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回報翻譯問題
Yes, it does function for DST, but it does not do so seamlessly. There is no dialogue for any of the processing done after you click the Sync button, and if you click it a second time, thinking that it didn't register, it crashes your game. The mod list does not update properly, resulting in unreadable mods until you exit the mod page in game and re-enter...
So yeah, someone actually porting this over to DST would be great!
Thank you, hotmatrixx for your suggestion. I've added it to my file.
you.
Keep up the good work, I would enjoy seeing your work implemented officially in game with some accreditation towards you.
First, thank you for this magnificent piece of work. I looked at the mod itself, there is a fair bit of coding in there to get that button to display correctly, and I thank you for taking the time to get that right.
Second, I want to let you know about a tweak that I made to it that makes it ...just that much better... and I think you should add this into your description page.
If there is a game breaking mod, as if the game cannot start, it disables all mods (including this one) and you have to wait for Steam sync all over again.
In the mods folder of your Don't Starve installation, there is a file called modsettings.lua
I read this just out of curiosity, and realized that you can use it to force start mods. I force start this one by editing it and adding this line of code to the bottom of the page of the file;
ForceEnableMod("workshop-196046828")