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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).
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.
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.
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.
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
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
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
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.