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- 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
You're welcome.
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]
Open components\rpgweapon.lua, change the line 131~142 to https://pastebin.com/FxZz3kk8 , this will fix the name prefix problem.
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).
Sincerely, Ultroman the Tacoman
- 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
Thanks for looking at it. I'll test it as soon as the patch is out.
Thank you SO much for reporting! I will fix this tonight.
Sincerely, Ultroman the Tacoman
The prefabs are: boatcork, boatlog, boatpirate, boatpirateamigo, boatraft, boatrow, boatarmored, boatrowcargo, boatrowencrusted, and boatsurf.
Sincerely, Ultroman the Tacoman
Will take care of it one of the next days.
Sincerely, Ultroman the Tacoman
[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)
Sincerely, Ultroman the Tacoman
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!
Sincerely, Ultroman the Tacoman
Sincerely, Ultroman the Tacoman
- 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
I'll keep it to more "normal" augmentations á la Diablo 2.
Thanks for the suggestions, though!
Sincerely, Ultroman the Tacoman
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!
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
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
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!
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
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