Don't Starve Together

Don't Starve Together

Rowing
25 Comments
Quasimodo 14 Dec, 2016 @ 5:12am 
its still fine if you cant do it its not your fault
hime  [author] 13 Dec, 2016 @ 3:22pm 
@Wilsun: Sorry, but I don't have time to write new mods. Even the proper porting of the one's I've written to DST is unlikely to ever get done. I haven't played don't starve in months, actually, requires too much investment. :(
Quasimodo 13 Dec, 2016 @ 10:23am 
can you make a mod based on a ship that we can cross the sea with like in sw but together with other people?
if you can it would be highly apreciated
Ket♥sueki 25 Aug, 2016 @ 1:41pm 
Ah, I read that but I missed the "Locally" part, I'm hosting the server but it's over a broad range which probably explains why it works when I'm alone on the server. Thanks for the quick responses though, have a wonderful day.
hime  [author] 24 Aug, 2016 @ 1:52am 
Dear Ketsueki, please read the mod description. In particular, the second paragraph, "issues."
Ket♥sueki 23 Aug, 2016 @ 8:26pm 
I'm using it in Don't Starve Together and for some reason it works sometimes and doesn't work other times. I tested it last night and it seemed to be working fine as I was turning off all mods and turning 10 of them on per attempt. Maybe it simply doesn't work unless everyone owns the mod?
hime  [author] 23 Aug, 2016 @ 2:41am 
Sorry, Ket?sueki, no clue: I uploaded a major update a while ago, and it works for me (otherwise I wouldn't have uploaded...). Since nobody complained, I must assume it is working for other people. Can you be more specific? What do you mean by "the option simply isn't there"? What version of Don't Starve do you have? Do you have RoG/SW?
Ket♥sueki 23 Aug, 2016 @ 12:36am 
This isn't really working for me anymore, any ideas why? The options simply isn't there.
hime  [author] 5 Mar, 2016 @ 4:59am 
@...Soldier: Thanks for the feedback. The mod is client side only, but some server related issues are still possible. I have not tested it thoroughly, since I'm not playing and get near zero feedback from users. I'll look into it when time allows, subscribe to this thread and you will be notified of improvements.
Meet the Zombie Soldier 4 Mar, 2016 @ 4:12pm 
I am suffering from reduced mod functionality while hosting a game. I can do actions like cook and eat with this mod's effects, but physical rows seem to be disabled.
I have attempted to determine the cause, but am at loss for information aside from the fact that it does not like sharded worlds like caves. does this mean that it's a serverside issue, and if so how exactly is this happening when I am the game host?
Ultroman the Tacoman 8 Feb, 2016 @ 12:57pm 
@hime: Thanks, m8
hime  [author] 8 Feb, 2016 @ 11:58am 
@Ultroman: Fixed, I think. Plus, I had added some functionality to the DS version which I didn't upload here, see change note. Have fun, and feedback is always appreciated!
Ultroman the Tacoman 8 Feb, 2016 @ 4:10am 
@hime: I have also been put off making mods, that are more complex than what I've already built. Come to think of it, some of mine also add things that should be in the game already e.g. 'Long-range Research' allows you to inherit tech-trees from more than one prototyper at once...which you can't normally do in DST. You can only craft things from the prototyper closest to you. Who the hell thought that was brilliant?

You've made a wise decision to leave this treehouse :)
Ultroman the Tacoman 8 Feb, 2016 @ 4:09am 
@hime: Hahahahahaha! (yes, I'm too old to use LoL, when I genuinely laugh out loud)!
I am a programmer by trade, too. Looking at the code-structure Klei has built, is like looking at a treehouse built with branches, home-woven rope and rocks, but despite this, it looks like a small palace. I can only imagine, with a fair amount of horror, what it is like debugging for those poor developers at Klei.

Being a Klei-developer is not something I want to be, but it's always fun to poke around with a new language. This got me started on LUA :) +1 coding-language learned on my checklist.
hime  [author] 8 Feb, 2016 @ 3:20am 
@Ultroman: I've worked in the gaming industry. This is a chronic malady. They will not do proper software engineering of the LUA code, ever. If they were to do it, they should have done it years ago, by now the amount of money they lost is so large that one should not hope for late enlightenment.
The game was released as free-to-play beta in 2012. I think it is the most successful examples in gaming of software as service WITHOUT monetization. That after two years they just added code and further hacked their code base (RoG) is a testimony to their low tech standards. This is how the gaming industry works on the inside.
And why I refuse to put the hours into reverse engineering their slop to get features that should be part of their product, aggregating value to it, and being trolled in the process.:steammocking:
Congratulations on having a full-time job. You are among the .001% of DS players. :steamhappy:
Ultroman the Tacoman 8 Feb, 2016 @ 1:41am 
@hime: I'll definitely take a look at those mods. If there's one thing I hate, it's micromanaging! Thanks for the suggestion.
I feel your pain with the documentation. It's painfully lacking! Plus, they haven't even fixed the memory-overflow error when loading mods with many setting in DS, yet. I've dropped DS-modding until they do that. I think they "released" the game too soon, and for some reason kept on pushing content and making server-improvements, instead of fixing the flaws of game, and doing more gameplay-enhancing updates. Don't forget though: "It's still beta!" *sigh*

I'm sort of in the same situation as you. A full-time job came and took my time away, so now I barely have time to mod, let alone play any games, heheh.

Thanks for your efforts! I, for one, appreciate them very much :)
hime  [author] 8 Feb, 2016 @ 1:32am 
@Ultroman: Thanks for the praise... As you said, I did it for myself, after playing far too many hours of DS and getting tired of micromanaging the grass and base and whatever. You may want to try the Handymanness one as well. Takes a good deal more of micromanagement off your back. The third one, Fast Forward, I didn't even try to port to DST because Klei doesn't document their source properly and I don't have the time to analyse their source AGAIN. Anyway, it is all functionality that is NOT in the game and I think should be there from the start. Either Klei is sheer lazy or have some blind spots in their otherwise incredibly all encompassing game design view.

Fact is I played a lot until winter 2014/15. Since then things changed, and I don't have time to play or mod. I just patch things when people yell. If I can make the time and don't lose track of it.
Ultroman the Tacoman 8 Feb, 2016 @ 1:18am 
@hime: I understand your position. If I have to delete another BOB-comment, I'll kill someone! Wait, I didn't say that! Stop that!

I was dreading getting a score on any one of my mods, because then it would be labelled a 3-star mod, instead of an unrated mod. Now I have two (after a year!) out of 20 mods, though one has become a 4-star. That sort of rating-system doesn't work in a modding community, where any user can vote, but won't. Straight votes-to-scores, thank you very much.

Well, I try not to think about all the trolls and cheaters and...others. I make my mods for the people who appreciate them. For the odd genuinely appreciative comment. That's why I do it. For each such comment, I know that there are 100 others feeling the same thing, who just can't be arsed to write something or vote. It's like a challenge to me.

Anyway, your mod just seems so awesome and useful. This functionality should be in the game!
hime  [author] 7 Feb, 2016 @ 11:57pm 
@Ultroman: Right in every aspect there. Just forgot to factor in the amount of trolling one has to deal with, the usual stupidity of the users, and absolute lack of a sense of community in this... community. Also, that mod quality vs mod score are only loosely correlated. The amount of 4-5 star crap that gets a hundred reviews in one week is most suspicious. I have better things to do than lobby for recognition here.
Don't worry, I'll look into the pitchfork thing. I put it into my calendar.
Ultroman the Tacoman 7 Feb, 2016 @ 2:55pm 
Mods are all about making the game better, harder, easier or more fun for everyone. That's my goal, anyway :) And part of that, is to make sure, that players can find the mod they want. But to each his own priorities, I guess. I'd appreciate it very much, if you would fix the pitchfork-crash :D

Thanks
hime  [author] 7 Feb, 2016 @ 2:41pm 
@Ultroman: I couldn't care less about the number of downloads my mods get. :) But if you do enjoy the mod, I'm happy for you. As for the pitchfork bug, maybe it did get lost in the sands of time. I'll check it tomorrow.
Ultroman the Tacoman 7 Feb, 2016 @ 2:30pm 
The pitchfork-bug was never fixed?

It's really hard to get a good idea of how the mod works, without screenshots. Maybe that's why you don't get many downloads?

I have also found, that naming has a huge impact on what people find. While it searches in your entire description for matching words, the title weighs A LOT more. If you thought about which search terms people will use, when looking for a mod like yours, and put those words in the mod title, I guarantee you will get more downloads!

I will subscribe to this mod, and try it out some time.
Vlad_Tech 27 Nov, 2015 @ 10:18pm 
Very nifty and usefulmod, thumbs up :dstools:
hime  [author] 4 Nov, 2015 @ 11:26am 
Why @Senhor_Webber, that is very nice of you to say and I tend to agree, to some extent, but I'm biased. :) The thing is, I made three mods for Don't Starve single player, and this one is the least downloaded of the three. I never figured out why. Anyway, happy you are enjoying it.
Dallas from Payday 2® 4 Nov, 2015 @ 9:17am 
probably the most usefull mod in the workshop