Don't Starve Together

Don't Starve Together

Uncompromising Mode
3,533 Comments
半句丶似梦 Aug 30 @ 4:36am 
Can the boss configuration interface be Chinese, and the configuration interface on the cloud server cannot be understood
Karitha Aug 28 @ 2:40pm 
You truly deserve great thanks. Providing such content so professionally and for free is commendable. :dsham:
Anomen  [author] Aug 28 @ 1:50am 
There will be an open beta towards the end of the year, likely as a different mod.
As for when the update for the official mod will happen, we do not know yet.
Sukaiba Aug 27 @ 8:03pm 
Is there any sort of estimated date on that non-retrofittable update?
Anomen  [author] Aug 27 @ 10:54am 
@huohen I am sorry to inform you that the new world generation content is not going to be retroactive. The changes are too drastic and it's not possible to apply them to old worlds.
Gunman Aug 27 @ 4:51am 
what if you added a gun (This is a joke :theskull:)
huohen Aug 24 @ 1:42am 
I just hope that when my buddy gets a major update later and adds new terrains, they can be added to the old file instead of giving up the hard work of saving the previous files
Crazy_Muffin_Man Aug 23 @ 7:10pm 
can you make it more stable so I have a reason to get back to dst again?
+没力子+MLZ- Aug 21 @ 8:57am 
BEEFALO_NERF cause the unique electrocute state of Worm boss unavailable, here is solution:
local damageredirecttarget = self.redirectdamagefn ~= nil and self.redirectdamagefn(self.inst, attacker, damage, weapon_check, stimuli) or nil

local redirect_combat = damageredirecttarget ~= nil and damageredirecttarget.components.combat or nil
if redirect_combat ~= nil and TUNING.DSTU.BEEFALO_NERF and self.inst:HasTag("player") then
if self.inst.components.health ~= nil and not self.inst.components.health:IsDead() then
redirect_combat:GetAttacked(attacker, damage, weapon_check, stimuli)
return _GetAttacked(self, attacker, damage / 2, weapon_check, "beefalo_half_damage", ...) -- added new stimuli to prevent Stackoverflow
else
redirect_combat:GetAttacked(attacker, damage, weapon_check, stimuli)
end
end
Anomen  [author] Aug 19 @ 1:20am 
We can't do anything about bugs if there's no error log provided.
Xren28 虚刃 Aug 18 @ 7:52pm 
i think theyre probably talking about fixing bugs lol
Anomen  [author] Aug 18 @ 7:26am 
There will be an open beta towards the end of the year. You can look forward to that.
Now stop spamming.
去码头整点薯条 Aug 16 @ 6:54pm 
update PLS!
Capple Aug 13 @ 7:09pm 
update PLS!
󰀉KOT_PILOT󰀉 Aug 13 @ 5:56am 
an error appears after you start using the oar with the wx-78 cooling circuit. I hope it will be fixed soon
大啥掉 Aug 11 @ 4:04am 
It kept crashing until the fortieth day of play
Anomen  [author] Aug 3 @ 1:27am 
Nope
clavagus Aug 3 @ 12:52am 
Is there a DS equivalent of this mod? Or something similar?
ShyNuke  [author] Aug 2 @ 11:01am 
@Discord231 Sadly there isn't a config for that; however, if you're having problems with lag because of it, I would advise to do the following commands: c_removeall("uncompromising_rat") and c_removeall("uncompromising_ratburrow")

Will look into a config that removes them as well, in the beta we're looking into configs to make all of them more intuitive.
Discord231 Aug 2 @ 10:20am 
or you can disable them completely and not just the raids, the problem is that over time there are so many of them on the map that the server crashes.
ShyNuke  [author] Aug 2 @ 8:59am 
@i am stupid Tested in here, didn't manage to replicate, made two crock Pots next to each other, put ingredients in one and tried interacting with the other one and some other number of things, it's working as intended for me.
ShyNuke  [author] Aug 2 @ 8:53am 
@无莲 Tested the Taunt, it's working fine, both attacks and shoots do the increased damage. For the ammo report, I think this one might be broken, with and without the skill I got the same amount crafted, will look into it!
ShyNuke  [author] Aug 2 @ 8:36am 
@选英师傅炒 Sadly this mod seems to be encrypted, it's really hard to have compatibility with it because of it and the language barrier; however, I just tested it in here and it worked fine! It's probably another mod causing this problem, UM + this one looks fine!
ShyNuke  [author] Aug 2 @ 8:26am 
@134340 and @PIZZAYOLO Just tested both your reports in here, no crash from Cookbook or Wolfgang Mighty Actions, can y'all send us the logs? It is probably related to another mod interacting with UM.
ShyNuke  [author] Aug 2 @ 8:19am 
@Discord231 Yes! In the configs, in "Core Gameplay", there is a rat raids config, that will disabe their raids. If your world already has rats tho, that won't make them dissapear. To find their burrows, I advise using the Rat Mask, it will show up where burrows are!
Discord231 Aug 1 @ 3:39pm 
Is there any way to turn off the rats completely?
134340 Jul 31 @ 2:10am 
If you read the mod recipe in the cookbook, the game will crash.
如果使用烹饪指南阅读模组食谱,游戏就会崩溃。
PIZZAYOLO Jul 29 @ 12:12pm 
dont work wolfgang jump and mighty strike crash game
选英师傅炒 Jul 29 @ 12:12am 
When you use this mod along with 3235319974登仙, if we have two or more cooking pots, we can only cook the same dish once. The second time, the cook button won’t work, and the other pot will make some wetgroop, .Also, using an wild cooking pot will crash the game. please fix it thank u !!!!!
无莲 Jul 26 @ 1:35am 
Wixie's skill tree Taunt level can only be triggered by melee attacks, and the damage increase effect cannot be triggered by attacks using a slingshot. According to visual observation, the increase in target movement speed also does not seem to be effective
猪猪猪大铭啦啦啦 Jul 24 @ 7:47pm 
If mod登仙 and modUncompromising start simultaneously,I will encounter a bug.
Build two pots,put the ingredients into pot A,Click cooking,A pot no cooking was performed,but B pot performed cooking(Failed cuisine). The ingredients are still in A,not disappeared.
无莲 Jul 23 @ 5:09am 
There is a problem with wixie's skill tree. After learning the skill to increase ammo production, most ammo production cannot be increased, except for substitute ammo.
Anomen  [author] Jul 21 @ 1:51am 
At some unknown point in the nebulous future
+没力子+MLZ- Jul 20 @ 3:51pm 
when is next content update
Hamburger Jul 16 @ 6:06pm 
mfs when you lay out items on the ground for a second only for a tornado to steal it
hht1 Jul 15 @ 6:02pm 
окак:steamhappy:
Doodle Monster Jul 9 @ 7:26pm 
I was watching I need a name's stream of the beta, You guys totally blew my mind! The beta looks awesome! Can't wait for it to release!
麦田里的麦草人 Jul 7 @ 1:32am 
telestaff dont change the wheel's name when rename the telefocus ,only when craft a new staff can change the wheel's name
Anomen  [author] Jul 7 @ 12:36am 
Uncomp is not compatible with lag compensation. There's not much we can currently do about it.
jorgeduailibe.neto Jul 4 @ 12:29am 
What can I do to be able to play with her without this happening on other servers?
jorgeduailibe.neto Jul 4 @ 12:26am 
when I'm playing with Wixie on a server, if I'm not the host, when she shoots, the lag compensation turns off
Scrimbles  [author] Jun 29 @ 2:56pm 
Yeah Klei broke our stuff (and lots of other mods too), there's a fix mod for this bug.
https://steamcommunity.com/sharedfiles/filedetails/?id=3511681210
Alan Jun 29 @ 8:51am 
[00:00:28]: [string "local savedata = {}..."]:981: attempt to call global 'loadstring' (a nil value)
LUA ERROR stack traceback:
local savedata = {}
local tablefunctions = {}
tablefunctions["shard_network_fn"] = function()
return {persistdata={shard_daywalkerspawner={location="cavejail"}}}
end
savedata["shard_network"] = tablefunctions["shard_network_fn"]()
tablefunctions["mods_fn"] = function()
savedata["mods"] = tablefunctions["mods_fn"]()
tablefunctions["meta_fn"] = function()
return {build_version="526348",level_id="ENDLESS",saveversion=5.156,build_date="1447",generated_on_saveversion=5.13,seed=1665340301,session_identifier="1BE95772D7129253",build_time="12:34:16"}
end
savedata["meta"] = tablefunctions["meta_fn"]()
savedata["ents"] = {}
tablefunctions["ents_mole_fn"] = function()
Alan Jun 29 @ 8:43am 
[00:00:18]: [string "local savedata = {}..."]:4: attempt to call global 'loadstring' (a nil value)
LUA ERROR stack traceback:
local savedata = {}
local tablefunctions = {}
tablefunctions["map_fn"] = function()
return {tiles="VlJTTgABAAAAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQA
橙之刃 Jun 29 @ 12:52am 
It should be a bug fix for the 'loadstring' issue.
Minizeet Jun 28 @ 2:16pm 
Lol, this got updated as I was in the middle of editing its settings, wonder what it brought? Probably just some bugfixes.
酷酷的 Jun 28 @ 7:28am 
Rollback error
米诺dear Jun 22 @ 3:49am 
### Bug Report (Short Version)
**Mod ID:** 2039181790
**Issue:** `thrower` nil crash in fishing net visualizer

**Error:**
`attempt to index field 'thrower' (a nil value)`
**Location:**
`SGuncompromising_fishingnetvisualizer.lua:68` during `retrieving` state

**Cause:**
`thrower` entity destroyed before net retrieval completes (player death/disconnect)

**Fix Suggestion:**
```lua
-- In SGuncompromising_fishingnetvisualizer.lua retrieving state
onenter = function(inst)
if not (inst.thrower and inst.thrower:IsValid()) then -- Add this check
inst:Remove()
return
end
-- Original logic below
end
```

**Additional Fixes Needed:**
1. Nullify `thrower` reference when player removed
2. Validate `thrower` during visualizer creation

**Reproduce:**
Throw net → Destroy thrower → Trigger retrieval. Crash occurs during animation transition.

*(Full log/reproduction steps available if needed)*
Antagonistic Jun 21 @ 12:13pm 
When will the next update come out?
量子力学 Jun 19 @ 10:33am 
When playing on our server, we found that when the player character "wixie" was using clair to accumulate power, he removed the slingshot, causing the server to crash. The error message indicates that the slingshot entity is in limbo state (removed but still referenced). After the slingshot entity is destroyed, it still attempts to access its channelcastable component. Is this a bug?