Don't Starve

Don't Starve

2 Player Local Co-Op
97 Comments
fe3  [author] Nov 10 @ 9:21am 
Okay thank you, I'll look into them when I get the chance. Sorry for any troubles.
hueplay Nov 10 @ 9:19am 
In a test, and it happens in both HAM and SW..
regarding the boat duplication, i realized it only happens if player 2 presses the input button first.

And the disappearance of my inventory happened once... since my last comment, this bug hasn't happened again. the last time it happened was in RoG
fe3  [author] Nov 8 @ 9:04am 
Yeah it should. So were they on SW?
hueplay Nov 8 @ 8:47am 
I believe steam should download the latest version automatically,i don't know where i can check the version.
fe3  [author] Nov 4 @ 12:36pm 
Thanks. I'm surprised all of those are still happening. You should be using the latest version right? Did all those happen in Shipwrecked?
hueplay Nov 4 @ 9:40am 
I found a few bugs: when I exit and re-enter the world, Player 2 loses all their inventory. It’s also possible to duplicate the boat if both players jump into it at the same time. Cutting objects with Player 2’s machete is extremely slow, at least in Shipwrecked (I haven’t tested it in Hamlet yet).

Sometimes when picking up food, plants, or seaweed, the character does the pickup animation, but nothing actually happens. Occasionally, the 'Eat' button doesn’t work — this has happened twice. When that occurs, I have to exit and re-enter the world for it to function again.

When I try to craft something, the character sometimes says the space is full, even when it’s not. Also, once a red dot appeared in my inventory that couldn’t be dropped, but it disappeared after the game autosaved

I hope I've helped, I really liked your mod, amazing, excellent work.
-_Hircine_- Oct 21 @ 1:59pm 
thanks anyway :steamhappy:
fe3  [author] Oct 19 @ 12:07pm 
Sorry that's highly unlikely. :steamsad:
-_Hircine_- Oct 18 @ 2:57pm 
can you do compatible with backpack and amulet slot thats? my favorite mod
fe3  [author] Oct 3 @ 7:34am 
Would need a crash log to pinpoint the issue. If you have a screenshot of it or could share the entire log.txt (or parts from it) located at Documents\Klei\DoNotStarve, add me.
Scarl Wolf Oct 3 @ 6:00am 
I crashed while crafting as player 2
fe3  [author] Oct 1 @ 8:34am 
Ah alright, nice! :steamthumbsup:
Scarl Wolf Oct 1 @ 8:30am 
I just decided to recreate the controller to keyboard config in steam controller settings, and it works that way
fe3  [author] Oct 1 @ 8:17am 
Then again I wouldn't know for sure, every controller has worked fine for me so far. :lunar2019smilingpig: If you need further help you can also add me. :lunar2019piginablanket:
fe3  [author] Oct 1 @ 8:08am 
Scarl Wolf, Steam should have nothing to do with this. If there are more than two controllers connected, you might have to increase the number of joysticks in Options -> Number of joysticks. You could also open Settings -> Configure joysticks, maybe check if the controller is recognized in the second (Advanced) tab? It should say "X (Connected)". Or try clicking the "Configure Game Controller Property in the first tab.
Scarl Wolf Oct 1 @ 6:41am 
What do I do if the app doesn't light up for any controller? Presumably because steam is weird with controllers and breaks them for non-steam stuff sometimes
fe3  [author] Sep 4 @ 11:03pm 
Sorry I don't know, only ever tested on Windows.
Tiomochka Sep 4 @ 9:40am 
is it possible to be work on linux native?
Desblat \ Обломов Aug 13 @ 1:51am 
I made an addon that helps with not dying to grue for p2 (It may or may not be connected to our recent spelunking...)

What it does is that if p2 enters darkness and doesn't return to light in 4 seconds, they will automatically equip light item (if one is present in inventory)

I sent you the code in PM
Desblat \ Обломов Aug 13 @ 1:49am 
thank you for updating the mod!
fe3  [author] Aug 11 @ 1:27pm 
Thank you, updated with quite a few changes.

P2 was able to give items if they were very close to the mob, but I increased the range a bit. You can now also befriend mobs if you enable the experimental settings.

P2 is already able to light stuff on fire, you need to equip e.g. a torch and be near something to burn.

I added a combat option that more resembles playing with a keyboard, maybe for some it feels better. But p1 works like that as well if using a controller; if you run away to dodge and then press attack, they just punch the air. They'd need to move and face the enemy after dodging to prevent that.

Lantern and others can now be unequipped and turned off. I also took your code and modified it a bit; I didn't like how it updated in real-time (the item to fuel could change just as you're about to click), or not having the option to fuel what you want. Now you can press the Modify Actions to cycle between valid fuelable items. :steamthis:
Desblat \ Обломов Aug 10 @ 11:44pm 
I sent you the code for lantern.
Desblat \ Обломов Aug 10 @ 10:55pm 
While using Lantern with P2 the controls are messed up.

1) Unequip action turns the lantern in/off instead, therefore it's not possible to unequip a lantern lol

2) It's not possible to fuel a lantern unless it's dropped on the ground, I suggest adding Fuel action to the inventory items similar to Cook action, action would be directed to the hand/body/head equipped item, if there are no other targets available
Desblat \ Обломов Aug 10 @ 12:00pm 
I figured concrete problems that make P2 combat much less smooth:

1) If P1 and P2 are fighting a monster it's not clear whom monster is targeting (they also tend to change target), this results in it being unclear who should be dodging right now and what point its safe to run up to the monster

2) A difference in how the Attack button is handled for P2, essentially P2 attacks what is directly next to it and can miss because of that.
Example:

- P1: P1 approaches a monster, baits an attack, dodges (by running away), presses F (P1 will spin around, automatically approach the monster and attack it), repeat

- P2: P2 approaches a monster, baits an attack, dodges (by running away), presses Attack (P2 will attack the air and miss an attack) -> so to actually hit a monster you need to run up to the monster using move buttons and land an attack on it


Both points 1 and 2 get especially bad while fighting Sanity creatures because they also teleport.
Desblat \ Обломов Aug 10 @ 11:58am 
A missing action/prompt:
- It seems P2 can not use fishing rod to get fish, or I don't see the prompt for it
Desblat \ Обломов Aug 8 @ 10:43am 
Some actions that P2 can't perform, but would be nice to be able to:

1) give meat to pigmen to befriend them, for simplicity of dealing with leader component this can be coded so that if P2 gives meat the pig gets loyalty P1. Action itself can be to the same button as "Cook", with prompt "Befriend"

2) setting things ablaze with a torch, can be a life-saver, Action button I guess?
fe3  [author] Aug 7 @ 9:39am 
Again, sorry and thank you. That was a very rare bug and should now, hopefully, be fixed. :steamthis:
Desblat \ Обломов Aug 7 @ 8:12am 
We tried the mod in RoG. Unfortunately it crashes the game upon trying to spelunk into a cave. And it also corrupts the savefile :(


Crashlog:

[00:06:11]: Tried to add build [twigs] from file [../mods/workshop-3162063736/anim/piratehat_p3.zip] but we've already added a build with that name!
[00:06:11]: ...amapps/common/dont_starve/data/scripts/saveindex.lua:867: SaveIndex:GetSaveData: Load failed for file [cave_2_1_1] please consider deleting this save slot and trying again.
LUA ERROR stack traceback:
=[C]:-1 in (global) assert (C) <-1--1>
C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua:867 in () ? (Lua) <866-879>
load_success = false
str =

--------------------
fe3  [author] Aug 3 @ 7:16am 
Updated the mod yet again, thank you.

P2 was able to go from p1's boat into an empty one (if you were close enough), but now you can swap boats freely. I'm aware of that small visual bug where p2 disappears for 0.1 seconds but that's whatever. Also, the boating code is very messy so... :lunar2020ratinablanket:

Mounting any nearby boat / jumping onto land instead of sinking is a solid idea, I'll consider adding that if I can make it work.

I personally haven't had any issues with p2 combat, and the thought about adding a dodging mechanism is meh. Maybe for Wheeler if nothing else. I may experiment with something like that, or just add some i frames, idk.
Desblat \ Обломов Aug 3 @ 1:46am 
As a sidenote despite being a very experienced player I find it very hard to dodge monster attacks while playing P2. Giving P2 a dedicated Dodge Action and a Button for it (perhaps taken straight from HAM Wheeler) might be handy. I'd have coded it myself, but I am not familiar with the code anymore.
Desblat \ Обломов Aug 3 @ 1:20am 
- Where should be a way to jump from one boat to another for P2 in case you are at sea, while we were playing P2 sank because was not able to jump to a newly built boat with P1, this option should be on the same button as "Dismount" for the case if there is no land nearby to disembark, but there is a boat nearby.

- It shouldn't be possible for P2 to sink if there is P1 on a boat nearby - P2 should automatically jump to P1's boat, similarly if there is any boat nearby P2 should try to mount it instead of sinking :(, as a fallback.

- I suggest first launching "Mount P1 boat" sequence, then "Disembark To Land" sequence, then "Disembark to Nearby Boat" sequence upon sinking is triggered to avoid unfortunate deaths due to controls being clunky :(.

- While boating with P1, P2 position is not updated while P2 is crafting, P2 is teleported after craft anim is finished.
Desblat \ Обломов Aug 3 @ 1:18am 
@fe3 thanks for fixing the bugs so fast! Meanwhile I found more:

- P2 shouldn't spawn a Skeleton upon sinking in the sea

- "Mount" button hint shouldn't be visible if P2 is already on a boat (while boating same boat with P1)
fe3  [author] Aug 2 @ 2:02am 
Thanks again, fixed the issues unmounting and planting.

It would be nice if p2's crafting was 1:1 with p1, but it's intentional the way it is now. Look at the tooltips when crafting; p2 can "learn", "build" or "learn & build". If you've crafted something before, you can just build it. If a recipe is new and you're not near a prototyper, you can still choose to learn it, but you'll lose the ingredients and not get anything in return. Being near a prototyper both learns it and gives you the output item.
Desblat \ Обломов Aug 2 @ 12:34am 
more bugs

- In SW if P2 and P1 are driving the same boat and P1 disembarks P2 will mount P1 boat but will not be able to disemark. What happened is: the island shore is very small, P1 jumps off onto the land, P2 tries to disembark but fails and as a fallback P2 mounts the P1 boat back, after this P2 is unable to disembark. "Dismount" control hint is visible, but you can not disembark. Reloading save let P2 disembark.

- While planting a Tree Seed. Upon pressing "Deploy" on the last Jungle seed the tree plant appeared, but the item was not deleted from the inventory. After this trying to plant that seed again resulted in the planted tree being moved around.

- Crafting bug: recipes that shouldn't normally be availble (aka a shovel w/o Science M) are visible as Green and upon crafting them the character will say something like "Learnt it". I was using P2 Warly (stats default to Wilson). I think something is wrong with recipes unlocking logic.
fe3  [author] Jul 28 @ 1:08pm 
Thanks for the comments, updated the mod a bit!
Desblat \ Обломов Jul 28 @ 8:58am 
Also ghostplayer Sanity Drain should probably be a setting.
Desblat \ Обломов Jul 28 @ 8:55am 
some bugs:
- P2 turns into a ghost after dying if "ghost mode" setting is set to No.
- P2 can plant trees into the water in SW while being aboard the boat (the deploy action requirements for planting tree seeds doesn't account for water, needs a review.)
- P2 Maxwell sword somestimes causes other items to be not equippable.

Also proper UI for crafting is really cool, playing with a gamepad is really handy! Good job!
Desblat \ Обломов Jul 28 @ 7:22am 
I sent you an invatation to be a contributor to my mod. Given you are the one actually working on it. Feel free to update my original version as you see fit. It doesn't really work anyway. Dunno. Cheers.
Shutdog Jul 23 @ 1:01am 
amazing mod
fe3  [author] Jun 24 @ 8:20am 
One screen. I think making a split-screen version would be very hard if not impossible. :lunar2019deadpanpig:
Dandyus Jun 24 @ 5:55am 
is this one screen coop or splitscreen?
fe3  [author] Jun 14 @ 12:23pm 
:campcampfire::lunar2019piginablanket:
Hero of Donbass Jun 14 @ 11:58am 
REAL Don't Starve Together :spiffo:
895277138 Jun 11 @ 9:06pm 
This is much more convenient. thank:steamhappy:
Bootstrapbell Jun 11 @ 8:24pm 
Finally, we can play Don't Starve together with friends
fe3  [author] Jun 11 @ 12:58am 
Sounds like you edited the file incorrectly, as any mistakes will cause the game to not work. I updated the mod and added a new layout, IJKL+WASD. Choose that from both the mod config and DS Controller. You need to change player 1 controls in game from WASD to something else; perhaps the numpad? Let me know if you get it working and sorry for the troubles. :hpkit:
895277138 Jun 9 @ 5:28pm 
When I modify playercontroller_3 according to your method and changed stick1 in joystick2,It will no longer generate player 2 in the game, and player 1 will not be able to move with the mouse or keyboard.When I want to change more, the game will crash.I have tried many times, but I still don't know what's wrong.(T_T)
fe3  [author] Jun 9 @ 12:22pm 
I might add more customization later, but to get it working like you want, you need to change the Stick 1 bindings in DS Controller to WASD. Then you need to open "dont_starve\mods\workshop-3162063736\scripts\components\playercontroller_3.lua" with any text editor, find the TUNING.CLONE_CONTROL_LAYOUT part near the top and change the "up down left right" lines accordingly.

For example the "arrnum" says: up = KEY_UP
You would change this line to: up = KEY_W

KEY_DOWN = KEY_S
KEY_LEFT = KEY_A
KEY_RIGHT = KEY_D

Then save the file and use the profile you just edited (e.g. arrnum) in both the mod's config files and DS Controller.

The file may revert and undo the changes you've done, so you'll just have to do it again. :lunar2019sleepingpig:
895277138 Jun 8 @ 7:43pm 
Because the mouse can only be used by player 1, I want to set player 1 on the right side of the keyboard and let player 2 use WASD.But when I change the key setting, it will not be synchronized into the game. I want to ask what the solution is.I translated the above with translation software.Please forgive me if there are words that don't convey the meaning.
fe3  [author] May 23 @ 2:30pm 
Yeah like I mentioned in the dm's, you need to make sure the selected profile in DS Controller matches with p2's control layout in the mod config. Still no clue why or how you lost your inventory, never heard of that happening before, sorry. Could be because of other mods, changing the mod config settings after creating a world, or some stupid rare bug. Maybe getting the manual saving mod and force saving just before exiting the world would help, at least mentally :lunar2019laughingpig:. Charlie forbid it happens again, let me know with as much detail as possible. :lunar2019smilingpig: