Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can also use the original Show Me from star linked in description.
This mod is no longer updated.
I switched to this fantastic mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2189004162
The devs of DST tend to forget "~=nil" checks in their functions...
Problem was that the damage calculation for Show Me does not have a attack-target, while a new function requires one (different damage depending on target).
So the mod won't show that damage at all now (eg. trident weapon and whatever it was in your case with wendy)
I played myself fine after the update, but it may depend on special weapons/items. So a crashlog from the host/server would help to fix it.
I currently only maintain the english version, therefore some strings are missing in different languages, thus the error.
My solution to this would be to delete all translation files (should have done this long before)
-----------------------------------------------------------------------------------------------------
[string"../mods/workshop-732456848/modmain.lua"]:509:attempt to concatenate field 'paused'(a nil value) LUA ERROR stack traceback:
../mods/workshop-732456848/modmain.lua:509 in (field)fn (Lua)<505-510>
../mods/workshop-732456848/modmain.lua:2105 in (method)SetString (Lua)<2043-2151>
scripts/widgets/hoverer.lua:117 in(method)OnUpdate(Lua)<30-136>
scripts/frontend.lua:753 in (method)Update(Lua)<616-770>
scripts/update.lua:92in ()?(Lua)<33-129>
-----------------------------------------------------------------------------------------------------
Then must exit game。
But there may be more bugs with the new content, so please report back
This means it might take few days before I can update it.
We get an error about domestication when mounting woby, line 766 in the main mod file
I will continue to use this and it is at least updated every ~3-6 months or so.
You see that I already added warlies buffs to food description, so that was the latest update.
I guess I will wait until the current update series is complete and then update the mod again for all the new mechanics.
Star will never implement everything I have implemented here, so I will never use stars version :D
But yes, this mod is mostly for myself, not primarly for others. So if I stop playing DST for a while, I wont update this mod (but this is true for all of my mods, besides bugfixing of course)
Do you know how to mod or how to modify the script to show this? If you send me the changed version, I can upload it. Or if it is a easy change, tell me what to add where. Currently I don't want to spend much time on this.
When diminishingreturns == true, then freezable/sleeper component will have the extraresist member set modified by various events (freezing/sleeping, decay). My idea was to have this value after the "+".
Static resistance as a mechanic isn't new, (# of hits to freeze/sleep dates back to base game), though I don't know if the implementation had changed. I'm not sure about Star's version, but your release defnitely provides base resistance info - the player character must be holding sleep darts or an ice staff, and the mod picks the resistance value from appropriate component.
can you explain how this works? the variable "diminishingreturns" has value true or false. And what exactly does this mean? Is it always +2 if it is true?
And talking about resistance, I can't remember that I saw something like resistance in the game before, is this new? I think this actual Show-me version does not show anything like resistance at all, does it?
The extra resistance does not have identical effect as simply higher "native" resistance, so I would sugget a string like "Resistance: 4+2". Applies to a small number of mobs, look for "diminishingreturns" in the code.
Unfortunately my expertice does not allow for doing these changes myself, but i do appreciate the patience u had to answer my comments.. Maybe I can ask for help in the forums or something,´.. Maybe there I can find someone who can give me a hand.. anyways.. ty :)
That is why I can not "simply" integrate it, it is simply not the same. All I could do is integrate the version from star, but it does not support mod containers (except the author added it) and it does not support the Craft Pot. That means I have to understand the code from star to add those features, if even possible. But I don't have the time for such a complex task.
Even adding star highlight code as it is, without these features, might take several hours.
If you are willing to do this work, I can upload it. But I don't want to do it.
Same for the bundle feature. I do not consider it important enough to spend my time on it. But if you do, I will upload it.
- the "show bumble" disabling issue... ok.. after the winter event, presents come back to being normal packages as rewards for klaus kills, so I don't think there's something in the code to actually make a difference between the packages u got by killing Klaus than from the regular bundles. That's why I suggested a key to temporarily disable the "show bundle" feature... you know... to not ruin the surprise :)
I hope u can consider integrating the finder mod somehow with the chance to disable it for peeps who don't like it. It's just not about having two mods active really, but star's Finder mod version works way smoother than the normal Finder mod from the workshop, cuz you don't have range restrictions to see the highlight while using it. :)
I really like this mod, BUT the separated separately Finder mod doesn't work the same as the one in Show me by star.
+ It has limited range, meaning when u are holding an item and running to your chests
you are very likely to not see the green highlight only after you have placed the items
in the respective chests. This kinda defies the purpose of having the finder mod on
anyways :/
+ Moreover, I don't think having two mods for this has a positive effect compatibility-wise.
You could simply include an option to disable it if that bothers you somehow.
star implemented 2 kinds of settings. The setting set from the host is not the final setting for everyone. If the client has the mod installed, it will use the settings from the client instead.
So if you are client in your world (eg caves active or dedicated server), you should check the settings shown in "main menu -> mods" and adjust them accordingly.
If that does not help, try to reset the modsettings and try it again.
If that also does not help, start a new world without caves, so as host, and see if it works there.
I think the first solution will already help.
- I'm not able to create ingame menus. So the only way would be to use a key for it, like I did for Food units. But is this really that important? How about an modsetting to differentiate between normal bundles and presents? So option to only show for bundles, but not for presents.
- will look into it. I only use "short" so I never noticed.
- I hope u can include "finder mod" here for this to be perfect :)
- also can u include an in-game option to temporarily disable bundle/presents info? I wanna be surprised when I open the Klaus presents.. pls ?? :)
- found a bug: even if u enable "long" food style.. it shows only "short" form in-game https://imgur.com/a/daiIE
If you previously had "spoil in x days" active, it will now show only "stale in x days" so you have to adjust the setting.
I'll only add my content to your mod, cause the update is in some way too weirds for me. Some part you use is commented in the original updated version and I don't know when this was done.
I see a pseudo beug too in my work, so I rewrote it by adding a choice in the option. Seems that the functions "GetAllModNames()" and/or "SearchForModsByName()" had trouble with the last update of DST. :/
And ofcourse it does not contain the "highlight chests" stuff, cause I have a seperate mod for this.
Feel free to update it, without breaking the actual features. I don't have time to do so for some weeks. (you can send me the code at Klei Forum "Serpens" and I will update it as soon as I see it)
I saw too that your mod don't use the lastest version of the original mod. there lack some implementations. Plan you to update it soon?
It's because, like you said, even if they don't conflict each other, it makes doublon on the HUD.
So, I just add the same condition that was ever present in the code, in functions relatives to Mod name, but for Item Info: <<..... and not "Item Info" then >> to each lines that need it (where there's doublon). From my mind, near twenty lines.
I permitt myself to ask you that because the original author ever do mod implementation. In the case where users would use other mods (3 mods according to the code and ReadMe), ShowMe do the job to let them rule, and abstain from display it's own way.
This is not meant as a collection of mods, it is just an overhaul of the Show Me mod.
Why not just enable Health Info and the other mods in addition to this one?
It is different situation for "Item Info" of course, cause they mostly conflict, so it is not wise to enable both at same time.
I also thought about implementing the images from Item Info into this mod, but did not find out how. So if you can do this, that would be great :)
Have you let the implementation of other mods that Star's included (Detailed Tooltips / Always on Status / Health Info)? If yes, Is it possible that you add, in the same way, few other informational mods please? I already add Item Info from Ryuu to the list. I could help if you want to.