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is this in Ds, RoG or SW ?
Does this happen with all weapons ?
- will now suggest digging up stuff when torch equipped instead of lighting them up on fire : the "force inspect hotkey" mentioned above overrides this & allows you to light stuff on fire.
Is this feature exist in controller? Or is it keyboard only?
I doubt I can correct that since I don't own hamlet ....
However, I think this mod will be better if it corresponds to the action of the item added to hamlet.
Probably it doesn't correspond to the action (shear, chisel.. etc.) added in hamlet.
this mod was never intended nor tested for controller usage by previous developers AFAIK
and I sure as hell didn't test it as well ;)
I would have to get familiar with controller usage on DS to begin with and then rewrite this mod probably entirely....
unless it mostly works, in which case I would just need to add exceptions for specific cases by detecting the type of controls that the user is currently using, which as of right now I have no idea how to do in this game engine.
https://imgur.com/a/HYiFcTc
If you have a hammer (even if not equipped), the B button will show Hammer instead of Cook
I'll try to reproduce it in RoG, but it might be a while, since I need to start a new game and get to the point where I can build a crockpot LOL.
To be honest, I'm half leaning towards abandoning play with a controller anyways, as I've found it lacking in a couple of other aspects (outside of this mod). The only thing it's much better at is combat, but otherwise, K+M might be the way to go.
this mod wasn't tested with controller
can you try it with mouse ?
was the first issue with crockpot in shipwrecked also happening with a controller ?
does it also happen in basegame / RoG ?
It appears that this
> will now avoid providing the option to hammer when there's the following available actions on the object : turn on & off (ice flingomatic), open & close(wall gates mod), signedit(sign plus mod)
might not be working on the crockpot in shipwrecked. If you have a hammer in your inventory, the cook option will not show up until you drop the hammer.
As a separate issue, I've found that often the mod seems to incorrectly flip back and forth between the "best" tool and whatever you have equipped (e.g. you have the axe, and try to mine a rock, it will rapidly switch back and forth between axe and pick, and seems to randomly end up in one when you let go of the button). It might just be when using a controller, and it most often happens when trying to use the shovel to dig out a stump.
Thank you very much
@...
I can't help you with that much information
IF it's related to a mod weapons/tools I may or may not be able to do anything about it depends on how the author tagged it.
IF it's related to default objects I need more details to be able to pinpoint where is your problem
Also please remember there's a configuration, so you can disable some of its functionnality
I think his blurry vision is moslty just there to annoy players when he's not wearing special headgear. And thus indirectly force him to wear his special headgear all the time.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=191200196
I should probably actually implement an option for wagstaff so that the mod is "disabled" if he doesn't see clearly, because that sounds like a bit of a cheat ...
and yeah I just read the unarmed attack, indeed have no idea how it works and which adjustments I should do to make it work
Unfortunately my main computer is down (need new motherboard)
and this laptop can't run don't starve at more than 2 fps. So any updates gonna have to wait for me to grab a new replacement motherboard :p
https://dontstarve.fandom.com/wiki/Fryfocals
I'm guessing THIS is what Tristin meant.
You need to order an unarmed attack to shoot fireballs from them.
I'm not curious enough to test that theory RN though...
Even if he's not wearing glasses and a tree is named "marble" or something he still equips an axe when you click on it.
So I probably wouldn't hold my breath if I was Wagstaff.
I'm actually starting to get curios what the hell is it that doesn't work for him, my theory is that the mod freaks out because of how things that he can't see clearly are disguised as random other things.
Quote from description : - the "force inspect" hotkey (in don't starve controls) can be used for forcing default game behavior
in theory you should be able to override any problematic behavior with this hotkey including weapons, tools .... everything
in theory it should also work for wagstaff (never tested on my end)
As for how they conflict with each other
it depends on the other mod code
I honestly do not believe there'll be much conflicts
this mod uses tags to identify tools, weapons and such
it doesn't explicitly define each one of these
so it should work with everything out of the box, as long as tags are correctly defined
as for weapons changing between ranged & melee, really no idea, mostly depends on tags
but out of my head I don't exactly remember how melee vs ranged was handled in my code.
Honestly your game should not break because of AutoEquip
so trying it out shouldn't cause major issues as it doesn't save anything in your savegames.
I'm running Musha right now and some of her gear is pretty complex.
For example she has a weapon that switches between two modes one of which is also a shovel while the other is just a weapon. Or a weapon (a top tier weapon actually) which switches between axe mode and pickaxe mode.
I'm obviously not expecting your mod to be able to switch between those modes, but will it at least be able to detect such a tool as a tool?
Also will it be able to realize that I don't need to switch to a weapon if I attack with it?
And last but not least one of her weapons switches between ranged and mele modes. Will that be properly detected as a ranged weapon when it's in ranged mode?
...
...
...
What?
https://dontstarve.fandom.com/wiki/Wagstaff
As for the reasons why it's not good for Wagstaff, I guess it's something to do with his sight disadvantage? Not exactly sure, haven't actually played him yet.
Aaaaaanyway... my turn to question...
Almost every player knows it, and the default configuration will work well.
It's just my own poor understanding.
Thank you again.
I would like to make clearer option menus with longer explanations, but unfortunately the best configuration menus are only possible on Don't Starve Together
Maybe the language mode is different. I found that these options are double negative sentences.
After many attempts, I was particularly confused.
Thank you for replying me so seriously and updating the mod.
I just tried the new version and it works fine. Now I finally understand what these options mean.
Thanks again, hope you have a good day.
as a reminder there is a configuration panel
by default the mod will now avoid switching out your currently equipped weapon IF you have one in hand (tools are not considered weapons, but the spear is for example)
so let's say you have a spear & a dark sword in inventory, the mod will NOT autoswitch to the dark sword IF spear is in hand.
and apparently it doesn't work lol
good catch
I'm pretty sure it used to work but it's been a while I worked on this
it's been a while and I don't remember exactly, I'll have to check those out once I come back home in about a week. don't hesitate to pester me again in about 10 days if I didn't reply by then
"EveryEquip Weapons Preference" option "Only if no weapon equipped" and "Always autoequip best"
I think it means,
Whether to automatically switch to the best weapon option when attacking,
But the effect of these two options is the same, both switch to the best weapon.
However, in actual use,
"Disable for Weapons" options "False (Default)" and "True"
"False (Default)", which is reflected in the game is automatically switched to the best weapon,
"True", reflected in the game is not to switch any weapons.
So I want to ask what is the function of this option?
Thank you
using mouseclicks spacebar or both ?
if you can't manage it after that take screenshots & give me your log file
here's what is on my side http://prntscr.com/fqjrs3
note that mouse 1 is Catch & Mouse 2 is Attack
and here shows how to murder a bee from inventory : http://prntscr.com/fqjsj9
(any bee, not just killer bees)
if you don't have that, I need screenshots & log files (use http://pastebin.com )