Don't Starve

Don't Starve

More Fixes
36 Comments
NBGFRyan 27 Jul @ 8:14pm 
@king Oh really? I'm not really well versed in coding so I genuinely had no clue. You're very welcome that I was able to bring this to light, I genuinely had no clue how I managed to trigger this, from the screenshot, I was just messing around testing some stuff in another save, that or I wanted to check out tumbleweeds because of a comment someone said regarding them, I picked a couple of tumbleweeds and I guess the game just spawned a blueprint with something invalid?

Again I'm not really lua savvy so I can't say much :P
king  [author] 27 Jul @ 7:32pm 
@PootisWizard Interesting. The crash appears to be rooted in whatever recipe pulled for the blueprint spawned from the tumbleweed lacking a registered name in the game's strings. The blueprint prefab file in Bug Fixes! is actually identical outside of a single unrelated DLC check made for adding the floatable component, so this crash would actually occur without the mod as well. It only came up as Bug Fixes! fault as it had overwrote the blueprint prefab with its own version that had been later implemented in base game during the Mega Update. I will look into fixing this before launching my next update, but in the meantime if it is any consolation Bug Fixes! does not appear to be at fault for this. Thanks for bringing this to my attention.
NBGFRyan 27 Jul @ 5:35pm 
@king here's the imgur that snips part of the crash log: https://imgur.com/a/V2stpuF
I have a crash check mod to help me if the game "soft" crashes (hard crashing to desktop doesn't yield anything and I forget to check the log.txt files afterwards).

The full log that I copy pasted can be found as comment #56 in the thread.
What he said after I posted about it:
> "Hey PootisWizard, that seems to be coming from this mod, ye. There's not much reason to have this mod enabled anymore, most of the fixes got implemented in the base game. Probably not worth the time to fix this."
king  [author] 27 Jul @ 4:38pm 
@PootisWizard Huh, strange you would encounter a crash like that. I could not see anything in Bug Fixes! that I would think could cause a crash with tumbleweeds. If you have any more information on that crash I would be interested to know in case it is something easily fixable from my end, but if not maybe I will expedite my plans to bring over at least some of that mod's features myself and break compatibility sooner than planned after next update.
NBGFRyan 27 Jul @ 2:38pm 
@King ah, that's understandable, I only say my comment because while the two can co-exist together without issues, I actually ran into a crash with Leo IV's bug fixes! mod regarding tumbleweeds, and he has confirmed its that mod's end, so I had to disable it, which sucks because of some "QoL" stuff included in the mod (some of the stuff I listed as examples in ()).

But again, I understand and not particularly in a rush, they're just "small details", nothing 'game-breaking' or anything of that sorts that needs to be fixed.

Thank you again for this mod :sans:
king  [author] 27 Jul @ 2:24pm 
@PootisWizard Sorry for the late response. Bug Fixes! by Leonidas IV is already mostly compatible with More Fixes by design. The only known issues are the equip animation fix, which is force disabled by More Fixes for sake of mod compatibility (the fix is hacky and could break mods that append equip functions), and our Wes torso fixes conflicting (next update includes a fix to workaround this). I will consider fixing at least some of the bugs myself in the future to avoid needing to enable Bug Fixes! at all, but given the bugs it fixes are fairly benign and our mods are already compatible it is not a priority for me at the moment.
NBGFRyan 8 Jul @ 9:26pm 
Do you think you would implement some stuff that was from the Bug Fixes! mod by Leonidas IV as seen here?: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2767977231/3825287950910255919/

(Like the Jellyfish death anim and Jellyfish, Dog Fish, and Swordfish dying in place instead of bouncing a bit for example?)
atomjack111 22 Jun @ 7:05am 
Neat
king  [author] 25 Feb @ 1:36pm 
@frogman Fixed as of version 1.2.4.
frogman 24 Feb @ 4:19pm 
no clue why, wigfrid's battle spear and helmet dont appear in the crafting menu. nothing worked but turning off the mod
king  [author] 26 Jan @ 3:08pm 
@Gigalash Both issues fixed as of version 1.2.3. To fix the main issue easily I had to make "Old MoreLots Distribution" have no effect on Hamlet worlds going forward, as the issue lied in the difference in how Hamlet worlds distribute their resources compared to other worlds.
king  [author] 22 Jan @ 1:34pm 
@mrEDitor Fixed as of version 1.2.2.
mrEDitor 22 Jan @ 11:49am 
Can't load a save because of "Shipwrecked is not installed. Hamlet is not installed" with the mod enabled.
king  [author] 22 Jan @ 8:51am 
@KreygasmTR Fixed as of version 1.2.1.
KreygasmTR 21 Jan @ 11:45pm 
For Some reason game crashes when I build lampost in a Shipwrecked with Hamlet compat world.
Roosev 14 Jan @ 12:26pm 
beautiful
Zeak 11 Jan @ 10:55am 
Thank you, sir. People like you keeping the game alive
Glebbugg 11 Jan @ 7:25am 
Great mod! That's what community needs right now.
king  [author] 10 Jan @ 12:08pm 
@grizzlybeartist I still can't reproduce your bug even with the exact steps you described on the current public version. Right now I'm thinking that either this isn't a bug with my mod, which would make sense given I didn't change anything as far as I know that would break less or none like that, or it's a bizarre OS-specific world generation bug that I'm unsure of how to go about fixing if I even can at all. Are you playing on an OS other than Windows? Regardless can you retest with the "Old MoreLots Distribution" configuration option disabled? It's the only thing that could theoretically produce such a result, but it shouldn't be doing so unless more or lots for a given world option is selected.
grizzlybeartist 9 Jan @ 10:39pm 
I was generating a hamlet world without any other compatibilities set. I was trying to set snakes, scorpions, lightning, and gnat mounds to none.
king  [author] 9 Jan @ 12:21pm 
@grizzlybeartist Could you give me more information on what world you were generating (Forest, Shipwrecked, or Hamlet), what compatibility you had set (none, SW, or HAM), and exactly what options you're changing? I can't seem to reproduce this on my side, but I'm also testing on the upcoming 1.2.0 version so it's possible I've accidentally fixed this already.
grizzlybeartist 9 Jan @ 9:27am 
I had a strange bug with world-gen that I managed to narrow down to being caused by this mod- it appears that using the world gen customization to alter the spawn rate of mobs or weather in any way causes their spawn rate to be stuck at max. I tried multiple worlds and multiple settings, and whenever I tried to lessen or remove things like snakes, lightning, etc, I would instead spawn into a world flooded with them, lol. I don't think it's a swap either, as setting them to "more" did the same thing.
Dynamic 30 Dec, 2024 @ 6:45am 
@king Oh! Thank you for going the extra mile, I wasnt expecting you to Frankenstein a mod that hasnt been touched in over 4 years. Its the only character mod I actually enjoy since its interesting and still generally balanced, but I only know C# and xml so I cant really write a patch to stabilize it. I checked and from what I can tell everything works smoothly, I was honestly just expecting it to get listed as an incompatibility, so thank you again. I hope you have a nice day
king  [author] 30 Dec, 2024 @ 6:24am 
@Dynamic Fixed. Thanks for giving error information. While I was fixing the main issue I decided to fix Sue-Shi's big portrait being broken too, as it wasn't being loaded by her mod with and without More Fixes. Restart the game after enabling both More Fixes and Sue-Shi Character Mod if the big portrait still isn't fixed, as asset loading can require that sometimes.
Dynamic 29 Dec, 2024 @ 11:17pm 
This mod is incompatible with the sue-shi character mod as, according to the log, it tries to compare "nil with number" at /mods/workshop-3382769203/scripts/fixes/sw.lua:458 and breaks the game in an odd way that requires a restart. Im not sure if its this mod or that mod really breaking things, but I just thought Id mention it in case anyone besides me still uses that character lol
SadrianaZea 29 Dec, 2024 @ 4:41pm 
It does appear to be fixed. Thank you!
king  [author] 28 Dec, 2024 @ 5:54pm 
I found what I hope is the offending crash. It is now fixed as of version 1.1.1.
king  [author] 28 Dec, 2024 @ 4:58pm 
Need details like what DLC you own, operating system (Windows 1X, MacOS, Linux, etc.), mod configuration settings changed, what other mods you were running, whether the crash still occurs if the Dynamic Menu option is disabled before enabling the mod, crash to desktop or error screen, and most of all a log.txt file from right after the crash (found in ".../Documents/Klei/DoNotStarve" on Windows systems). Log file should be submitted as a pastebin link, and if there was an error screen you can submit that too.
SadrianaZea 28 Dec, 2024 @ 3:58pm 
This also crashed my game immediately. What information do you need to fix it?
king  [author] 27 Dec, 2024 @ 9:58am 
You have to give me more information than that if you expect me to do anything about it. I'm currently guessing you have a mod conflict or OS-specific error given the mod loads just fine for me across all the DLC ownership combinations I've tested.
slowpokedragon 27 Dec, 2024 @ 9:42am 
this crashed my game immediately lol
king  [author] 15 Dec, 2024 @ 10:12pm 
The only customization in the mod currently is determining whether the banner displays mod information, a random update name, or the current update name. Dynamic Menu is primarily intended as a simple solution to seeing the same menu theme forever that is stable across DLC compatibility and ownership (well at least as of the next update regarding the latter), and so is very unlikely to ever personally feature any extensive customization options seen in other mods. Next update does adjust the code for Dynamic Menu so add-on mods can theoretically be made to add additional themes with their own widgets and such, but keep in mind that I won't be providing any documentation and you'll definitely need some level of modding ability.
LeverionCat 15 Dec, 2024 @ 8:45pm 
Thanks for your mod, here I would like to ask, can I customize the main menu ?
J.C. Menton 14 Dec, 2024 @ 3:01pm 
cant wait to see the bug fix page lmao. just a question which may be more suitable for a seperate mod but can there be a config for shadow wilson? he was there during ds early days and was used as a sort of update announcemnet.
Roosev 13 Dec, 2024 @ 3:38am 
please continue god's work soldier
mathem99 13 Dec, 2024 @ 3:22am 
Excellent work!