Don't Starve Together

Don't Starve Together

RPG Items (global edition)
59 Comments
Templar 15 Apr @ 2:44pm 
mod works without crashes, but damage is a bit weird. for example if i get a +10% damage on a brightshade sword then equip a brightshade helmet it breaks the +10% effect from the sword and completely removes the perk while leaving the prefix. im unsure if a world restart fixes it since i just stopped using the mod after.
ElMaestrodelaKill:v 12 Dec, 2023 @ 12:35am 
UPD please!!!!
rastarocks 22 Jan, 2022 @ 4:35am 
what is Repair Combine mod
kaito 13 Mar, 2021 @ 7:14am 
i have 3 (?) and i can only inspect one of them, is there a way to inspect the other two?
Maximillionysis 5 Jun, 2020 @ 11:13pm 
Also, if ever an Unidentified item is re-spawned (like when the server opens up, or you go in/out of the caves) the "(?)" is multiplied, and stays on the item even after identification.
Maximillionysis 5 Jun, 2020 @ 11:11pm 
Just a heads up, if you have the modifier chance at 100, armor does not get any of the modifiers, ever. I don't know if it does this when the chance is less than 100.
MrAleshUni 19 Mar, 2020 @ 11:26am 
I love this mod. It's really curious.
Ultroman the Tacoman  [author] 18 Feb, 2020 @ 4:14am 
UPDATE:
- Fixed items getting duplicate prefixes on their name.

Huge thanks to 泡椒 who even provided a fix for the problem! Thanks for saving me the time <3

Sincerely, Ultroman the Tacoman
꧁༺Vïñçï༻꧂ 17 Feb, 2020 @ 5:17pm 
@Ultroman the Tacoman
You're welcome. :winter2019coolyul:
1. About the prefix thing, the same change should go for the rpgarmor.lua:162~173 with 'STRINGS.RPGITEMS.ARMOR.NAMES'.
2. the 'inst:AddComponent("named")' at modmain.lua:110~116 somehow conflict with my some other mod, which I didn't trace out what mod exactly. So I changed it to This[url] and fixed the crash. [pastebin.com]
Ultroman the Tacoman  [author] 17 Feb, 2020 @ 11:40am 
Thank you very much! I shall update this shortly!
꧁༺Vïñçï༻꧂ 16 Feb, 2020 @ 8:46pm 
If your weapon's prefix overlays each time you load your game. Try this:
Open components\rpgweapon.lua, change the line 131~142 to https://pastebin.com/FxZz3kk8 , this will fix the name prefix problem. :winter2019neutralyul:
꧁༺Vïñçï༻꧂ 16 Feb, 2020 @ 8:11am 
Each time I disconnect server (I'm hosting) and load the world again, the prefix repeat once on the items, like 'Minimizing Minimizing Minimizing Minimizing Spear':winter2019neutralyul:
Ultroman the Tacoman  [author] 16 Dec, 2019 @ 7:33pm 
Awesome :) Well, I have no idea how the question mark part of the mod works yet xD Since it's a non-issue, I would rather do a substantial rewrite to make it even more flexible. I just don't have the time atm :(
UnderwearApprentice 16 Dec, 2019 @ 4:38pm 
Nice, thanks for the reply. I am still noticing my boats obtaining the question mark after being deployed. Usually after I restart the server. It is such a non issue though and I haven't found a pattern yet. No crashes though, so I am good. Cheers!
Ultroman the Tacoman  [author] 16 Dec, 2019 @ 4:05pm 
"I did get on a boat once that seemed to heal me"
I have just checked the code, and the boats do indeed have an armor component, and thus can get all the same buffs and curses(!) that armors can. Since the boats are actually equipped in a new slot, that means you basically get a free buff/curse when you have a boat equipped :) Your boat got the healing buff, which heals the owner (not the boat) for 1 hp every second. You can also get self-repairing, and since it has a finiteuses component, it can also get more uses (standard of raft is 150).
UnderwearApprentice 28 Nov, 2019 @ 2:33pm 
No worries. I did get on a boat once that seemed to heal me, but can't be sure when that was. I'm playing it anyway, so I'll see what I can find.
Ultroman the Tacoman  [author] 28 Nov, 2019 @ 12:31pm 
Thanks for reporting back :D Well, not all imbued items get bonuses, so it makes sense that not all the boats get them. The bonuses available depend on the components on the boats. Things like fuel, durability/armor/uses, attack damage, etc. I believe you should see some boats with the fuel bonuses. They might not show anywhere, but they should have them. That's the thing...I think you have to use the Magnifying Glass on them while they're in your inventory, before you place them. That said, I haven't done more testing since, and I have a terrible memory xD I'd have to sit down and read a bunch of code to see how this works with the Tropical Experience boats, in order to figure out what works and what doesn't. Sadly, I don't have that kind of time right now, but I might in a while. Please do report back if you figure something out :D

Sincerely, Ultroman the Tacoman
UnderwearApprentice 28 Nov, 2019 @ 11:23am 
Thought I'd let you know the update worked great! Haven't had a crash yet. Haven't had an imbued boat yet either. If I do, how would I identify it? Would you use the magnifying glass on the kit itself? Also, sometimes the boats have a question mark and then they don't, then it's back. I'm still trying to narrow that issue down. Thanks again!
Ultroman the Tacoman  [author] 20 Nov, 2019 @ 4:08pm 
UPDATE:
- Fixed a crash which could occur any time an item being imbued did not have certain existing code on them. Which means Tropical Experience boats should work now, WITH buffs on them.

Huge thanks to UnderwearApprentice for reporting the bug, and doing the initial DS => DST port of this mod!

Sincerely, Ultroman the Tacoman
UnderwearApprentice 20 Nov, 2019 @ 1:26pm 
Haha no worries. Yeah it is especially weird since as far as I know the armoured boats only add more hp (i.e. cargo has 300, armoured has 500). I think it has something to do with the fact that you essentially equip the boat. They are solo only and you have to actually "mount" them as opposed to DST's where they act as a mobile piece of land.

Thanks for looking at it. I'll test it as soon as the patch is out.
Ultroman the Tacoman  [author] 20 Nov, 2019 @ 7:26am 
Oh my, m8! This might be the best bug report ever :D Shouldn't be a problem, then. It's weird, because I only affect items which are equippable, so it's baffling to me that it affects those boats. I'll see if I can exclude them by some commonality.

Thank you SO much for reporting! I will fix this tonight.

Sincerely, Ultroman the Tacoman
UnderwearApprentice 19 Nov, 2019 @ 3:53pm 
Yeah the mod "Tropical Experience" adds all the boats from shipwrecked. The steam # is 1505270912. It only seems to be happening with the armoured boat. I've been using the cargo boat just fine although it does sometimes have the (?) next to the name, so probably best to ignore all of them. I had thought it was isolated to getting on the boat with an imbued item equipped but it crashes without one as well. Let me know if I can help at all!

The prefabs are: boatcork, boatlog, boatpirate, boatpirateamigo, boatraft, boatrow, boatarmored, boatrowcargo, boatrowencrusted, and boatsurf.
Ultroman the Tacoman  [author] 19 Nov, 2019 @ 3:30pm 
@UnderwearApprentice: What do you mean "shipwrecked boats"? Are you using a mod that adds these? I can only find the regular boat in the DST code.

Sincerely, Ultroman the Tacoman
UnderwearApprentice 12 Nov, 2019 @ 3:10pm 
Thanks, I appreciate it. This mod is so much better after your work. For what it's worth, the imbued effect is only being applied to Shipwrecked boats, not the round ones from the base game. Also, it doesn't crash everytime, but most of the time, so ignoring all shipwrecked boats might be the best solution. For now I'll just stay off of them in our game. Cheers!
Ultroman the Tacoman  [author] 12 Nov, 2019 @ 11:21am 
@UnderwearApprentice: Thanks for reporting!!! I guess I gotta ignore boats.
Will take care of it one of the next days.

Sincerely, Ultroman the Tacoman
UnderwearApprentice 11 Nov, 2019 @ 7:26pm 
Getting weird crashes using tropical experience. For some reason boats are having the effect applied to them, then they get a crash when hopped on:

[string "../mods/workshop-1561425565/scripts/compone..."]:112: attempt to call upvalue 'oldonequip' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-1561425565/scripts/components/rpgarmor.lua:112 in (field) onequipfn (Lua) <110-113>
inst = 179448 - armouredboat(LIMBO) (valid:true)
owner = 154093 - zeta (valid:true)
Kiyora Usagi/Kio 12 Jul, 2019 @ 6:37am 
Cant wait mate
Ultroman the Tacoman  [author] 28 Feb, 2019 @ 11:07am 
@TTV Sp1itLip: I can't take much credit for what's there now. The previous authors did the hard work. I just made it work for all weapons and armors instead of specific ones. Thanks for reporting about compatibility. Glad to hear it! I want to make it so the values added are randomized within a range, just like Diablo, and add a bunch more effects. I also want to make it so e.g. fueled items can get effects, maybe even structures like farms. And I'll make as much of it optional as I can. It's gonna be great :)

Sincerely, Ultroman the Tacoman
Sp1itLip 27 Feb, 2019 @ 3:59pm 
It's honestly already pretty great. I was testing it today with other mods that add weapons and such to the game, and I haven't found any conflicts thus far. At least with the ones I use. So I don't know what else could be added besides maybe more effects?

Seems to support the Archery mod, Darksouls weapons and Defaults items; among other weapon mods.

But all in all great work! And good luck on the thesis!
Ultroman the Tacoman  [author] 27 Feb, 2019 @ 3:49pm 
@TTV Sp1itLip: That's great! Hope you enjoy it :) I'm working on designing a complete rewrite, but I'm in the middle of my master thesis, so it'll be a while, but I can guarantee epicness when it's done ;) Thankfully, this game just won't die, so I'm still interested in modding for it, even if I don't play anymore.

Sincerely, Ultroman the Tacoman
Sp1itLip 27 Feb, 2019 @ 12:48am 
Found this mod because you posted that you were working on it in another thread! :steamhappy:
THE BEAST 15 Jan, 2019 @ 4:05pm 
Thanks for answering! I'm looking foward to the completed mod!
Ultroman the Tacoman  [author] 13 Jan, 2019 @ 2:03am 
@Goddamn Herald: I am not working on the DS version, if that's what you mean.
WDOA 13 Jan, 2019 @ 12:31am 
Is this version also updated in offline DS game?
Ultroman the Tacoman  [author] 9 Jan, 2019 @ 3:26am 
@PecanPieMan: No. In the current implementation only weapons and armors are affected. For the re-write, I'm thinking of making it all equippable items, if it's not too much trouble.

Sincerely, Ultroman the Tacoman
THE BEAST 8 Jan, 2019 @ 7:08pm 
Wait can you make an infinite lantern with this mod if it has the self-repairing atribute?
Ultroman the Tacoman  [author] 28 Dec, 2018 @ 8:57pm 
UPDATE:
- Self-repairing items now regenerate durability/fuel from 0-100% in 10 minutes.
- Healing armors now heal the wearer from 0-100% health in 5 minutes.

This was done because of a request from a user, and it seemed sensible, instead of having the same rate for items and players with different durability/health.

Happy holidays! See you in the new year!

Sincerely, Ultroman the Tacoman
Ultroman the Tacoman  [author] 4 Dec, 2018 @ 1:17pm 
@ChainedDjinn: While I totally see where you're coming from, I think that kind of thing might fit better in the "Item Enchantments" mod, since it already has a blood-thirsty weapon modifier, where the weapon deals more damage if you kill a bunch of monsters in a row. As you say yourself, it could potentially become game-breaking, which I really want to keep this mod from becoming. I do have plans to have some weapons deal more damage towards certain monsters, and some armors block more damage from certain monsters, and definitely some proc chance things where you perform extra damage or fire off a spell or something.
I'll keep it to more "normal" augmentations á la Diablo 2.

Thanks for the suggestions, though!

Sincerely, Ultroman the Tacoman
ChainedDjinn 4 Dec, 2018 @ 1:01pm 
You could go Re:Monster with something like this and have the weapons get "Blessings" based on prerequisites.
LoL, axe of spider's bane; Kill # spiders and spider queen.
Have it evolve into arthropod annihilation by killing mosquitoes and bees.
Makes me laugh because you could potentially have a very powerful weapons against say, animals but it be really weak when it comes to bugs or vice versa.
Axe of Anthropod Annihilation would wreck dragonfly! :steamhappy:
Ultroman the Tacoman  [author] 24 Nov, 2018 @ 2:17am 
@everyone:
Great news! I've asked Aquaterion (the author of the awesome mod "Item Enchantments") if I could borrow his structure, because of its impeccable coding, and he said yes! So, I'll be using his mod as a base, but making huge changes to it, so the two mods will be very different. This means I can save a unfathomable amount of time, and get an even better result.

I'm still in the last 7 months of my master's degree, so I won't have an infinite amount of time to work on it, but I will do as much as I can in my spare time. I've updated the description with my plans for the future.

This is going to be fabulous once it's done! Don't Starve - Diablo Style here we come!

Sincerely, Ultroman the Tacoman
Ultroman the Tacoman  [author] 15 Nov, 2018 @ 9:36pm 
@ everyone:
This concept seems to be working, but I have a bunch of gripes with the code structure, and there are a few bugs resulting from that structure. I also want the items to be able to have up to 2 modifiers, like in Diablo 2.

So, I'm going to (almost) completely rewrite the mod. It'll be a while, probably around Christmas, before you'll see an update, but it'll be huge. It'll be great. It'll be...well...a new mod :)

Sincerely, Ultroman the Tacoman
Ultroman the Tacoman  [author] 13 Nov, 2018 @ 7:41pm 
@xup6y3t6: For something like that, you should look into the mod "Item Enchants". It features ways to enchant your items and remove enchants as well. This mod will be all about randomly generated loot, like Diablo 2 without the runes.
lIllIIl麒麟臂本臂lIIllIl 13 Nov, 2018 @ 6:46pm 
我希望它是可以附加在裝備上的,而不是隨機出現。也許需要的工作檯。
Ultroman the Tacoman  [author] 13 Nov, 2018 @ 8:37am 
Thanks you. I'll take a look at it. You do not need to run more tests. It's the same code for all items. Thanks a lot, though. I'll try to repay your help with mod updates :)
I would very much appreciate a new mod logo. I usually do my own simple ones, as you can see on my other mods (I'm especially proud of the one for Fishing Buddy, haha), but I just couldn't find a good idea for this one. Thanks for the offer!
BakaSchwarz 13 Nov, 2018 @ 6:26am 
If you need help with artworks, you can ask me btw. I would be glad to help. For reference you could take a look at my mods. I try to always maintain a "Don't Starve-ish" look, lol.
BakaSchwarz 13 Nov, 2018 @ 6:24am 
When i am home i can run some tests, if this problem includes other items, or if a server/client restart fixes it. But this will be in another 3-4 hours.
BakaSchwarz 13 Nov, 2018 @ 6:23am 
I am a client on the server. The name gets updated, but the (?) remains, so its like this: "Self-repairing Spear (?)". I am not sure this is relevant at all, but the spear had a skin.
Ultroman the Tacoman  [author] 13 Nov, 2018 @ 1:53am 
@BakaSchwarz: The question mark should not appear after using the Magnifying Glass on the item. Is this what you are experiencing? If so, are you a client on the server, or are your the server? It might be that the item name is not properly updated on the clients. It works for me when I'm the server, even with caves.

As I didn't write most of the code for this mod, but only rewrote parts of it, I haven't tested everything yet, so I'm VERY thankful for your bug report. I'll be redesigning a lot of the internals, and will draw inspiration from the technical marvel that is the "Item Enchants" mod. That guy has done everything right, also in terms of client/server integration. I thought I was good at LUA, but this guy is a master of it. I'll need to credit him as well.

I hope to hear back from you soon, as I intend on working on the mod later today.

Sincerely, Ultroman the Tacoman
BakaSchwarz 12 Nov, 2018 @ 11:55pm 
So far there where no crashes. I have a question about the (?) mark in the item title however. Is it intentional, that it is displayed even after you inspected the item? A normal user would surely interpret it like there is still an unknown enchantement on the item. But you only allow for one modifier, right?
Ultroman the Tacoman  [author] 12 Nov, 2018 @ 4:58am 
@BakaSchwarz: That's awesome! I hope to hear feedback from you. I'm mostly good at building things, and not so much balancing things, so any input is welcome. Personally, I think the freezing and igniting features may have too low chance of happening.

I'm still testing things out myself. This was mostly a proof of concept initially, to see if I could make "RPG Items DST" into a global item modifier. I haven't heard any screams yet, so I guess it's working so far :)

Sincerely, Ultroman the Tacoman