Don't Starve Together

Don't Starve Together

Iceflingomatic Behavior Configurator
101 Comments
In Vitriol 23 Dec, 2023 @ 10:09am 
Would an option to not target rabbits etc be feasible?
Anarchy_98 14 Sep, 2022 @ 1:48pm 
is there a way to make this work for don't starve rog and sw ?
A Strange Construct 29 Mar, 2022 @ 1:13pm 
Hey, do yall know if this is compatible with Deluxe Campfires? I imagine it would be, but just wanna make sure.
YGonzalez 26 Oct, 2021 @ 6:22pm 
Can you fix it for the Tiki Torch. Thanks
j9 bee playin 23 May, 2021 @ 10:56am 
This mod is great for those of us adding wildfires into their games. I generally play with it off as summer's are already too much of a pain. This mod makes summer outside of the caves do-able.

Thanks :steamthumbsup:
Ikkegwn 18 Feb, 2021 @ 10:47am 
Doesn't work with tiki anymore, sadly enough
难狩 6 Jul, 2020 @ 9:54am 
nice
Matt 14 Apr, 2020 @ 6:02am 
Mod doesn't work. Is that normal?
CAVALOGROSSO 9 Mar, 2020 @ 1:36pm 
Could you add in the option of not putting out fires, the shipwrecked Chiminea?
I use a mod called "Tropical Experience | The Volcano Biome", and this mod has Chiminea, but your mod does not have the option for it not to erase Chiminea ...
MathiusXII 27 Sep, 2019 @ 4:23pm 
And also how many times it takes to freeze a player. (I'd like one hit freeze)
MathiusXII 27 Sep, 2019 @ 4:18pm 
Could you add higher options in the config for temp to fling at players? I need higher than 70 degrees
Serp 12 Jul, 2019 @ 4:13pm 
disable the "targetplayer" does not work, you forgot the "if TARGETPLAYER then" condition for your "does not only cool in summer" code.
I never play with cooldown for players, mostly because players often sand near the firepit and flingomat will extinguish the fire that way, although the reason to have this mod is to not extinguish the firepit.
Oguri Kyousuke 1 Jun, 2019 @ 8:26am 
the only thing I wish for is a larger fuel tank cuz I'm too lazy to check it often but don't like to lower the fuel consumption too much either.
ZupaleX  [author] 22 Mar, 2019 @ 12:24pm 
Which problem?
atagun3 19 Mar, 2019 @ 4:14am 
This mod was great, it was a must include. Hope it gets an update to fix its problems.
Krafty 20 Dec, 2018 @ 6:56am 
I was wondering if it can ignore Glommer?
Beez 21 Oct, 2018 @ 12:21pm 
Hey this is not working with the tiki torch mod any way uou could update it if it is an easy fix? Just playing with some friends and it goes through ice very fast
Sopa 1 May, 2018 @ 9:34am 
Here is some help Dude, to fix the problem with Deluxe Capfires you need to add some tags this part:

if EXMODE == "coldsource" or EXMODE == "anysource" then
AddPrefabPostInit("coldfire", AddColdTags)
AddPrefabPostInit("coldfirepit", AddColdTags)
AddPrefabPostInit("nightlight", AddColdTags)
AddPrefabPostInit("endo_firepit", AddColdTags) <-
AddPrefabPostInit("endo_firepit_fire", AddColdTags) <-
AddPrefabPostInit("ice_star", AddColdTags) <-
AddPrefabPostInit("ice_star_flame", AddColdTags) <-
end

if EXMODE == "anysource" then
AddPrefabPostInit("campfire", AddColdTags)
AddPrefabPostInit("firepit", AddColdTags)
AddPrefabPostInit("deluxe_firepit", AddColdTags) <-
AddPrefabPostInit("deluxe_firepit_fire", AddColdTags) <-
AddPrefabPostInit("heat_star", AddColdTags) <-
AddPrefabPostInit("heat_star_flame", AddColdTags) <-
end
ZupaleX  [author] 23 Apr, 2018 @ 5:25pm 
For the fuel I suspect that there is a bug which makes the fligomatic consume 200% less fuel, but requires 200% more to be refueled :-D I'll look at it hopefully soon.
ZupaleX  [author] 23 Apr, 2018 @ 5:22pm 
Oh it's a custom character. I have to check how I did this again but the mod creator might have not added the "proper" tags to his/her character, thus is not considered "player" by the fligomatic.
sharktemplar 23 Apr, 2018 @ 1:48pm 
I had "target player" set to "no" but whenever my temperature raised above the set temperature configuration, it would fling snowballs at me anyway. The quick-fix was raising the temperature threshold to 70 degrees, and as I play a custom character who is heat-resistant and never raises above 60 degrees, I just tricked the functionality into never trying to cool me off instead. As for the fuel inconsistency, I had fuel consumption at I believe -200%, and the fuel did appear to go down much slower as a result, however when trying to refuel the fling-o-matic (usually when it was on) the fuel meter would not raise but the fuel item was still consumed.

I don't remember all of my other configuration options, but I doubt they were the cause of any buggyness. I uninstalled the mod as a result of the issues I was experiencing so I don't have my original config layout anymore.
ZupaleX  [author] 22 Apr, 2018 @ 6:13pm 
Hello. Related to the deluxe campfire, I know. It's because the guy who made that mod did not give the same tag as regular campfire. I might add something eventually I guess.
When testing on my end, if I ask for the player not to be targeted in the config, then players are not targeted. Could you give more precision in what's happening (specific situation? exact configuration, ...)?
I never noticed any fuel inconsistency. Again could you tell me what's your exact config?

Thanks
sharktemplar 22 Apr, 2018 @ 5:23pm 
Fling-o-matics seem to ignore certain configured behavior settings. Even telling them not to target the player to cool them down in mod options, they still do. Also, like is said below, deluxe camp fires are not considered camp fires to fling-o-matics, and even with the option to tell them to ignore heat sources, they will still extinguish those campfire types. Fuel consumption seems to also be rather inconsistent. Certain states the fling-o-matic can be in can result in them simply not boosting their fuel meter even though they consumed the item you put in for fuel. I have 70+ active mods so this may be on my part, but none of them change the fling-o-matic, so I doubt that.
MEIYER 11 Apr, 2018 @ 1:15pm 
@ZupaleX I found the same issue as Sopa. If Deluxe Campfires is installed it stops. Otherwise great job with normal functions.
Sopa 4 Apr, 2018 @ 2:22pm 
So, I've found some incompatibility with Deluxe Campfires Mod, where it just extinguish every Campfire from the mod
ZupaleX  [author] 8 Feb, 2018 @ 7:04pm 
I'll try to put something together this weekend to allow user to easily add new entities to the ignore list.
ZupaleX  [author] 7 Feb, 2018 @ 4:43pm 
It's not overly complicated to modify the script so it ignores other targets of your choosing though.
What I should maybe do is add a config file where the users could add tags or stuffs like that that should get ignored by the flingomatic.
ZupaleX  [author] 2 Feb, 2018 @ 3:02pm 
I'll try to look into it. Thanks
ciafey 2 Feb, 2018 @ 1:42pm 
In the configuration I set the option to target player to "No", but it still targets me when I'm getting hot, it just doesn't cool me down.
ZupaleX  [author] 28 Jul, 2017 @ 1:38am 
I on purpose did not add custom fire to the list of ignored target. The reason being that if I start to put one, then I will have request to add another mod, then another,... and this will never end.
TitusRaven 27 Jul, 2017 @ 2:48pm 
Love it. the range is so op, but i hate having flingomatics cluttering up my base.

FYI: it kills deluxe fire pits BUT if you run this mod alongside this other mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=866623002
then make sure the settings are identical and ur golden.
ZupaleX  [author] 15 Jul, 2017 @ 12:32pm 
Small update to reduce console spamming and cleaning up the code.

Known "issue": if you change the range in the mod, this won't be visible in-game (the placer will still show the same range even though the effective range is changed). This is not top priority but I will fix that eventually.
Tanatos 26 Mar, 2017 @ 6:04am 
Hey. Your mod is really good. Thank you for it. But I want to ask. Can you make an additional option. Just increase the volume of ice flingomatic? I mean that the ice flingomatic does not last longer on one unit of fuel, and you could simply load more fuel into it for longer operation. This would make the mod less cheat, but more convenient and authentic.
ZupaleX  [author] 23 Dec, 2016 @ 6:23pm 
due to real life obligations, I do not have time currently to do any modding. I did not log in for the past 2 months and won't be online much more frequently from now on. I won't support this mod anymore (or at least not in a near future). Sorry for the inconvenience
Keroro1454 3 Aug, 2016 @ 5:59pm 
Hey Zup, was wondering if it were possible for this mod to add support for the Maxwell Light, obtainable via the Craftable Maxwell Stuff mod. Kinda annoying that it keeps putting them out, if it could be added or if I'm missing how to fix it (I've already tried None on settings, that would be awesome. Thanks!
ZupaleX  [author] 3 Jun, 2016 @ 4:52pm 
Well I don't have anything against it.
rezecib 3 Jun, 2016 @ 4:51pm 
If I find some time, I could send you revised code that will work. Would that help?
ZupaleX  [author] 3 Jun, 2016 @ 4:49pm 
Hi rezecib,
this mod is poorly coded because it was one ofmy first attempt at DST coding. Thus it could probably use a lot of other fixes. Unfortunately right now I am super busy and have no time to dedicate to this. In a few weeks things should get better and I can look into making a proper coding job for this mod and address the issue you're mentionning.
rezecib 2 Jun, 2016 @ 9:58pm 
Hi ZupaleX, I've been looking into picking up _Q_'s flingomatic range check mod because he's abandoning his mods. I noticed that it has some code to support this mod, but it doesn't really work because your mod is server-only, so clients can't figure out flingomatic range. Would you be willing to make this an all-clients mod? It seems like it would make sense to do so, as that would also let you update the flingomatic placer to have the correct scale on its range indicator.
millimonger 21 Mar, 2016 @ 2:23pm 
You are correct. Problem was in my end. Couldn't get it to work on an excisting server, however creating a crisp server cleared out the problem.
ZupaleX  [author] 5 Mar, 2016 @ 3:47pm 
I thought that it has been fixed by Klei themselves so I did not check it at all no.
millimonger 3 Mar, 2016 @ 12:58pm 
Have you had a chance to look into this configuration issue? Seems it is still broken.
ZupaleX  [author] 15 Feb, 2016 @ 6:55am 
Latest Klei update broke the mod config obviously. I'll take a look at it today.
The Third Artillery 15 Feb, 2016 @ 2:14am 
Cannot config after latest update
ZupaleX  [author] 15 Jan, 2016 @ 8:09am 
Yes it is. If it's not it's probably because you did not write properly the modoverrides.lua
양덕쥐 15 Jan, 2016 @ 3:18am 
modinfo configuration is not working..
(ヽ `д´) ★)`з゜) 11 Jan, 2016 @ 11:08pm 
Oh, Ok. ! tyvm <3
ZupaleX  [author] 11 Jan, 2016 @ 3:51pm 
http://pastebin.com/iPyYYWgn

and your other mod are not configured properly as well. You don't have to copy the complete modinfo.lua. You just put the name of the option and then the value of the data (not the value of the description).
ZupaleX  [author] 11 Jan, 2016 @ 3:47pm 
Ok, this is not how the modoverrides.lua is supposed to be structured. I will post you a pastebin link to show you how it's supposed to be done.
ZupaleX  [author] 11 Jan, 2016 @ 1:12pm 
I think your modoverrides.lua is not calling the parameters properly. Could you copy paste the content on pastebin so I can see it ?