Don't Starve Together

Don't Starve Together

Fast Equipment (Year Of the Depths Worm Update)
208 kommentarer
M1A1  [ophavsmand] 12. juni kl. 7:55 
Hi @IceDice , try 6-8
IceDice 11. juni kl. 22:56 
What is a good offset for integrated backpack layout?
TheVillain 9. juni kl. 6:18 
You sure? That would be amazing!

I can try to fix it myself it you point me in the right direction - i'm not familar with Lua but i can do some XML so if its just 'swap this with that' then I might be able to do it...

Looked at the "Scythes" mod but its not as configurable as CCappu's version
M1A1  [ophavsmand] 9. juni kl. 2:48 
Hi @TheVillain , in short - this is not that mod :) The one for which there is support is called "Scythes". Maybe its outdated now or something. Right now I don't have time to make full support for both mods, pls PM me, i send fix for you.
TheVillain 4. juni kl. 6:21 
lol the mod link is flagged as 'potentially malicious

its just the scythe mod by CCappu

I think linking it in brackets has messed with the URL

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2328604820&searchtext=scythe
TheVillain 4. juni kl. 6:06 
Been getting this error - seems to be when I run this mod with Scythe mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2328604820&searchtext=scythe)


[00:01:10]: [string "scripts/util.lua"]:630: Could not find an asset matching images/inventoryimages/scythe.xml in any of the search paths.



I've added the "goldenscythe" into the mainlua as directed in the pinned discussion
No joy :(

Disabling scythe support works...but I'd quite like to have scythes supported you know?

Any suggestions on what I'm doing wrong?
Dihran 20. apr. kl. 15:07 
How can I add Maxwell's Codex Umbra to the ranged weapon shortcut?
M1A1  [ophavsmand] 23. mar. kl. 22:32 
Hi @Nucktrooper , I don't have such plans, but you can add it yourself
Nucktrooper 23. mar. kl. 6:43 
Hello, great work. Could it be possible to add a key to use the panflute with the biggest duration ?
ZooMKo 18. mar. kl. 12:44 
ah, a Fencing Sword can also crash the world i guess
슈플리 18. mar. kl. 4:51 
It looks like the bugs have been fixed well. Thank you!
M1A1  [ophavsmand] 18. mar. kl. 0:13 
Thanks guys, i think i fix it
슈플리 17. mar. kl. 22:17 
[01:01:28]: [string "../mods/workshop-2049905964/modmain.lua"]:518: attempt to index field 'inventoryitem' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-2049905964/modmain.lua:518 in (upvalue) GetBestItem (Lua) <511-546>
../mods/workshop-2049905964/modmain.lua:592 in (upvalue) CheckButtonItem (Lua) <590-643>
../mods/workshop-2049905964/modmain.lua:769 in (local) fn (Lua) <766-771>
scripts/entityscript.lua:1215 in (method) PushEvent (Lua) <1202-1229>
scripts/prefabs/inventory_classified.lua:408 in (field) fn (Lua) <389-414>
scripts/scheduler.lua:186 in (method) OnTick (Lua) <164-216>
scripts/scheduler.lua:419 in (global) RunStaticScheduler (Lua) <417-425>
scripts/update.lua:178 in () ? (Lua) <169-220>
Chronos2187 17. mar. kl. 11:43 
Thank you the the fast update!
ZooMKo 17. mar. kl. 9:07 
[string "../mods/workshop-2049905964/modmain.lua"]:518: attempt to index field 'inventoryitem' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-2049905964/modmain.lua:518 in (upvalue) GetBestItem (Lua) <511-546>
item1 = 102613 - cane (valid:false)
item2 = 164794 - orangestaff (valid:true)
group = table: 000000010ACD4F20
../mods/workshop-2049905964/modmain.lua:628 in (upvalue) CheckButtonItem (Lua) <590-643>
item = 164794 - orangestaff (valid:true)
../mods/workshop-2049905964/modmain.lua:769 in (local) fn (Lua) <766-771>
inst = 100234 - wathgrithr (valid:true)
data = table: 000000010AB2DF80
scripts/entityscript.lua:1215 in (method) PushEvent (Lua) <1202-1229>
self (valid:true)
ZooMKo 17. mar. kl. 9:02 
Hello @M1A1, i also got this bug with lazy explorer and pick/axe
[workshop-2189004162 (Insight)]: Text: [string "../mods/workshop-2049905964/modmain.lua"]:518: attempt to index field 'inventoryitem' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-2049905964/modmain.lua:518 in (upvalue) GetBestItem (Lua) <511-546>
../mods/workshop-2049905964/modmain.lua:628 in (upvalue) CheckButtonItem (Lua) <590-643>
../mods/workshop-2049905964/modmain.lua:769 in (local) fn (Lua) <766-771>
scripts/entityscript.lua:1215 in (method) PushEvent (Lua) <1202-1229>
scripts/prefabs/inventory_classified.lua:408 in (field) fn (Lua) <389-414>
scripts/scheduler.lua:186 in (method) OnTick (Lua) <164-216>
scripts/scheduler.lua:419 in (global) RunStaticScheduler (Lua) <417-425>
scripts/update.lua:178 in () ? (Lua) <169-220>
M1A1  [ophavsmand] 17. mar. kl. 4:54 
Hi @Shuply , i cant reproduce this crash. All works fine for me. Can you attach a crash log?
슈플리 17. mar. kl. 4:26 
the game crashes when crafting an item that consumes equipment as a material
ex) The Lazy Explorer, Thermal Stone
bryan 15. mar. kl. 7:09 
dang i really like that feature
M1A1  [ophavsmand] 14. mar. kl. 3:26 
Hi @bryan , yea, i disabled this because its unexpected behavior. Pressing button again should remove/replace the object in your hands, not use its ability
bryan 13. mar. kl. 18:58 
thanks again, has anyone noticed that when you use willow's lighter with the mod it wont activate the lighter to absorb the embers anymore? it used to be able to press it once to pull out lighter then press same button to absorb the embers. did an update mess it up or am i doing someting wrong?
M1A1  [ophavsmand] 10. mar. kl. 9:08 
done
M1A1  [ophavsmand] 10. mar. kl. 7:54 
Hi @Chronos2187 . I missed this change, never had the desire to play as a pioneer :steamhappy: I'm going to see what I can do about it.
Chronos2187 10. mar. kl. 7:19 
@M1A1 the knabbag is a nice addition thank you for adding, could you add Walter's slingshot upgrades as well? (his normal slingshot works but once it's upgraded it doesn't. I think it's called slingshot2) I tried just adding it where slingshot is in the main.lua but must need to add it somewhere else also.
M1A1  [ophavsmand] 1. mar. kl. 11:54 
Hi @bryan , thanks for writing. I'm not following the game updates right now and probably missed something. I'll try to add it quickly, it's not hard
bryan 1. mar. kl. 8:45 
hey, @M1A1 is there any plans on adding wortox's new weapon to this mod?
navi 4. feb. kl. 23:53 
can you adjust the buttons up so that it supports when the backpack is integrated, very helpful
FunkierTerror666 11. dec. 2024 kl. 5:55 
I was looking for this, thanks. btw can u make the pitchfork slot toggleable?
bryan 7. nov. 2024 kl. 7:41 
Thanks @M1A1 that was quick!
Cyber Skink 6. nov. 2024 kl. 17:59 
hi, i love this mod. would is be possible to add machetes to the mix? i know that it's not vanilla, but i think it would help a lot. Thanks!
M1A1  [ophavsmand] 5. nov. 2024 kl. 13:00 
Hi @bryan , just uploaded an update with new items
bryan 3. nov. 2024 kl. 15:16 
hey, is there a way you can add Brambleshade Armor(Wormwood's upgrade to Brightshade Armor) to this mod?
Cyber Skink 10. okt. 2024 kl. 11:31 
Hi, the golden pitchfork will not equip with the pitchfork keybind, would it be alright if you fixed that?
YanHarley's 6. okt. 2024 kl. 8:44 
@M1A1, In my head I imagined a different way of creating these associations, and it wouldn't be through the settings or by indexing all the items. There are mods within the game that allow the player to select the item by clicking on it, and then place it in the mod slot.

I imagined something along these lines when I thought about the association, this way you don't have to worry about all the game items, just those that the user puts in the mod's slotbox. You also wouldn't need a dropdown list.

Anyway, it's just an idea that occurred to me and I completely understand your situation, don't worry! :D
M1A1  [ophavsmand] 5. okt. 2024 kl. 12:14 
But I still don't see a good solution to the problem of compiling item lists and filling them, I can't just index all the game items.
You can still manually edit the lists and order of items manually in the mod code, this is done as simply and intuitively as possible
M1A1  [ophavsmand] 5. okt. 2024 kl. 12:14 
Hi @YanHarley's !
Yes, I understand this idea, but it has 2 problems:
The first is the impossibility of creating dynamic (and simple drop-down) lists inside the game settings.
The second is the need to create a list of items directly. I can't allow players to enter their values because if there is a typo or mistake, the function will not work or the game will crash. That is, I will have to make a list of all in-game and mods (?) items. This does not solve the problem that I have to manually update the mod for each patch, but, of course, gives players more freedom.
Now it all comes down to the fact that I changed my job and it is associated with business trips and I have no time to finish in-game menu, which would allow me to solve at least the problem with drop-down lists.
YanHarley's 5. okt. 2024 kl. 6:14 
Hi @M1A1! :)

I think this mod could work a little differently. Instead of having pre-determined positions for item types, such as weapons, armor, helmets, which are automatically assigned by the logic of the best item, the player would be able to associate a certain 'X' item as "armor", or a certain 'Y' item as "weapon" with the existing space. This way, the mod could create an association with that item, understanding that the player wants to use "that item" as a flashlight, for example.

The reason for this is that when you work with mod items, you can't use this mod, because the mapping of items that are added to the grid is managed by a list that you create considering the priority.

Does that make sense?
DarkSlayerEX 22. sep. 2024 kl. 16:20 
Would you consider adding toggleable support for harvest knives?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1506515164
M1A1  [ophavsmand] 18. sep. 2024 kl. 5:06 
Hi @FUwa FUwa FUwa Fuwa , the original mod code requires redrawing all the graphics so that the cells become separate modules. I did this once at the very beginning of the update when I added a cell for a ranged weapon and have no plans to do this anymore because it takes time, which, unfortunately, I have not had for the last year
FU WA 18. sep. 2024 kl. 3:56 
Could you create a function to allow tool buttons to be hidden, or suggest a way for me to hide the tool buttons if it's not convenient for you to create it?
The Jobs 12. sep. 2024 kl. 20:57 
@M1A1 can you add Shadow Maul as a Weapon? Thank for your attention.
M1A1  [ophavsmand] 9. sep. 2024 kl. 13:36 
Nope, оnly ranged weapons slot can be hidden
FU WA 9. sep. 2024 kl. 7:50 
can hide tool slot ?
Varrgas 2.0 9. juli 2024 kl. 11:18 
Ho, just in case about other mod who could have items prefabs issue, if you have any clue, tel me.
Sadly I don't understand a thing or close to in theses crash log.
But I'm an advanced mod user and well know my mod list, what each is doing, possible conflict etc. I always take a lot of time to mod some games I want to, and try to avoid any conflict, incompatibility, avoiding trash made mods or too old.

And I wasn't able to reproduce it either with the same save...
I used a rollback save of the morning the same day, did the same things and same order, but this time, nothing, and I did the thing quick like the 1st time.

I though it would be important to tell you this.

The mod itself still work perfectly, thank again for this amazing Mod! :praisesun:
Varrgas 2.0 9. juli 2024 kl. 11:12 
I'm playing with some mods, not a lot, but more than a few, so maybe it can be like you said, some lag, even if I'm playing Solo on my computer and can't avoid it, at least not without using a mod that i don't like.

it somehow make the cave on "pause" until you go in, and then apply all who must be done during this time, and so make the above world pause when in cave, time is paused, but things who should be apply are made when you go up or down, and it's only for solo player.

But I don't like it because the way it work and delay some Timer, like hounds or season boss attack at a point that you can have a lot of delay on them and they never pop because the season end before they can be there.

So I deal with the lag. (and wrote big messages for nothing xD, sorry)
M1A1  [ophavsmand] 9. juli 2024 kl. 11:01 
HI @Varrgas 2.0 , its an old rare crash, that I can't reproduce and fix so far. Looks like its a server lag or strange items prefabs changes from other mods. I'll try adding a couple extra checks, thank you for report
Varrgas 2.0 9. juli 2024 kl. 10:25 
(steam character limitation)
Have you an idea of what could happen ?
I wasn't doing anything special, or new, just crafting an other gold shovel or golden axe (I clicked fast one the 1st and 2nd so can't tell you the one who lead to this, if that was this...

And it wasn't the 1st time I craft both, in this save, or in previous save too, a lot.
Varrgas 2.0 9. juli 2024 kl. 10:22 
Hi

Sorry but my game did just crash with this log:

[string "../mods/workshop-2049905964/modmain.lua"]:444: attempt to index field 'classified' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-2049905964/modmain.lua:444 in (upvalue) CompareItems (Lua) <434-465>
../mods/workshop-2049905964/modmain.lua:541 in (upvalue) GetBestItem (Lua) <467-549>
../mods/workshop-2049905964/modmain.lua:619 in (upvalue) CheckButtonItem (Lua) <593-646>
../mods/workshop-2049905964/modmain.lua:772 in (local) fn (Lua) <769-774>
scripts/entityscript.lua:1208 in () ? (Lua) <1195-1222>
=(tail call):-1 in () (tail) <-1--1>
=(tail call):-1 in () (tail) <-1--1>
scripts/prefabs/inventory_classified.lua:408 in (field) fn (Lua) <389-414>
scripts/scheduler.lua:186 in (method) OnTick (Lua) <164-216>
scripts/scheduler.lua:419 in (global) RunStaticScheduler (Lua) <417-425>
scripts/update.lua:178 in () ? (Lua) <169-220>
M1A1  [ophavsmand] 18. apr. 2024 kl. 22:57 
Это идея, попробую. Не приходило в голову
Danzo 18. apr. 2024 kl. 22:06 
@M1A1 приоритет предметов всегда внизу) Я сам до недавних пор про это не задумывался, пока не скрафтил кротокуляры и понял что мне не нравится, что они одеваются вместо фонаря) Да, они лучше чем фонарь, но кротокуляры беречь надо) И в то же время я понимаю, что кому-то может быть удобнее по-другому. Кстати насчет совместимости с другими модами, не пробовали "KnownModIndex" использовать? По сути можно и без переключателя в modinfo обойтись.