Don't Starve

Don't Starve

ActionQueue Reborn
 This topic has been pinned, so it's probably important
myxal  [developer] 7 Dec, 2019 @ 5:57am
KNOWN ISSUES, BUG REPORTS
Known issues
A similar list is also available in the mod's modinfo.lua.

Bugs:
  • highlight doesn't use configured colour
  • Actionqueue crafting bypasses prototyping, placement restrictions (minimum spacing)
  • Transforming to/from a were-form makes the selection rectangle go invisible until reload, or world/layer hop (using sea/sky-worthy, or entering/exiting caves/ruins/volcano)
  • The Alt-Tab fix works differently in singleplayer, and as a result, it's ineffective for were-characters (Werebeaver, Werewilba). I don't think it's fixable, so if you have any suggestion, let me know.
  • Trying to place crafted structures into a selection box causes a crash (Thanks, YS)

TODO:
  • Autobuyer
  • Tool/active-item re-equip doesn't search boat's inventory now.

Reporting bugs
You may be asked to provide log, so after encountering an issue, save a copy of the game's log so it doesn't get overwritten on next game launch. You'll find the game's log under:
  • %USERPROFILE%\Documents\ klei\donotstarve\log.txt (Windows)
  • ~/Documents/Klei/DoNotStarve/log.txt (macOS)
  • ~/.klei/DoNotStarve/log.txt (Linux)

When posting here, always include which version (DLC) you're playing, and which world you're in - these are not always the same (e.g. if your character is in Shipwrecked, but game is Hamlet-compatible). The version is shown in the start-game menu as an icon:

https://imgur.com/AvIOzyC

If in doubt, attach/link to the log file.

Debugging tips
(for other modders, etc.)
  • AQR for DSA provides GetDebugString(). You can observe some of its internal state by issuing c_select(GetPlayer()) and enabling debug OSD with Backspace.
Last edited by myxal; 8 May, 2020 @ 9:28am
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Showing 1-15 of 23 comments
Oracle 15 Dec, 2019 @ 5:54am 
It's not a bug ----- you can pick the flower from Hemlet but you can not pick the flower from RoG .
Oracle 15 Dec, 2019 @ 6:14am 
I think you should add "Picking flowers" and "Picking seed" as config options.
myxal  [developer] 15 Dec, 2019 @ 6:24am 
Yeah, I'll consider it. Currently, regular flowers are excluded from picking (doesn't matter which world). I didn't exclude the exotic flowers in hamlet specifically because I've seen people picking them intentionally to reduce the number of ladybugs, and also because they apparently respawn on appropriate turf even if you pick them.
If you want to change it, find the dont_pick table in actionqueuer.lua, and add/remove prefab names as you wish.
myxal  [developer] 15 Dec, 2019 @ 1:14pm 
1.046+myxal_8 released - I changed the pick filter to behave as in original AQR (only filter evil flower).
Shitdivers 3 Mar, 2020 @ 11:57pm 
I think there might be an issue with auto placing structures like Drying Racks. I forgot to save the log, but it did happen when I tried to drag a range to auto place them.
myxal  [developer] 4 Mar, 2020 @ 12:50am 
Originally posted by N7 Commander John:
I think there might be an issue with auto placing structures like Drying Racks. I forgot to save the log, but it did happen when I tried to drag a range to auto place them.


Does it match this?
Originally posted by myxal:
Known issues
Bugs:
  • Trying to place crafted structures into a selection box causes a crash (Thanks, YS)
2 May, 2020 @ 9:01pm 
很喜欢的mod,不过我玩大力士的时候,当饥饿度变化的时候,大力士会停下来动作说话,然后他就不会继续刚才的行为学选的动作了,比如采集树枝,树枝还是被行为学选过的状态,但大力士不会继续动作。
myxal  [developer] 3 May, 2020 @ 3:10am 
Thanks for the report (action queue is interrupted by Wolfgang's size change), will add it to known issues. Not quite sure if/how I can fix it.
Last edited by myxal; 3 May, 2020 @ 3:11am
myxal  [developer] 8 May, 2020 @ 4:23am 
OK, I investigated the Wolfgang issue a bit and it turns out it's a bug in the game (I think) - I'll try to work around it, hopefully without breaking anything else.
myxal  [developer] 8 May, 2020 @ 9:29am 
Wolfgang workaround implemented and published, check version 1.049+myxal_3
В окопе 2 Aug, 2020 @ 6:24am 
When trying to seed something using selection, the game crashes.
https://drive.google.com/file/d/182zZGHjx1mYvs3YayhFV6LLqztkM2ww6/view?usp=sharing
(ROG)
Last edited by В окопе; 2 Aug, 2020 @ 6:27am
abdrfy 3 Feb, 2021 @ 8:58am 
Lol probably too late to add a comment now, but Ty for an excellent mod but I cant get it to work with deployment. It just drops the item on the ground, tried many different ways. e.g. using only this mode (disabling all others) on an existing save, on a new base game, on new RoG game.

What I am trying to do is plant grass saplings in bulk, steps that I take are:
1. Select a bulk of saplings with a single left click and hover it to the starting point on the ground (it changes to its deploy able color/form)
2. Holding shift + right click to create a bounding box (which appears normally) and release it
What happens is my character starts dropping the sapling neatly on the ground instead of planting it :D

Am I doing something wrong or ? (Other functionalities of this mod are working fine)

Any help would be appreciated, thank you once again!
Last edited by abdrfy; 3 Feb, 2021 @ 8:59am
myxal  [developer] 3 Feb, 2021 @ 4:02pm 
I had a similar report some time ago, where pinecones could not be deployed - I still don't know how the player managed to do it. I suspect this may be the same issue. Unfortunately, I'm unable to help as I don't know what's causing it and how the situation comes about.

You can check if you're having the same issue: Have a grass tuft on you or somewhere near, and issue this command in the console:
print(c_find("dug_grass").components.deployable)
Now if you get (in the log):
  • nil - that's the inexplicable issue I've had another person report. No idea how to fix that.*
  • table: .... - that's the expected output, and you ran into a different issue. Would need to look deeper to know if it's fixable
  • some error - that shouldn't be possible, did you mistype the command?


* I've had another look at this - perhaps if this is your issue, can you find and share the file actions.lua? If the deployable component is missing again, and you can still deploy individually without actionqueue, I'd love to know how your game determines an object is deployable.
abdrfy 4 Feb, 2021 @ 1:27am 
I think I forgot to mention in my previous message that I tried it with grass tuft and hay wall, both had similar behavior. After your comment, I went and tried with berry bush as well, it didnt work as well. Oh btw before I forget, I really appreciate you taking an interest in this.

I ran the command you shared me above, it gave a table id, tried the same command with dug_berrybush, that gave an id as well.

I think I found the correct action.lua to share, since I am playing the base game, I am sharing you the one present at data->scripts location. Now I have alot of mods installed. So, idk if that effects the current action.lua or how it works, is it based on save slot or something. Coz I mentioned I tried with a new game both RoG and base game, with just this mod enabled and that didnt work either, if you want, I can share that action.lua as well.

https://drive.google.com/file/d/16_izlj0JlF2MnBwN_xPbKu9LOfz2zWfh/view?usp=sharing
myxal  [developer] 4 Feb, 2021 @ 5:42am 
If you're getting table id, that's OK, as expected.

I'm thinking... Do you have keybinds changed from the defaults? (Force attack -> control, Force inspect -> Alt)
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