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The correct way to do this Mod would be to write AddComponentPostInit functions which effect only the pig guards, whose code is a fraction of citypigbrain.lua and pigman_city.lua
I couldn't figure out how to in reasonable time, so instead my quick and dirty workaround was to Always copy the latest versions of those files, add the Same changes and replace those original files as a whole.
This means any official game update to pigs or pig cities would be rollbacked by this mod in the best case or might cause crashes worst case until I copied the latest files again, reapplied my changes and reuploaded the latest Mod version.
=> Too much hassle for me in the long run.
Especially since Hamlet was still in active development at the initial release of this Mod.
And don't get me started about incompatibilities with other mods changing pig behaviour or pig city logic.
I don't update this mod any more.
If other modders pick this mod up an update and improve it then I am ok with that.
I dont have the time to fix this now and probably just dont want to do so later because priorities.
There is another mod that makes pig guard torches not burn stuff called 'Pig Guard Fire Safety'. Use this instead. I mean, you wont get the amazing candlehats from pig guards, but otherwise it does mostly the same.
Or feel free, to dig into the code and fix all of the conceptual bugs yourself if you can and then upload the fix into the workshop. I would appreciate that.
The code indeed generates a new candlehat every evening.
I tried to find candlehats in their inventory and equip those, if there is none found, then a new one is generated. But apparently the part trying to find the candlehat doesnt work.
Likewise I had troubles to find particular items (especially torches) and delete those from their inventory.
The sad thing about DST is that the existing functions are not commented/documented so often you have to guess a bit what exactly it will do and just try it.
Unfortunately I absolutely do not have the time to dig into this right now and I don't expect this to change within the next two months.
If you want to you can try to fix this issue yourself and if you find a solution I will gladly update.
They seem to generate a new corkhat every day. When I started this Hamlet world, I used a skywortht to get in it from SW. Result was that the daycount was already 60+, so I think its why nobody had mentioned it before, as their worlds aren’t that old.
E:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/entityscript.lua:1106 in (method) PushBufferedAction (Lua) <1064-1111>
E:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/components/locomotor.lua:800 in (method) OnUpdate (Lua) <740-976>
E:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/update.lua:157 in () ? (Lua) <90-191>
E:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/stategraph.lua:431 in (method) GoToState (Lua) <390-441>
E:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/../mods/workshop-1566480214/scripts/prefabs/pigman_city.lua:1050 in (field) special_action (Lua) <1049-1051>
E:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/actions.lua:175 in (field) fn (Lua) <173-178>
E:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/bufferedaction.lua:21 in (method) Do (Lua) <18-33>
E:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/entityscript.lua:1123 in (method) PerformBufferedAction (Lua) <1114-1134>
E:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(936,1)
[08:16:13]: scripts/mainfunctions.lua(937,1) .../workshop-1566480214/scripts/prefabs/pigman_city.lua:109: calling 'SetPosition' on bad self (number expected, got nil)
LUA ERROR stack traceback:
=[C]:-1 in (method) SetPosition (C) <-1--1>
E:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/../mods/workshop-1566480214/scripts/prefabs/pigman_city.lua:109 in (field) separatedesk (Lua) <98-115>
however, I think candle hats as drops are OP, specially early game. Could you add some config options so they actually drop torches instead for the people who would like it a bit more balanced pls?
@Kain Morgen: I like the Mod! It's such a Quality of Life improvement. Dungeon Raiding day and night finally makes sense, no more burnt loot, no more burnt jungles, the torches were really really bugging me. Thumbs up!
Anyway, thanks for replying.
If you enable this mod in an existing world, then the pig guards will already have been given a torch to their inventory, which then has to be either normalized or deleted.
Can you tell me if you enabled this mod to an older pre-existing world?
Thanks for the report. By Royal Guard do you mean all guards in the 2nd pig city or only special guards in the palace which may appear if you attack a villager there?
I would try to fix this (by either normalizing torches again, or by replacing their torches, too) but more input would be great so I dont have to replicate everything.