow minions are despawned when he is for changing characters. wx78 drops the same amount of gears he would on death, when he changes via the moon-postern. that's all the changes for this update, expect these with every update that klei pushes! for a more tecnical overview of this update checkout Game Update 288118, The Modders Change-log! Next update: Game Update 288704, The Player's Change-log!
  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) minisigns are working properly with custom atlas'es now! they check if the item has a atlas and use that now, they still fallback to the default atlas if that doesnt exist. a new event is pushed when the player changes characters via the moon-postern "ms_playerreroll" when the player despawns via the moon postern the function player:SaveForReroll() is called if it exists, it has no arguements(except the player) and returns a table containing the save data. when the player respawns after picking a character, player:LoadForReroll(savedata) is called, with savedata being the table that was created with player:SaveForReroll() a new event "ms_newplayerspawned" is pushed for a player, after the first time spawning(to note: as far as I can tell this gets also called when respawning from the moon-postern.) that's all the changes for this update, expect these with every update that klei pushes! for a more gameplay related overview of this update checkout Game Update 288118, The Players Change-log! Next update: Game Update 288704, The Modders Change-log!
  6. So Klei as u can see the forums are full of new stuff ideas and everyone is waiting.If u want this game to live as we all want u need an update anocument (event or base game stuff).It can be literaly a picture that says new update/event comming soon/later this year and that will be enoufgh we just need some hype it doesent need to be a instant update.Tnx
  7. Right all it's almost that time again, place your bets on what the next update will be! Our dupes now have feelings! Maybe their feelings will have feelings next! I kid, but I am sure there will be something to come that will "BLOW" our minds, hopefully we will see some chemistry getting added or a new biome with new fun filled materials such as the Lime everyone seems to want badly, radioactivity for those third arms our supply dupe could make use of, new diseases....because right now *Cough* i feel fine, its almost *Cough* like there is no diseases. Personally I would love to see a new biome, and with it an introduction to 2 or 3 new types of diseases, a new critter and plant to go with the biome, possibly a new gas such as Helium, and or liquid.
  8. I've always been on and off with DST for years now but in 2018 I gave it my all and got really hooked especially during the Gorge. But while I played normal survival a certain feeling of longing always quivered in the back of my head while playing my favorite character in Don't Starve, Woodie. When I first made the switch from single to multiplayer it was quite funny like "Oh beaverness goes low to high not full to empty." and that pesky -90 SANITY/MIN sure is a fastball drastically differing play style. However Klei compensates by granting sanity regen for every tree you plant which becomes this terrifying race as you swap from out running shadow creatures and stopping to plant trees without any armor. But hey now his beard insulates... to a point that makes no difference big enough to warrant the use of not using proper seasonal clothing. Finally to end on a high note he can befriend followers for a longer rate which is noticeable compared to his fellow teammates and pairs well with the immersion of camaraderie and being TOGETHER. Even though I enjoy this refreshing asymmetry amongst the characters between games this has brought a huge nerf upon Woodie and hindered his output as a team harvester/collector. Insult to Injury was definitely blown with Wickerbottom and Maxwell stomping in productivity and retaining play style from their single-player counter parts. This has caused Woodie players to be outcast and mistreated in play when we were just dealt a bad hand. This clear disadvantage has polarized parts of the community and made woodie a inferior pick to some peoples' eyes and made the jump from Don't Starve to Don't Starve Together a little less accessible. Here's a suggestion make DST Woodie as similiar to DS Woodie. We can take the first step towards congruency by removing perks that pinholed his play style, lowering his viability. Tacking on the insanity aura to beaver form is like pouring vinegar into a wound. Beaver form already had inherent drawbacks that prevented staying in one form. The Beaver could not use inventory, lost the ability to use structures, and dropped all equipped items. By taking away this aura you take out two birds with one stone because that also takes away the need to rapidly recover sanity after exiting beaver form by planting trees. This vulnerable transition leaves you unequipped, and already under attack which was only a worst case scenario in DS but if you want to compete with another collector in the current version you have to use as much time in beaver form as you can. Another perk that can go away is his beard insulation. Not only is this stat too small to protect you from the elements but his cursed form accomplishes the goal of increased insulation from the elements, the only problem is that you can't stay in the form safely for nearly as long as in DS. The next analysis is to look at the two variants of beaverness. In DST beaverness is visible at all times. It drains from 100 to 25 (not 0 as would be expected) and then in beaver form you have to constantly be striving towards transforming back or risk reaching 0 beaverness and feel equivalent effects of starving to death. In DS Beaverness was only seen as a beaver and substituted everything else helping lock in the feeling of controlling a savage and primordial beast. No care for health, sanity, or hunger you were a beaver living off the land chopping, mining, and digging with no need for durability. Both versions are very easy to slip into the beast which ties very well with stories tending to carry a message that it is very easy for man to turn guttural and corrupted. Although the DS version resonates with the same theme that a resisting those urges and coming back to your senses takes time or having the wind knocked out of you like when the Hulk was beaten to a pulp by Thanos so badly he turned back to Bruce Banner. Turning back into a human should not be a instant transition it should be culture shock think when tom hanks returned in Cast Away. A fitting addition to losing up to 2/3 in all stats is that woodie should return asleep and have an extended groggy period. This vulnerability is much more fitting to a monster slowly being destroyed by everything mother nature has at her disposal compared to the feeling of a man coming back just the way he was but maybe a bit more loony running away from creature of his own mind. Final conclusion. Take away beard insulation (pro), tree planting sanity restoration (pro), the meter that shows how close you are to transforming (pro) and the insanity aura during WereBeaver (con) in exchange for a more immersive Beaver that can be sustained longer, collect way more resources (pro) by reverting to the DS Woodie but transforming causes grogginess instead of a timeskip and compete with other collectors without nerfing. All at the new expense of turning back the old way of losing up to 2/3 of all stats.
  9. Here are my ideas for the new update, hopefully, you like them: Overseeing Machine: Features a map of the whole base, allowing you to see the base, by clicking on the place twice where you want to move the camera will do it, for red alerts you would need this thing too, and you could also click on a duplicant list to get more options about them, and switch into "individual duplicant mode" which will make you see things from the duplicants point of view, and allow you get infinite control over them, you could walk, and perform jobs and things with them, and this could make overall management much easier, but it definitely needs a better name Resources and requirements: 500 Raw Metal Effects: +1 Decor for one tile radius Electricity ---------------------------------------------- Necromancy Table: Could heal dead people if they are put into it, after healed, their skills would go down to the basic value they started from, and they would become narcoleptic, even if they were not one Resources and requirements 400 Raw Metal 20 Abysallite 1 Resolving stone (new material that would be found near the surface) Electricity 4 Fertilizer ------------------------------------------------------------- Manipulator: Would allow us to manipulate the duplicants properties Resources and requirements: 40 Oxylite 40 Abysallite 1 Resolving stone Electricity An shinebug nymph egg ------------------------------- Bookshelf Reading books on the shelf would increase learning skill and the progress at their job, but they cant do this infinitely, you could increase 15 percent on tier 1, 10 percent on tier 2, and only 5 percent on tier 3, it would have a 4 cycle cooldown too after a duplicants learning boost ends Resources: 100 Sandstone ------------------------------ So developers, these where my ideas I hope you liked it, and if so, please add it into the game
  10. 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
  11. 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!
  12. Post your pics of the new update and the history behind them(this thread is based in this other one,made by Symage) and tell the history behind them!.For example,the first thing I did when I returned my test version's file was respawn the guardian.You can imagine the rest: (The picture is inside the spoiler tag just to make sure)
  13. On this thread I will be writing stuff about DS that happened to me and my friends while playing Don't Starve. Enjoy-Seth
  14. 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!
  15. I hope someone can help us clear this up, Soon.
  16. It's hard to get by without honey early-game, but once you get a bunch of hives up after the first winter you can crank out piles of it. So, I've seen a lot of good posts about how honey and honey-made items should either be nerfed stats-wise, or made harder/more dangerous to farm (the nosy bear would be awesome!). My big concern, though, is if there are plans to implement other decent healing items. My biggest gripe with the game after the rain update is how honey and honey items are the only good way to consistently heal yourself. If honey is made more scarce (or less powerful), I would like some alternate healing items and preferably ones that can't be planted and farmed at your camp. Maybe something mushroom or spider-based? The closest thing we have now is blue shrooms, which restore health in exchange for sanity. How about something that restores health in exchange for hunger? There are a lot of times where I'm flush with food but need some health. Maybe a "monster martini" could improve health and sanity, but make you really crave fistfuls of jam? Or how about a wearable silk-based bandage or sling/cast that heals you slowly but makes you move much slower over time? That way you could have a healing/vulnerability trade-off.
  17. Here's what has been seen in the video:Confirmed names:Red MushroomRainometerHoney Poultice UmbrellaDrying Rack (For meat for some reason.)Fire StaffOne Man BandUnconfirmed Names:Mermen (Mutant Pigmen maybe?)Obelisks (The Black Spikes)Tiki Torches (The things that the pigs were by.)Chess PiecesPurple GemMaxwell Bee HiveHound SkeletonIf you find anything else tell me and I'll add it here. If you know what Honey Poltice is tell me. If the unconfirmed names have names tell me.
  18. I think it's a baby koolafant
  19. 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?)"
  20. 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
  21. 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)
  22. 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.
  23. 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