Don't Starve Together

Don't Starve Together

Evolving Maxwell Shadows
Showing 11-20 of 26 entries
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Update: 15 Mar, 2021 @ 4:43am

fixed container crash which started with QoL game update. Using the new better code now.
Thanks @penguin0616 for showing how the new system works: https://forums.kleientertainment.com/forums/topic/127976-transitioning-from-pre-qol-containers-to-post-qol-containers/?tab=comments#comment-1438340

As nice side effect, using the new code also makes my mod no longer incompatible to mods that were using wrong copy-paste code for the widgetsetup overwriting.

Update: 24 Feb, 2020 @ 3:04am

added some more "~=nil" checks in modmain, to prevent crashes with special items, eg items from other mods.

Update: 12 Feb, 2020 @ 1:20am

- Fixed a bug that caused the "work speed" setting to not increase the speed, whenever you had a value of "1" in your chosen setting (ex *1 to *5 then my script thought it would be *1 to *1).
- Added more settings to the working speed, like *2 to *2 and *4 to *4 for players who always want the shadows to work faster, regardless of the level.

Update: 14 Jan, 2020 @ 6:17pm

Fixed a crash for clients with batbat.
Added banana trees to the "spare seedless trees" modsetting.

Update: 10 Oct, 2019 @ 1:40am

Fixed:
- follower teleported back to player when loading the game while they had a page in container.
- shadows teleported to player when he used wormholes/lazy deserter while they had a page in container.

In addition I added a periodic check every 2 seconds while they have the page. If they are more than double ofthe allowed range from their bound position, they will teleport back to it.

Update: 9 Oct, 2019 @ 1:39pm

- when changing character with celestioal portal, shadows will now drop their stuff

In my private test version I already replaced the decay-system with hunger, so you have to feed the shadows to keep them alive(with nightmarefuel of course). But I wont publish this without a rework of the levelsystem. But I'm not satisfied with the actual ideas how the new levelsystem should look like.
(most likely reducing it to 5 levels and you need 5 special items to lvl the shadows up. you can craft them with help of rare items like nightmarefuel/gems/livinglog and/ore even more rare items like giant-item.)
Please leave feedback how you think the levelsystem should look like and if you have ideas for it.

Update: 2 Oct, 2019 @ 9:34pm

- improved some strings for the new codex page.

- made codex page only cost 5 health and require the codex umbra to craft ("tear" sites of it)

- added modsetting to allow duelists to attack shadowscreatures (by adding "crazy" Tag. disabled by default)

- more customization:
I put the lists to allow actions/items into own file "BM_AllowedItemActions.lua". You can change its content to your liking, to allow/forbid specific actions on things or to change the allowed content of shadow containers. Dont forget to back up your file somehwhere outside the modfolder, since an mod-update will resett this file.

Update: 2 Oct, 2019 @ 4:09pm

remove the modsetting to allow duelists to attack shadowcreatures, because it wasnt working.
And unfortunately I dont know how to allow them to attack shadwocreatures, I can not find gamecode that forbids this...

Update: 2 Oct, 2019 @ 3:50pm

Fixed bugs:
- clients can not put things into shadow container properly.
- creating more shadows than normally possible will crash the game (reach - sanity)

New Feature:

- You can craft codex umbra pages and give them to the shadows. With them in their container they wont follow you anymore but stay at their position and continue to work/fight if turned on and if a player is near (everything outside of range of any player will stop doing anything like normal). They will still follow you into caves, if you travel there.
You can call your shadows to you by rightclicking the code umbra.

- Only maxwell (the leader) can now open/store/remove stuff from the container of his shadows.

- flowers are now in the list "never pick", because you usually dont want them and they grow near berries you may want.

- set the default equipment duration in modsettings to "x3" to compensate the ineffectivness of workers in the beginning. So workers will still take 3 times as long as a player at level 0, but wont consume 3 times of durability per tree/stone. But of course it is up to you how to use the modsettings.

Update: 30 Sep, 2019 @ 12:28pm

fixed the crash for clients related to the toggle on/off action (forgot to also add it to clients)