Don't Starve Together

Don't Starve Together

Sit On Anything
43 Comments
󰀏Niko  [author] 24 Sep, 2024 @ 9:13am 
Sorry everyone for the over-night major issues. This is what I get for uploading a update at midnight. :DSTpigman:

I have temporarily removed controller support to fix the right click issues, If you still have issues double check that your mod is up to date, then be sure to let me know! But everything should be fully functional again. (aside from the controller support.)
󰀜ZhiYu 24 Sep, 2024 @ 1:06am 
右键能打开的东西都打不开了 比如书架
Anything that can be opened by right clicking cannot be opened, such as bookshelves
Wally 24 Sep, 2024 @ 12:43am 
I cant perform some actions with right click. I cant mount my beefalo, turn on my flingo, but i can equip stuff from inventory with right click. I already tried reconnecting and it's still the case. Disabling this mod for now
󰀏Niko  [author] 24 Sep, 2024 @ 12:08am 
Void equipment crashes have been fixed! :steamthumbsup:
Also I added controller support! (About time)

Anyone who had previously had issues with not being able to stop sitting, try the latest update and let me know if the issue is fixed for you and tell me if anything feels "off" about it.
Kin Tsio 26 May, 2024 @ 6:00am 
good mod 10/10 would sit again
Nick 7 May, 2024 @ 9:58am 
pretty sure the shadow reaper crashes with this mod (voidcloth_scythe)
󰀏Niko  [author] 26 Jan, 2024 @ 11:54am 
@MySora, I am so sorry that it has taken me so long to get around to testing that out.
As you had mentioned doing things in that way causes the spawn code to run twice, and my AddPrefabPostInitAny running twice on one object causes problems when the prefab is removed. But the core of the problem is that your test mod is running the spawn code twice on one object which is unrelated to "Sit On Anything" and is likely to cause issues with almost any mod that uses "PrefabPostInit"s and after looking at the code, it seems to be caused by that you are both using SpawnPrefab (Which itself will run the spawn code for the given object) but then also returning that spawned prefab as if it were "inst". (which will then also cause it to run the spawn code) I would suggest keeping "inst" and the object it spawns separate to avoid this.
MySora 13 Dec, 2023 @ 7:49pm 
@niko i upload a mod to show this bug
name [it just a test mod]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3113503378
*ੈStarry⋆˚☆˖°⋆。° 12 Dec, 2023 @ 5:14am 
everyone keeps sitting on me knowXD
󰀏Niko  [author] 8 Dec, 2023 @ 12:51am 
I don't feel comfortable about giving out my email.
MySora 7 Dec, 2023 @ 11:48pm 
@󰀏Niko please give me an e-mail
󰀏Niko  [author] 4 Dec, 2023 @ 2:26pm 
@MySora, I tried making a mockup mod exactly as you showed with your example, and I still could not replicate the issue. At this point I suspect some other mod may be causing the issue, try disabling all other mods and see if the issue persists. If you still have issues with it, please share the traceback with me so I help pinpoint your issue.
MySora 30 Nov, 2023 @ 8:44am 
for eq.

local function fn()
local inst = SpawnPrefab("log")
return inst
end

return Prefab("log2",fn)


it not init the inst by CreateEntity() , and use SpawnPrefab("log"),
it will cause call AddPrefabPostInitAny twice .

if you postinit any called twice.
inst._OnRemoveEntity will be change to your function

eq,
inst.OnRemoveEntity = function(...) return inst.OnRemoveEntity end

it will loop!!!
󰀏Niko  [author] 27 Nov, 2023 @ 10:50am 
@MySora, I have been unable to replicate your issue. I tried spawning in a moon fissure as that calls SpawnPrefab in it's main fn and had no issues. It is very likely that your issue is a mod conflict or simply a faulty mod, if so, let me know what mod is causing the issue and I can look further into it. If this issue is not a mod conflict however, then please let me know exactly what object is causing this issue and I will do some more in-depth tests on it.

Also, I have some doubts for your suggested fix. While admittedly I have not tried it in practice yet, from what I can tell the only change you made was making the backuped remove function a local function instead of it being stored in the prefab's data and I don't see how that would make any functional difference.
MySora 6 Nov, 2023 @ 9:06am 
hello,a bug, if a prefab call spawnprefab in it's fn,will call twice AddPrefabPostInitAny ,this will cause a infinite loop
. eq code
return Prefab("log2",function() return SpawnPrefab("log") end)

it can repair this :
edited modmain line 76-82


local _OnRemoveEntity = inst.OnRemoveEntity
inst.OnRemoveEntity = function(i)
Facings[i.Transform] = nil
if _OnRemoveEntity then
_OnRemoveEntity(i)
end
end
Dream 5 Nov, 2023 @ 11:41am 
best mod ever created
󰀏Niko  [author] 29 Sep, 2023 @ 7:49am 
For anyone looking to try out the new beta that released yesterday, I recommend grabbing the other version of the mod linked above, It's been made fully compatible with the new beta and will be merged with this version when the beta has concluded.
ПсихоДуб 10 Sep, 2023 @ 12:53am 
lightning rod:steamhappy:
Kojin 19 Aug, 2023 @ 9:05pm 
friend using a character who can swim really makes it so much fun exploring the ocean, 3 of us sitting on each other and one missclick and then chaos happen 10/10 :stress:
Pootis (f2p) 15 Aug, 2023 @ 5:49am 
op mod 10000000000000/ 10 good job buddy
training as sniper™ 4 Aug, 2023 @ 9:59am 
this mod is awesome i love it 10/10 would subscribe again :jarate:
Playeroth 9 Jul, 2023 @ 5:12pm 
i love these mods that has anything in it
󰀏Niko  [author] 18 Jun, 2023 @ 9:16pm 
The latest update has made the mod much more reliable for every-day-play by fixing common bugs and complaints. Sitting on things is a bit less intuitive now, but it should no longer get in the way of any other actions.
󰀏Niko  [author] 16 Jun, 2023 @ 11:29pm 
The initial idea was plain and simple to allow you to sit on anything without any care of what it may break. But I do plan on updating the mod to make it more viable for every day play.
97 16 Jun, 2023 @ 10:05pm 
Perhaps adding a keybind to sit on objects would be nicer so sitting is not prioritized over everything? like "keybind"+"mouseclick" to sit
󰀏Niko  [author] 16 Jun, 2023 @ 8:52pm 
There have been reports of that, seems that it might be tied to lag compensation. Try changing the setting and seeing if that fixes it.
mage2051 16 Jun, 2023 @ 7:26pm 
For some unknown reason I can't stop sitting.
󰀏Niko  [author] 16 Jun, 2023 @ 7:57am 
If you sit atop chester and try clicking on them you will open them. And this goes for most objects that will prioritize sitting.
97 16 Jun, 2023 @ 12:01am 
i couldn't open chester with the mod on, pls help
mage2051 14 Jun, 2023 @ 5:49pm 
Best mod ever.
󰀏Niko  [author] 12 Jun, 2023 @ 7:57am 
@Ashtyn, Good idea!
Ashtyn 12 Jun, 2023 @ 3:46am 
One small request, make it so sitting on the fountain of knowledge has the player sitting on it properly like a toilet. Fountain of Knowledge is the structure in the Ancient Archives that gives blueprints.
toxxxik 10 Jun, 2023 @ 3:07pm 
every gamer need a place to sit.
GreenGuy8 8 Jun, 2023 @ 2:24am 
Emmersion would be amplified just by being able to pop a squat. I loves it.
moletusk 7 Jun, 2023 @ 5:47pm 
I was just thinking about how cool it would be to sit on a tree stump.
一杯茶 5 Jun, 2023 @ 9:54pm 
现在我要提一款椅子能坐的开放世界游戏了
Guðleifr 4 Jun, 2023 @ 10:47pm 
Now imagine if it is possible to sit on a lightning rod
嘸窷ベ 4 Jun, 2023 @ 9:23pm 
cool
Kyoumura 4 Jun, 2023 @ 2:51am 
It perfectly fits with my Genshin Imapact characters mod, thank u Thomas Edison
Willow 3 Jun, 2023 @ 2:05pm 
This is awesome
LonelyStalker 3 Jun, 2023 @ 5:13am 
3A大坐!
MrMyther 2 Jun, 2023 @ 11:22am 
Best mod ever thank you yesyes
Digi62 2 Jun, 2023 @ 4:21am 
Great:steamhappy: