Don't Starve Together

Don't Starve Together

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Deluxe Cooking Pot - Updated
   
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29 Oct, 2023 @ 12:17am
12 Jul @ 8:27pm
15 Change Notes ( view )

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Deluxe Cooking Pot - Updated

In 1 collection by I'm so HM02
Updated DST mods
6 items
Description
All of the features of the original Deluxe Cooking Pot, but updated! Includes compatibility with latest API changes, Warly food, Heap of Foods, Auto Cooking, Craft Pot and others!

Original by Astro & JanKiwen

##Changes##

-v1.1.8-
Fixed an incompatibilty between Deluxe Pot and the Achievement & Level mod. The two should work together now.

-V1.1.7-
Fixed a bug that caused the game server to crash upon loading a world the second time after creating it.

-V1.1.6-
Fixed a bug where characters could not directly drag and drop food into the Deluxe Pot to add food before the GUI was open. Now functions the same as the Crock Pot.

-V1.1.5-
Added an option to scale the pot and it's collision. Scales from 150% down to 25% in size.

-V1.1.4-
Fixed an issue relating to Craft Pot (727774324) compatibility.

-V1.1.3- (Yes I skipped a version whoops)
Fixed an issue with the widget crashing servers.

-V1.1.1-
Fixed a bug regarding the recipe not showing up in worlds that had been generated before the mod was added. (Thanks The Toblin for noticing this!)

Rewrote the UI to use the default cookpot UI, since it was already doing that, but in a custom way (Useless, I know. It's just how the original mod functioned and I didn't think to change it)

This UI change will make it compatible with my new upcoming mod Recipe Repeater, that allows you to repeat recipes when opening a cooking pot with a custom key.
Popular Discussions View All (2)
0
6 Apr, 2024 @ 4:27am
There is a crash with the mod that makes equipment items with cookpots. Mods like cheery forest and legion.
Goodsales(포밍레인)
0
15 Nov, 2023 @ 7:00am
Troubleshooting
I'm so HM02
103 Comments
I'm so HM02  [author] 14 hours ago 
@大挖能量 Hey! You don't need to apologize, it's not your fault :)

Are there a lot of mods that haven broken compatibility with your mod since the cawnival update?

The issue with our mods being incompatible is the way it was handling recipes. I've managed to fix it on my end and will be pushing an update through momentarily.

As for the techtree, I *may* have looked at the code wrong or seen something else, it was very late when I checked. You would know your code better than me so if you're saying it doesn't overwrite anything then I believe it.
大挖能量 11 Jul @ 9:29am 
hi @I'm so HM02
sorry for bothering you with our mod :( im one of AaL dev
our last update was may and it works fine with any mod before, i think it was last cawnival update that broke our mod, and now it does crash with some other mod,

can you help point out where you think our mod "overwrites the entire techtree with a custom one"? we might miss something.
AzrealPlays2 8 Jul @ 10:31pm 
@I'm so HM02
I COULD LITERALLY KISS YOU!
Seriously, I've been having SO many issues with getting AaL to work...unfortunate that it was this mod, but thank you for helping me find the culprit. <3
Minizeet 7 Jul @ 4:53pm 
Oh, well thanks for looking into it at all. But thanks, i'll see if I can tell them about this.
I'm so HM02  [author] 6 Jul @ 10:57pm 
Going even deeper, the mod overwrites the entire techtree with a custom one. This is a bad modding practice to do as it can cause major incompatibility issues with any mod.

That entire mod would need to be re-written to not overwrite core game files.
I'm so HM02  [author] 6 Jul @ 10:25pm 
@Minizeet A simple breakdown is the following:

Alone: When the Achievement and Level mod runs by itself, it loads in a specific sequence where, by sheer luck, the value for SCIENCE level is available when it needs it.

Together: When Deluxpot is enabled, it slightly changes the order in which the game's scripts are loaded. This new order exposes the bug in the Achievement and Level mod. It now tries to access the SCIENCE level before it has been properly initialized.
I'm so HM02  [author] 6 Jul @ 10:24pm 
@Minizeet I looked into this a bit and I don't think there's anything I can really do on my end. As far as I can tell their SCIENCE level netvar isn't being initialized properly. Below is where it's failing:

Line 1471 in player_classified.lua

```
-- The error occurs when calling:
level:set(value) -- where 'level' is nil

-- They need to ensure proper initialization like:
inst.sciencestats = {
level = net_tinybyte(inst.GUID, "science.level", "sciencestatsdirty"),
-- other stats...
}
```

This is something they'll need to fix. I removed all player data access from my mod as a test and the same error still occurs, despite no longer being a part of that initialization.
Minizeet 6 Jul @ 1:15pm 
So, this isn't a bug with the mod itself, but a mod conflict. When used with the achievement and level system mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2937640068&searchtext=achievement ) , it sends you back to character select, and even if you select a character and continue, it stays in the white loading screen. While the achievement and level system mod was last updated on may 30, it still worked even before the summer cawnival, as well as along with this mod.

So: while this is likely just an unfortunate conflict, I do ask if you can see what the problem could possibly be. I will also ask the other mod developer to see if they can figure it out.

note: I did a big stupid and mentioned this mod instead of the other one. fixed that.
other note: ok I fixed the link this time, god.
Minizeet 6 Jul @ 9:50am 
yay :)
The Toblin 6 Jul @ 5:20am 
Splendid mate, thanks for the quick work <3