Don't Starve Together

Don't Starve Together

Multi-World DST Fixed
51 Comments
сыроежка 14 May, 2024 @ 11:42pm 
не понял
Greyarea 1 Nov, 2022 @ 4:01pm 
does this work still? I tried it and I just get crashes when using it with the megarandom mod
Scribble 2 Oct, 2022 @ 11:59am 
why does it just crash my game
LEVIATHAN 9 Jun, 2021 @ 5:50pm 
YARRAAA
fear_is_near 8 Apr, 2021 @ 5:17am 
thaaaaaanks I took me so long to find something to fix Multi-Worlds mod
I am so happy
DrBrains 7 Feb, 2021 @ 8:04am 
i dear some one to name all of the bimoes names
Zeptomonkey 6 Jan, 2021 @ 5:56pm 
ever considerd making galifrey?
Whyro 20 Dec, 2020 @ 10:45pm 
oh ok thats completely understandable
Swaggy  [author] 20 Dec, 2020 @ 1:34pm 
I'm not working on this mod. Because 1) I don't play the game anymore and 2) I am not the original creator, Sorry for the inconvenience but this mod was just a quick workaround that I made after the update broke the original mod; and I don't plan to pursue development (nor would I be allowed to do it).
Whyro 19 Dec, 2020 @ 6:05pm 
Hey idk if you are still working on this or not but can you add options to enable and disable biomes and and move some of the biomes to the caves for example slimy and gray biomes and an option for making all the bunnymen related stuff to spawn in caves
Oil Inc. 6 Nov, 2020 @ 12:49am 
I may not understand something. Please explain to me where all the pig species, mob species, beaver houses and brave new biomes have gone?
13 11 eby? 16 Jul, 2020 @ 1:05pm 
You're a good person but found one bug to plant in the garden cannot fix Pia :)
dvoice 27 Jun, 2020 @ 1:06am 
[00:06:35]: Warning: GetWorld() is deprecated. Please use TheWorld instead. (@../mods/workshop-1883683402/scripts/prefabs/dragoonden.lua:91 in ?)
dvoice 26 Jun, 2020 @ 8:12am 
I have contacted the author of Musha to solve the problem. Please take a look at the following bugs
https://pastebin.com/ZkRPpW6B
Swaggy  [author] 6 Jun, 2020 @ 12:21pm 
I think the Friend-o-matic is for travelling between shards when you use the original Multi Worlds mod with multiple shards. So no it won't work with this mod as only the Multiland preset is supported.
dvoice 6 Jun, 2020 @ 11:39am 
Maybe this is my last question about this mod. I saw a kind of building called "matic friend's gate". That's right. It's the building shown in the icon of "multi world DST" mod. When I failed to travel and connect, I was a little disappointed. Is this the problem of mod itself or the conflict with other mods? When I shut down the game, I even thought about the real multi-layer world. Maybe more servers are needed? Please help me to answer this last question. Thank you very much!
dvoice 21 May, 2020 @ 11:02pm 
@Swaggy Error log supplemented
dvoice 20 May, 2020 @ 9:54pm 
@Swaggy Please check my error report,it’s important to me,thanks!!
dvoice 20 May, 2020 @ 9:48pm 
Error code I have sent in "bug report"
When I recreated the world, I just used your fix mod and changed the world configuration to multiland and and opened the cave. Curiously, when I started the server in the game, it succeeded; when I moved the configuration to a dedicated server, it failed. I'm very confused about this. I hope you can help me to solve it. thank you very much!
Swaggy  [author] 12 May, 2020 @ 2:03pm 
It's Matt Smith, the Eleventh doctor
󰀀 TwoPoint 󰀕 12 May, 2020 @ 2:03am 
just wondering, who is that a picture of? xD
Swaggy  [author] 9 May, 2020 @ 6:50pm 
Just rename prev_OnNewSpawn to prev_terra_OnNewSpawn and you should be fine
Swaggy  [author] 9 May, 2020 @ 9:40am 
Ok, I have answered
Terra B Welch 6 May, 2020 @ 7:52am 
@Swaggy found an incompatibility with my handicaper, think you could spend a sec to possibly give a little insight as to how I could possibly fix it on my end? Even with it set to off it occurs.

Made a discussion on it.
Supre 5 Apr, 2020 @ 6:39am 
please update and add the other biomes
Swaggy  [author] 30 Mar, 2020 @ 4:07pm 
Sorry maja but I cannot support even my own mods right now, let alone one as complex as Multi Worlds. If you know the fix let me know and I'll update it, but I don't even have the game installed anymore
originalmaja 28 Mar, 2020 @ 4:53pm 
Ello. Pufftrees are doing things

https://media.discordapp.net/attachments/437639004402483210/693602316703760384/unknown.png

Thank you for the FIX mod :D
Whyro 20 Jan, 2020 @ 1:29pm 
in the original not all of the creatures from mod spawn in multiland are they spawning in this version
雪沁 14 Dec, 2019 @ 10:23pm 
11th doctor!
ANG| CARECA HOMOSSEXUAL 2 Dec, 2019 @ 7:46am 
So... when playing with Multi-World enabled, beefalos don't drop their horn and instead drop bunny hats and carrots. Any way to fix that? Thanks!
Whyro 20 Nov, 2019 @ 2:33pm 
is every new creature spawns in multiland worldgen not all of them were spawning in original mod
Terra B Welch 11 Oct, 2019 @ 3:53am 
@Swaggy I updated my rebalance of Hamlet Hats to have multiworld support. There's one visual issue where the icons don't appear in crafting but it functions.

Here it is if you wanted to check it out.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1699209078
Terra B Welch 11 Oct, 2019 @ 1:36am 
Thinking of adding multiworld compatibility to my rebalance of hamlet hats.
Swaggy  [author] 10 Oct, 2019 @ 3:58pm 
@Terra M Welch I have fixed the white tint, in both this mod and my "Harder biomes" one. (In Harder biomes there is still a very slight yellowish tint because I like that effect.)
Swaggy  [author] 10 Oct, 2019 @ 3:56pm 
You're not the first one to miss that option. Unfortunately half the users complain about having to enable both Megarandom and Multi-Worlds each time, and the other complain that they don't play with MW and don't want it enabled. I might remove the forced download in the future though.

If you play with overworld caves I would not advise you to disable Megarandom after starting, as there are a few features that need it (such as Toadstool, earthquakes, nightmare phase).
wiill69 10 Oct, 2019 @ 3:23pm 
@Swaggy Oh, you're right... There's totally an option to turn it off in the configs, can't believe I didn't see it before! I guess I thought it wasn't possible since there's no option to turn off other biome mods like Tropical Experience, only the frequency of the biomes to generate... Yeah I might have spammed confirm on textboxes when I updated my mods and one of them might have proposed me to turn it on when I downloaded your mod, my bad. It's working now but I found out you can play without problems by disabling megarandom world too. I guess the mod isn't really needed once you've generated your world.
Swaggy  [author] 10 Oct, 2019 @ 10:55am 
I will take a look at it in the next days
Terra B Welch 10 Oct, 2019 @ 2:09am 
@Swaggy will the white border on the water around the mod's biome turf be fixed?
Swaggy  [author] 9 Oct, 2019 @ 10:06am 
== UPDATE ===
* Both crashes should be fixed
* I noticed the beaver houses are invisible. I have no idea how to fix that yet.
Swaggy  [author] 9 Oct, 2019 @ 6:37am 
@WilsonFletcher It doesn't. Both mods define the same things in different ways.
Swaggy  [author] 9 Oct, 2019 @ 6:37am 
@wiill69 You need to disable Multi-Worlds not in the mod list, but in Megarandom options. The option is "MultiTasksEnabled", if true it auto downloads Multi Worlds and forces its activation in case the user forgot to enable it. Historically most people wanted to play with MW so this option was set to true by default, but now it's not the case anymore and I've changed it to false, but for some reason it seems it went to true again on your server.
Do the following:
* In modoverrides.lua, set "MultiTasksEnabled" = false in Megarandom options
* And disable the mod "workshop-1883683402" (Multi worlds fixed)

It should work after that. If it still doesn't work let me know and I'll remove the auto-enable mechanism, though I'm confused why it happened.
Serp 8 Oct, 2019 @ 11:03pm 
@swaggy: no thanks. I'm really thankful that you are taking the time to fix this mod, I really have no time for such a big project :D When I tried to fix it, I hoped it would just be small game update problems, but there were/are much bigger problems :D
wiill69 8 Oct, 2019 @ 8:31pm 
Your mod auto enabled itself on my server when I updated megarandom world mod and now I can't disable it without also disabling megarandom world. Thing is, I used megarandom world to generate biomes for Tropical Experience, and this mod and Multi Worlds aren't compatible. Why would you make disabling Multi World auto disabling megarandom world without the player's consent when it can be used with other biome expansion mods. I cannot load up my previously generated world anymore without major biome corruption because I cannot disable Multi World on my server. Can you please fix this issue or tell me how can I disable this mod permanently without messing up with my other mods?
akontio 8 Oct, 2019 @ 7:01pm 
does this work with tropical experience?
Swaggy  [author] 8 Oct, 2019 @ 2:55pm 
I'm adding you to the coauthors Serp, in case you feel inspired to maintain the mod with me
Swaggy  [author] 8 Oct, 2019 @ 2:42pm 
I will take a look at the errors this weekend. You can still report other ones in the meantime.
Serp 8 Oct, 2019 @ 11:03am 
another beaver crash:
https://pastebin.com/jyJLsD0W
Pandzieł... 8 Oct, 2019 @ 7:52am 
Bowties are cool.
8 Oct, 2019 @ 7:37am 
[string "../mods/workshop-1883683402/scripts/brains/..."]:59: attempt to compare number with nil
LUA ERROR stack traceback:
../mods/workshop-1883683402/scripts/brains/wildbeaverbrain.lua:59 in () ? (Lua) <58-60>
inst = 118314 - wildbeaver (valid:true)
item = 135628 - log (valid:true)
=(tail call):-1 in () (tail) <-1--1>
scripts/simutil.lua:37 in () ? (Lua) <31-42>
inst = 118314 - wildbeaver (valid:true)
radius = 10
fn = function - ../mods/workshop-1883683402/scripts/brains/wildbeaverbrain.lua:71
musttags = nil
canttags = nil
mustoneoftags = nil
x = -339.31820678711
y = 6.0585790606638e-008
z = -230.39790344238
ents = table: 7C484758
i = 8
v = 135628 - log (valid:true)