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Found 39 results

  1. With November halfway over & December right around the corner I felt we should be providing our Christmas Wishlist to Klei- I call myself the advocate for all things spooky, BUT I almost equally enjoy Christmas just as much as Halloween, & what better way to get in that Holiday mood then with a Christmas list to the lovely folks who spoil us with content updates like Gifts left under our tree on Christmas? Rules in Spoiler: #1- Walani playable Character in Dont Starve Together, Walani is the last of the Single Player characters not in DST that I really enjoy playing as, I love her design & her surfboard & now that there’s a sailable ocean in DST I would love to see my second most played single player character of the franchise added to DST. #2- An actual Multi-Colored Festive String of Lights, One of the things that signifies Christmas for Me has always been the House/Tree lights people decorate their houses with. They have always been one of my favorite parts of Holiday season & instead of single bulbs that bosses have dropped in past WintersFeast events I would like a strand of decorative lights we can place on trees or use as like how you upgrade Pearls Hermit home on Pig, Merm and Bunny Houses. A string of festive lights exactly like the ones Winona is holding here- #3- Palm Tree’s, I really don’t care Where or HOW they're added to the game (at Oasis so I can chop them down & replant sounds logical enough) but I’d like to be able to decorate my base with many Snow Covered Palm Tree’s, & as a Bonus they can provide Coconut as food source! Just look at how pretty these look covered in Snow.. makes me want to sing how would you like to spend Christmas on Christmas Island.. #4- speaking of singing, the Caroling & Toast Emotes perfectly portray Christmas holiday season, so I think it would be cool if more Carols were added to DST, like a different Blue, Green or Yellow carol book that plays a different carol, if I could pick songs I’d like Silent Night or Rocking around the Christmas tree but played in just the character musical instrument like the existing Starver’s Carol. #5- I actually don’t want to wish for anything here, but I said you can list 5.. so I guess my five would be something that is not considered a Game content wish- I wish that Everyone has a great & joyful holiday season come December & that you all stay happy, healthy & enjoy the holiday with the people you love. Thanks for Reading, please share your Christmas list, remember to follow the rules, list a maximum of 5, please keep it reasonable, Thanks & Happy Holidays to all.
  2. When Maxwell's character update rolls around, I think a very appropriate addition to his perks would be the ability to craft Magic items at +1 tech level. So like Wickerbottom, who can craft Science Machine recipes at any time and Alchemy Engine recipes at a Science Machine, I think it would be fitting that Maxwell be able to craft Prestihatitator recipes by default and Shadow Manipulator recipes at the Prestihatitator. Maxwell has always seemed to me like somewhat of a complement to Wickerbottom, especially with his ability to utilize her books. To me this would further cement that dichotomy as well as giving the somewhat lackluster Maxwell a significant boon without leaving him overpowered. Let me know what you think!
  3. This update adds a third playable story character: Smith! Smith's story takes place on a unique map, with new locations, quests, and characters to interact with. Smith has his own negotiation and combat cards, and uses new exclusive mechanics. Play The First Two Days The first two days of Smith's story are currently playable. There are a lot of alternate quests to play in Smith's story, and you'd have to play through at least six times to see them all. Smith's final story will have 4 days, like Rook. You can unlock Smith by beating Rook's first day. You can unlock Smith's Brawl by reaching the end of his story as it exists now. Run History! We've also added a Run History screen, so you can look back at past victories and losses. New NPCs! Without spoiling too much, here's a teaser of the things that you'll find in Smith's story: As always, there have been a whole slew of general fixes and balance changes. Have fun Smithing about in Pearl-On-Foam, everyone! Our next update will be on Dec 10. The next day of Smith's story is projected to come out in late January. As always, you can get a sneak peek at the upcoming content and follow along with our day-to-day development by opting in to the Experimental build. You'll see the changes that we make as we make them, and be able to give immediate feedback. Complete Patch Notes:
  4. First of all Greetings!, if this is not your first Hallowed Nights event then you may already be aware of how this works, but if this is your FIRST DST Klei event then you may not know how things work: You will notice that in Klei’s threads Here: And Here: That there are some totally cool NEW Limited time Halloween skins that you can obtain simply just by logging into the game or watching a few Twitch Streams. I want to explain that for CONSOLE gamers things work a little differently then for the people playing on PC- PC Players already have and are enjoying this content today, but those of us on consoles have to wait another week or two before we will get this update (complicated console certification process’s, delays and what not.. you’ll get use to it ) ANYWAYS I wanted to tell you that if you are on Consoles DONT PANIC!! You will still totally get the new limited time skins as I showcase here in my own pictures- You can see here that my Inventory shows I own the new skins, However.. Until our version of the game gets the new Content update- your Actual IN-GAME Inventory is going to look more like this: Notice How the Halloween themed Goodies in-between the Green Collared Shirt and Black Buckled Gloves are missing. You can actually go to this link Here: https://accounts.klei.com/account/transactions?rewardlink=forgottenspool And can check for yourself to see if you actually Own the new Halloween limited time log in or Twitch skin drops in your account- just be Aware that they will not be available to you IN-GAME until we get the new game update. Thanks <3
  5. 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?
  6. Hi all ^^ After the quality of life update, most settings are default, pigs, beefalo etc. My game for relaxation was to make wars between all living things yeah It was fun in the world, something always happened, war war pigs spiders merms beefalo red but :P etc. On ps3 I have default sadly, on Pc lots lots, on pocket edition more is ok, ps4 before quality of life took more and it was great now it's crap. My question if I buy don't starve console edition without dlc, won't I have this new quality of life update? and what about ROG? Does each version get this new update, it wants to go back to the settings above the default. I apologize for my poor English and please tell me what to do, what to buy to avoid these restrictions. Thanks and stay safe and healthy
  7. All the new content (I think) it was for the surface: ocean, islands, new items, new mobs, new bosses, Crabby... making travel more interesting, but nothing for the caves. I already know that's the new content is focused on the ocean, but I think that caves maybe need a little update too (lunar cave, crystal lobster, lunar light crystals, geodes, clues about the ancients...). I don't know if I'm the only one who think like that. What do you want to be added to the caves?
  8. 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.
  9. 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.
  10. 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"
  11. So Im editing my character face but the change doesn't get updated even though my steam auto compiles everything.
  12. 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
  13. 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.
  14. 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!
  15. On this thread I will be writing stuff about DS that happened to me and my friends while playing Don't Starve. Enjoy-Seth
  16. 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!
  17. I hope someone can help us clear this up, Soon.
  18. 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?)"
  19. 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
  20. 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)
  21. 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.
  22. 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