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I though it sound too good to be true. Or does this mod really works and I am the only one unlucky?
Thanks for making such a cool mod. ^-^
When adding dishes, the game will crash from starting because the file is not resolved.
This is because cookpot.lua will load asset of my mod, via overridebuild.
This will result in mod asset loading before official asset.
I tried in modmain TheSim:OnAssetPathResolve(asset.file, resolvedpath) but without avail.
我在讨论机器翻译了这段描述以供使用中国大陆人,日本人和俄罗斯人阅读
私はこの記述を機械翻訳して中国大陸人、日本人、ロシア人を使って読むことについて議論しています
Я говорю о машинном переводе этого описания для чтения китайцами, японцами и русскими.
Is there any possible way to have the characters added into the top and middle rows? That would at least expand the amount of characters shown by 5-6.
Other than that, I second a scroll bar as it sounds like it'd be more professional. I'm partial to shrinking the characters a bit though just so I can see them all.
No, as extra characters will show up off-screen and not look proper. I have been wanting to make it so the entire view scales to fit every character, or a horizontal scroll bar is implemented to be able to view all characters. Still in the design process for this so if you have suggestions on how to design this I'm happy to take!
Could you please slightly increase the mod's priority to give a little wiggle room for mods that want to load after it or change the "modfilterbar" postconstruct to allow other mods to have some control over the status filter?
A mod you are enabling with Mods In Menu is likely doing something wrong and executing things that should not be executed (e.g. networking, recipe creation, etc)
Please disable each MiM mod one by one to decipher the issue then report to the mod author of the troublesome mod to fix their MiM compatibility.
When my game crashed and you helped solve It, unsuscribing of the mod (or mods who cause the problems) fixes the instant crash issue (I think It also puts the settings back to deafult, so maybe thats also why It doesn't instantly crash as It doesn't try loading the mods again.)
It really doesn't solve a lot, but It may be a good temporarly solution so people can at least open the game.
And no need to apologize at all, I'm glad if I was able to help you find something that may otherwise have been left unfixed :)
Oh no! Is MiM not automatically disabling crashed mods? That's terrible, sorry for practically softlocking you!
Here's a temporary fix, if you locate your client save data folder (For me this is at 'Documents\Klei\DoNotStarveTogether\#######\client_save', the number id will be a unique number to you or something similar).
There'll be a file named 'modsinmenu'. Delete this file, and load MiM, your selected MiM mods should reset leaving you blank.
I'll look into automatically disabling crashed mods, sorry about that!
My hope was that I'd be able to reach the MiM tab in the mod manager in order to make sure Heap of Foods was not selected under MiM, but I never got that far; I'm wondering if there's some sort of setting within the MiM code that's saving my preference from the first time I used MiM and tried to select Heap of Foods?
Kyno said in his server (after I asked him about a possible bug related to the Accomplishments mod or a buggy interaction with Heap of Foods):
"I might have forgot to disable the trophy thing
its not complete yet that's the problem, I was testing but released it in the last update"
If the mod is incomplete, is there a way for me to keep MiM from trying to read/interface with it? I remember the very first time I used MiM it gave me the option of which mods to enable via MiM (the only 3 mods shown were Heap of Foods, Gearless's Steamed Collection - Skins, and [API] Modded Skins -- I selected all three, and it's been crashing ever since then)
Ah, seeing your second paragraph, maybe I'll have to try subbing to it and seeing if that fixes things. Thanks so much for the help, that was crazy fast. Fingers crossed this works, I'll get back to you in a bit.
One of your mods I believe Kyno's is trying to use a variable that doesnt exist named 'TheKaAchievementLoader'.
If i remember correctly Kyno had an achievement mod, is this a mod you have enabled too? If so it's likely the issue. Or perhaps the issue is that you dont have it enabled. If i had to guess, Kynoox added compatibility between their Achievements mod and Heap of Foods mod, but didnt account for the former not existing on the client.
The following is the client log from right after a crash when I started up the game with all my usual client mods enabled, and then tried to enable the MiM mod and apply: https://pastebin.com/49iCPS1v
The following is the client log from a crash occurring after restarting my game (with the game defaulting to all client mods disabled due to the crash), and then trying to enable ONLY the MiM mod: https://pastebin.com/3wy2Hd3t
Hiya, would you be able to post your game client logs right after you crash? Itll help me to decipher the issue.
What issues does it currently have with Insight?
Yeah, now It is truly fixed! Now the game doesn't crash.
I made a silly mistake, can you try again now? It should truly be fixed.
Welp I have put UM again and the game crashes again for some reason https://pastebin.com/R6uQZNff here is the new log that I think you need It
I've updated the mod so the issue should be fixed. Can you attempt to re-enable Uncompromising Mode in the MiM menu and let me know if it works? Thanks!
Thanks, I see the issue. As a temporary solution you can disable Uncompromising Mode on MiM. I will let you know when the issue is fixed and you can re-enable the mod on MiM.
https://pastebin.com/gN0CkYjb here is the log, hope It will help.
You can use pastebin.com and then send the link here.
Welp yes I have a log, a new one as today the game crashed again at the start and I am sure I didn't suscribe to any mods today.
How do I send the log? Is there any page? Or do I just copypaste the entire log here?
Do you have any logs for when the game crashed?
It maxes at 18 due to overflow images, there should be an image link somewhere in the comments
At the very least, it looks like he's trying to migrate the MiM menu to be accessible upon enabling the mod rather than waiting for the game to re-load in order to see it. That at least cuts off one of the steps.
All in all, every sign points towards having all mods disabled by default. I am sorry that we cannot provide the convenience factor of the opposite for you, it's just that the current system is more convenient for more people.
If a mod has issues that cause networking problems, auto-enable is a very bad idea simply because everyone who has that mod would then have to disable MiM or unsubscribe from the mod until the problem is fixed. And modders aren't always on top of things to fix them right away.
Furthermore, you are very incorrect. Not all API needs to be virtually non-existent to the user. Many APIs for many games add complex and comprehensive GUI elements. This API aims to replicate the same style of Klei's mod selection menu. And as a result, everything will be disabled by default. Both because of the probability that a faulty mod coming through and also because some users want to be selective on which mods get loaded in the curio. Not everyone wants every mod enabled.
The difference in practice is of orders of magnitude in adoption
Proper modding API should work in a way that a user doesnt even need to know it exists
In this case it has two extra steps, and will fail to be used in practice because of that