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Rapporter et oversættelsesproblem
Cluster Plants. Reborn!
@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!
ps. update for twigytree & new berry bush needed
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.
I'll take a look at it when I have some time. Gotta reinstall DST to test things.
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
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.
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.
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.
@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.
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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=532605718
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.
Really nice mod.
My quick tests:
Cluster on
Cluster off
@Twogun, If you have time, can you try messing with the walls without -any- mods installed and see if it does the same thing?
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.