Don't Starve Together

Don't Starve Together

Cluster Plant
110 kommentarer
Zarklord 26. mar. 2018 kl. 7:50 
no problem... glad to update this great and useful mod... :P
Zed eXe  [ophavsmand] 25. mar. 2018 kl. 20:11 
@Zarklord Awesome, put up a note in the descriptions to point people in your direction. Thanks for updating the mod and adding functionality I never could figure out. Also apologies if you had to look through the silly comment code =P.
Zarklord 20. mar. 2018 kl. 18:23 
hey i made a new fixed version that has a preview and supports the newer plants/trees
Cluster Plants. Reborn!
知识学爆 18. dec. 2017 kl. 17:04 
good!thanks so much!
Wut What Whaaaat 9. mar. 2017 kl. 3:37 
there's a bug where cut grass green thingy for position doesn't show i've uninstal the and install it back, then i try to disable the mod and it fix :steamsad:
Zed eXe  [ophavsmand] 23. jan. 2017 kl. 14:44 
Hah glad it's still working and people still find use of this.
icestar 22. jan. 2017 kl. 14:49 
good job thanks
Carben 21. nov. 2016 kl. 18:09 
I found this after taking way too long to line up my plants. This mod is extremely helpful, thank you for making it!!
Zed eXe  [ophavsmand] 11. juli 2016 kl. 5:53 
@Themind41 From my limited testing, the trees after planting the clusters are working like if you just planted a single one from the game. There might be some mod conflicts causing it to go tier 2.

@GomTang Unfortunately, I don't plan on developing the mod any further. In fact, I'm officially stopping further support for it as I've not played the game in ages and don't have much time to spend on it nowadays. With the time I have, I am distracted with other games. If anyone else wants to pick up where this mod left off, feel free to dig in!
Marko 11. juli 2016 kl. 4:02 
This mod is impressive~Thanks
ps. update for twigytree & new berry bush needed
Εγείρων 24. juni 2016 kl. 16:31 
Well ok,thans for your hard work!
Zed eXe  [ophavsmand] 24. juni 2016 kl. 16:29 
@Themind41 Sadly I'm not gonna add any more features to this mod. I'm merely keeping it functional at this point. As I mentioned in previous posts, I don't have a lot of time at the moment and haven't actually played DST in over a year. But as always, the code is commented (albeit a little crappily) and anyone is free to poke around and add things/redistribute as they see fit. Hell if it's a good version and someone informs me, I'll even link to the mod from this one.

As I don't have too much time nowadays, my testing method will only cover the mod running by itself. It was created in a way that it -shouldn't- be the one causing conflicts as it only adds things and never modifies existing code. However, I'm no expert so mistakes happen. I'll take a look through to make sure it's not my mod causing issues, any further compatibility issues will be up to the user to hunt down and contact the relevant mod authors.
Εγείρων 24. juni 2016 kl. 10:23 
@Ghost Requiem maybe a mod conflict? Please check it nonetheless and thank for your time.Also if you could copy the effects of bulk plant mod from DS where you can plant a single tree and a huge amount of stack is instantly planted would be nice.
Zed eXe  [ophavsmand] 24. juni 2016 kl. 6:39 
@Themind41 That sounds like something's not working right with my mod to me. The original intention was for it to be in the first state after planting so it grows normally as if a single thing was planted.

I'll take a look at it when I have some time. Gotta reinstall DST to test things.
Εγείρων 24. juni 2016 kl. 3:23 
@Ghost Requiem is it possible to make trees not grow instantly to tier 2 when you plant them and instead work like birchnut trees where they begin from tier 1 state (the one that is not yet ready to be axed) ?
Zed eXe  [ophavsmand] 23. juni 2016 kl. 21:43 
@Themind41 Thanks for informing me of this. This mod was created before Woodie's release on DST, also it might be completely broken to have the cluster refill the little beaver's sanity =P. So that probably won't change.
Εγείρων 23. juni 2016 kl. 18:30 
This mod does not refill woodie's sanity when planting trees.
X0110X 30. maj 2016 kl. 10:17 
This mod very wonderful!!
-shhfiftyfive 17. maj 2016 kl. 23:49 
no problem. i haven't played it much in a long time either. i'm not adept at code so i'll leave that to the experts. i can live w/o the feature for the time being.
Zed eXe  [ophavsmand] 17. maj 2016 kl. 23:10 
@ -shhfiftyfive

It's still a different system from what I've worked with and a lot has changed since a year ago when I was actively playing this game. I just don't have time right now to implement and test it since there's a lot of seeing what's changed and how it works ingame. Hell I haven't even touched it since the Giant's content.

I'll look at it when I have free time but that's not going to be any time soon. As usual though, feel free to modify it yourself, I've left comments all over the place in the code (though my naming conventions were terrible) so it shouldn't be too hard to dig through.

Short version:
- implementation requires experimentation which requires time
- I haven't played DST for over a year so it's not high priority for me
- I lack free time atm
-shhfiftyfive 17. maj 2016 kl. 19:45 
yes. it is like terraria where the world generates one type or the other with some resources with same use. (if your world has twiggy trees then it doesn't have normal twig plants)

in this case though, it is just a new type of tree sapling in your inventory, so hopefully it shouldn't be too hard to add to this mod.
Zed eXe  [ophavsmand] 17. maj 2016 kl. 19:35 
@ -shhfiftyfive

I took a look at the TwiggyTrees and it seems it's a swap rather than a normal prefab with other conditions for it to spawn. Since I haven't played the game in over a year, this one might require some digging to implement without blowing things up.

So for now, no twiggy trees until I have a lot more free time to actually bootup the game and do a few experiments, sorry.
Zed eXe  [ophavsmand] 16. maj 2016 kl. 23:43 
I'll look into when I have time. No promises though, been quite busy ).
-shhfiftyfive 16. maj 2016 kl. 22:28 
any chance you'll update this to support the new twiggy tree sapling?
Zed eXe  [ophavsmand] 12. maj 2016 kl. 22:41 
@Summers


How to use:

After installing and launching the game, configure the Cluster Plant mod in the mods menu. Choose the grid size and secondary resource scale, hit apply and play!

In the game, hover over the recipes in the refine tab. Meet the requirements and plant away!

Depending on settings, you may have to collect enough materials for the recipe to be enabled.
人越菜嘴越臭 12. maj 2016 kl. 22:31 
please tell me how to active this mod...does it have a shortcut key? because I don't know how to plant
ExVault 11. mar. 2016 kl. 7:25 
This mod looks amazing! Please, release it for single player DS.
Horny Zombie 23. jan. 2016 kl. 1:53 
thanks for this mod, this was the thing i was waiting for so long !! brilliant idea :D
Zed eXe  [ophavsmand] 7. jan. 2016 kl. 21:38 
@sunsage45, Thanks for the clarification, totally didn't even check that. It should be fixed now. Also, those silly pinecones were the reason I made this mod =P, glad others like it too.

@Jesus, I'm most likely not going to port things over to the single player versions of Don't Starve as I will most likely not play those versions. Heck, I haven't even touched DST in ages. I'll do my best to keep the mod working for DST but not much else. Normal life is eating up more of my time.

As always, anyone who wish to use my (messy) code and port it over, feel free. I've tried to comment stuff in the code in case anyone wants to modify/repurpose it for anything else.
JesRamoS 7. jan. 2016 kl. 12:27 
make comp for shipwrecked
Demitian 29. nov. 2015 kl. 10:12 
@Ghost Requiem and Wolf Rain, I have the same issue with the names of the refine items. Pine is labeled as "Birchnut cluster" and the birch has no label. They work just fine, though. Thank you thank you for making this mod, I had like 450 pine cones in a stash because I was so fed up with mis-clicking while planting. =)
Zed eXe  [ophavsmand] 30. okt. 2015 kl. 5:10 
@Wolf Rain, Sorry I don't quite follow. I justed tested the mod and it's still working fine for both pines and birchnuts.
미니 29. okt. 2015 kl. 7:16 
have tree name bugs, pine has been named bitch, and bitchnut has no name
Zed eXe  [ophavsmand] 10. okt. 2015 kl. 4:38 
@Zeek, Hah yeah everybody wants something a little different. For the time being the mod will stay how it is as I'm no longer playing DST for the most part (might get back into it one of these days). I'm just keeping the mod functional at this point. Feel free to edit/redistribute the mod as ya see fit (this goes for anyone).
Zeek 10. okt. 2015 kl. 2:17 
That would mean ofc eliminating the cost/crafting aspect, so not sure if you'd like that at all.
Zeek 10. okt. 2015 kl. 2:16 
I see, that's unfortunate because then I'll just plant them them manually, since I like them to be perfect (100-300 tufts). Have you considered making this a client side only mod? Like the Geometry mod. That way I can at least save out on one 1 big planting, but other players on the same server can make smaller clusters with their own mod settings.
Zed eXe  [ophavsmand] 10. okt. 2015 kl. 1:56 
@Zeek, You can go to the mod options and set it to plant in bigger clusters. I know it's not the same as getting the individual clusters closer together but it's the best I've got atm.

The detection of planting a cluster uses the in-game validation for planting so it's much harder to have close gaps in between each cluster after something is down.
Zeek 10. okt. 2015 kl. 0:46 
This is the best I can do...still a lot of extra space between clusters
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=532605718
Zeek 10. okt. 2015 kl. 0:42 
Is it possible to plant multiple clusters next to each other so that there's no extra space between clusters? Am I missing something? I'd like to combine several clusters into one uniform huge cluster but there is also some extra space between clusters.
Zed eXe  [ophavsmand] 25. aug. 2015 kl. 16:27 
@rockstar349002, Not anytime soon (from me at least). I'm currently distracted with other things at the moment. Feel free to dig in and port it over though. It is for the most part done.

I haven't figured out a gentle way to implement a preview system (without breaking half a dozen other mods from other authors I love using). I have a working version with customizable sizes, but without a preview for placement, it was too clunky to use.

So, outside of basic maintenance (patches breaking things/adding new stuff), this is it until something comes up.
jeremythegerm 25. aug. 2015 kl. 13:40 
Any idea if this will ever come to regualar Don't Starve? (single player mode)
Zed eXe  [ophavsmand] 5. juli 2015 kl. 13:05 
@Arkdrax, I've been trying to get that working, sadly I've not figured out a way to do it where it doesn't mess with other mods and/or indicators. I'll keep poking at it, no promises ).
Arkdrax 5. juli 2015 kl. 6:35 
It would be so nice if we can actually see the 3X3 layout instead of just a single sapling or grass while planting.
Really nice mod.
Zed eXe  [ophavsmand] 28. maj 2015 kl. 16:54 
@Twogun, I'll leave the comments in case it happens again. Either way, thanks for testing stuff out. I haven't had enough time to actually play the game of late so the new stuff might be doing things I don't know about. It's always nice to have extra eyes.
TwoGun 28. maj 2015 kl. 13:24 
I have indeed tried in several variations, but for the life of me can't recreate the issue. It was with stone walls as well. Either way if it happens again ill let you know, and feel free to delete all my comments as to get rid of any misleading info.
Zed eXe  [ophavsmand] 28. maj 2015 kl. 2:09 
@Twogun, Well pants. I can't seem to recreate the issue Twogun. Which walls were you using? And I'm sure you've already done this but just in case, have you tried it with -just- cluster plant on a new server if that still pokes at the walls? If you can upload some screenshots I'll try to recreate the problem and poke at it.

My quick tests:
Cluster on

Cluster off
Zed eXe  [ophavsmand] 25. maj 2015 kl. 10:00 
@Twogun, Will do, I'll look into it.
TwoGun 25. maj 2015 kl. 9:41 
I gotcha Ghost, already did that. Upon deactivating the mod and getting on a new world, the placement of walls was immediately back to normal and working fine. So it is something with the mod, but I can't be certain what.
Zed eXe  [ophavsmand] 25. maj 2015 kl. 0:07 
Blarg, couldn't help myself. Took a look through the code again and even the recipe thing doesn't replace anything. Everything defined and used within this mod is a new 'thing' and shouldn't interfere with any other mods. It doesn't change anything by force and all the scaling is done within the mod by a local variable and calculated with a function local to the mod.

@Twogun, If you have time, can you try messing with the walls without -any- mods installed and see if it does the same thing?
Zed eXe  [ophavsmand] 24. maj 2015 kl. 22:00 
@Twogun, It shouldn't. The scale values are defined within the scripts\components\clusterplantable.lua under GetOffset. It's arbitrary and used for calculating the spacing each time you plant a cluster. That should be local as far as I understand. The only globally thing this mod does is in the modmain recipes section.

I was trying to save some values in modmain.lua under the "Save Tuning" sections. That may be messing with some stuff. I'll look into it after finals.