Don't Starve Together

Don't Starve Together

Evolving Maxwell Shadows
Serp  [developer] 28 Sep, 2019 @ 7:15am
Known Bugs / Bugreports
Known Bugs:
- none

Minor "bugs":
- the animation for shadows using blowdarts/throwables and so on is still the default attack animation. I tried to add the correct ones, but it is no simple copy paste,I would have to write the whole thing from scratch. So I decided against it.


If the game crashes when opening the shadow container:
It is most likely a conflict with another mod which adds a container.
Look at the code from that mod and see if there is a line like this (or similar):
return containers_widgetsetup(container, prefab)
it should be
return containers_widgetsetup(container, prefab,data)
So the other mod is removing this "data" while my mod needs it.
You can tell the author that he can see that "data" in component container.lua "Container:WidgetSetup(prefab, data)", so if he overwrites the widgetsetup, he also has to pass this "data" value.


No bug, but feature:
- Lumpy Evergreens, winter-birchnut Trees, Mushtrees and Spkiky Trees wont be chopped by default. There is a modsetting to enable it. I did this because those trees return no kind of seeds.


If you found bugs not currently listed here, please report them below.
I will update this post so users can see at one glance wich bugs are known.
Last edited by Serp; 6 Mar, 2020 @ 5:28am
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Showing 1-15 of 31 comments
Deus Ex Nihilo 29 Sep, 2019 @ 9:24am 
Shadow Workers with an axe dont chop down Lumpy Evergreen Trees/ Birchnut Trees (during winter) .

also Worker shadow with a shovel wont dig stone fruit bush / marsh bush .

and Shadows run away from creatures that dont target them like eyeplants/tentacles/nightmare creatures/non hostile treeguards , but dont run from hostile beefalos (specially shadow workers, they just stand there and die).

sometimes there is a bug when your shadow duelist dies, you get your max sanity back, but you cant make another shadow duelist because it says you dont have the required maximum sanity even though you do (this usually happens when you have three workers and one duelist).
Serp  [developer] 29 Sep, 2019 @ 11:16am 
you are a great bugtester :)

trees during winter:
I have a modsetting for this, called "Save the trees" or sth like that.
This setting includes all trees which wont return any kind of seeds (hardcoded). So to cut those trees you have to disable this setting.
Or do you have a better idea about this?

thanks. I confused that code a bit., it was a mix of the old code, only allowing things with a specific tag, and my new code, that should allow everything except things with specific tag :D
Should those be dig up always, or only if maxwell has shovel? I have to hardcode the ones that are only digable with maxwell-shovel.
And since I now change the code to default to "dig everything", how about rabbitholes? I guess I still should forbid them always?
Same for alot of other things, minisigns, mushrooms and so on...
So is it better to allow everything, but hardcode forbid some things. Or is it better to disallow everything and hardcode the allowed things?


I guess this is also like vanilla shadows worked, right? The only thing I changed here, is that duelists dont run away anymore (because fighter did run away after killing one mob, or do you think we should enable/change this somehow?).
The RunAway currently only looks for "monster" and "hostile" tags, while a beefalo has none of them, even in mating season. I could add "animal" to the search tags and make sure the shadow only runs away, if the mob is going to attack himself. Or should they still run away from monster/hostile even if they dont attack the shadow?

This also happens when you make 3 workers, then you can not do a duelist anymore. But if you do 2 workers and 1 duelist, you can do another worker. This seems to be a bug in the original code...
Yes it is because of rounding. The recipe will be unavailable if you have 10% or less of your total sanity available. And for some reason the order of your execution affects the intern rounding.
So there is not much I can do, except changing the costs to 29.99 (instead of 30) or sth like this... hmm .. or I could allow 9.99% instead of 10, this will be the better solution.
Last edited by Serp; 29 Sep, 2019 @ 12:38pm
Deus Ex Nihilo 29 Sep, 2019 @ 12:37pm 
Originally posted by Serp:
Should those be dig up always, or only if maxwell has shovel? I have to hardcode the ones that are only digable with maxwell-shovel.
And since I now change the code to default to "dig everything", how about rabbitholes? I guess I still should forbid them always?
Same for alot of other things, minisigns, mushrooms and so on...
So is it better to allow everything, but hardcode forbid some things. Or is it better to disallow everything and hardcode the allowed things?

I Think you did a great job at making shadows very customizable (specially their behavior) so i think it would be better to allow everything and forbid certain things because maxwell can control their behavior by changing their equipment and add a second layer of control by changing his own equipment ( i seriously believe that shadows reacting to maxwell equipment was a genius idea!)

By only forbidding certain items and allowing everything else to be dug, the mod becomes very compatible with items added from other mods/future dst updates, and yet we dont have to worry about shadows being annoying, because we know if maxwell is going to take out a shovel, he really wants to dig out something, otherwise the equipment that change shadow behavior are not multi purpose equipments so i dont think shadows would make any unintentional moves regarding new items that were added recently, so the player will only use a shovel if he really wants to dig something out , otherwise he can also take away the shovel from his workers if he fears that they might dig something other than what he wants , and dig that item by himself using shovel without having to worry about shadow workers!
Serp  [developer] 29 Sep, 2019 @ 12:46pm 
Originally posted by Golden Demon:
I Think you did a great job at making shadows very customizable (specially their behavior) so i think it would be better to allow everything and forbid certain things because maxwell can control their behavior by changing their equipment and add a second layer of control by changing his own equipment ( i seriously believe that shadows reacting to maxwell equipment was a genius idea!)

By only forbidding certain items and allowing everything else to be dug, the mod becomes very compatible with items added from other mods/future dst updates, and yet we dont have to worry about shadows being annoying, because we know if maxwell is going to take out a shovel, he really wants to dig out something, otherwise the equipment that change shadow behavior are not multi purpose equipments so i dont think shadows would make any unintentional moves regarding new items that were added recently, so the player will only use a shovel if he really wants to dig something out , otherwise he can also take away the shovel from his workers if he fears that they might dig something other than what he wants , and dig that item by himself using shovel without having to worry about shadow workers!

If I dont misread, this does not 100% answer the question.
I think we have 3 categories:
1) always dig up if shadow has shovel (like grave/stump)
2) only dig up if maxwell also has a shovel (like grass and so on)
3) never dig up, like rabbitholes (if rabbitholes would be category 2, we wouldnt be able to dig grass in savanna, without digging every rabbithole).

My current code puts everything into category 1, while we have to hardcode the other two.
But I guess it might be better to put everything into category 2 and hardcode the others.
So what should be category 1 and what should be 3?

Alternativley we could completely rewrite the behaviour, to act more like pigs, so only digging the same prefab, like maxwell lastly dig up.
Last edited by Serp; 29 Sep, 2019 @ 12:47pm
Deus Ex Nihilo 29 Sep, 2019 @ 12:59pm 
Originally posted by Serp:
The RunAway currently only looks for "monster" and "hostile" tags, while a beefalo has none of them, even in mating season. I could add "animal" to the search tags and make sure the shadow only runs away, if the mob is going to attack himself. Or should they still run away from monster/hostile even if they dont attack the shadow?

i think its quite bothersome if the workers keep running away when faced with an entity that would not even aggro on them, so i would say no, they should not run from creatures that are not attacking them because a worker can be stuck during some situations (for example the worker would go to pick reed/cutgrass and a tentacle/beefalo/nightmare/etc would be on the way, which makes the shadow run back and forth trying to pick up the item and run away from the enemy) but its not that important if you think its going to be a bother to change this.
Deus Ex Nihilo 29 Sep, 2019 @ 1:03pm 
Originally posted by Serp:

If I dont misread, this does not 100% answer the question.
I think we have 3 categories:
1) always dig up if shadow has shovel (like grave/stump)
2) only dig up if maxwell also has a shovel (like grass and so on)
3) never dig up, like rabbitholes (if rabbitholes would be category 2, we wouldnt be able to dig grass in savanna, without digging every rabbithole).

My current code puts everything into category 1, while we have to hardcode the other two.
But I guess it might be better to put everything into category 2 and hardcode the others.
So what should be category 1 and what should be 3?

Alternativley we could completely rewrite the behaviour, to act more like pigs, so only digging the same prefab, like maxwell lastly dig up.
Yes , things like rabbit holes and mushrooms go into category 3 because if maxwell really wants to dig those things, he can instead take shadow workers shovel and do it himself.


and yes you are right about hardcoding:
when maxwell has shovel, shadows should try to dig everything diggable , and then add certain things like rabbit holes and mushrooms to category 3 and things like grave and stump to category 1
Deus Ex Nihilo 29 Sep, 2019 @ 1:13pm 
Originally posted by Serp:
alternativley we could completely rewrite the behaviour, to act more like pigs, so only digging the same prefab, like maxwell lastly dig up.
im not sure about this, because i believe most of the time it is going to cause problem, because most of the time you only need one or two items to be dug out from diggable items like for example you need only one or two rabbit or mushroom but because these kind of items are usually near each other, shadows would start digging everything nearby , and due to the fact that most digging actions are un reverse able (you cannot put a rabbit/mushroom back into the ground), they could cause some annoying problems
Deus Ex Nihilo 30 Sep, 2019 @ 11:47am 
hi, the new update seems to cause crashes related to player actions, i will try to send a crash log
dominicshriver 25 Dec, 2019 @ 6:02am 
crashes when left clicking on shadows
so, i know you said you were not going to work on it but since you got rid of the storage of the minions it crashes whenever you left click on them. for me it causes a lot of crashes for accidental clicks, like they move when im trying to open a chest and it clicks on them instead or im trying to help in combat ant i click on them. can you just take out the option to open storage too or is that a lot of work? i duuno how modding works....
Serp  [developer] 25 Dec, 2019 @ 7:42am 
I dont know what you are talking about. Everything is working fine in my tests, so how to reproduce?

Are you using this steam verison, or the one from github (the one from github is not playable, yes there will be bugs. it is only there for other modders who want to work on it)
I did not remove storage, or what do you mean?
dominicshriver 25 Dec, 2019 @ 6:57pm 
Originally posted by Serp:
I dont know what you are talking about. Everything is working fine in my tests, so how to reproduce?

Are you using this steam verison, or the one from github (the one from github is not playable, yes there will be bugs. it is only there for other modders who want to work on it)
I did not remove storage, or what do you mean?


i am using the one on steam, imma do some tests because when i only use your mod and no others it works fine, so i have narrowed it down lol

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=382177939&searchtext=storm+celler

this is the mod that makes a conflict, because it shares a container folder? i dunno
Last edited by dominicshriver; 25 Dec, 2019 @ 7:15pm
Serp  [developer] 26 Dec, 2019 @ 5:27am 
Afro1967 has many good ideas, but he is a poor coder. I once tried to fix some of his mods and gave him the finished code, but he refused to fix his code, because I sounded too arrogant...

And yes, adding modded containers is kind of tricky, many mods do it wrong. I decided to do it the right way, unfortunately this means that every mod which did it wrong, will crash my mod.

I did not check this specific mod, but I guess it is the same bug I reported a while back at the trash.can mod here in the comments: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=755028761
dominicshriver 27 Dec, 2019 @ 4:11am 
Originally posted by Serp:
Afro1967 has many good ideas, but he is a poor coder. I once tried to fix some of his mods and gave him the finished code, but he refused to fix his code, because I sounded too arrogant...

And yes, adding modded containers is kind of tricky, many mods do it wrong. I decided to do it the right way, unfortunately this means that every mod which did it wrong, will crash my mod.

I did not check this specific mod, but I guess it is the same bug I reported a while back at the trash.can mod here in the comments: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=755028761


yaas thank you for being available lol, your response is what made me question a mod conflict otherwise i would have kept being disgruntled
ErrorM3_997 14 Jan, 2020 @ 9:55am 
I get the batbat bug, even though there is a bugfix for the sanity loss on shadow-minions applied..
local old_onattack = inst.components.weapon.onattack (modmain.lua line 185,1)
has something to do with the weapon component being a nil value..
The bug triggered once I opened one of those darn old ruins chests in the caves's labyrinth.
I know someone else already complained about this. But it happened with me too.
ErrorM3_997 14 Jan, 2020 @ 9:57am 
Also, how do I share anything here?
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