Don't Starve Together

Don't Starve Together

Pick Up Anything
Bug Reports
Report bugs, crashes, and other issues here. If it's a crash, give me the crash log and steps to reproduce the crash if you can. A mod this goofy and chaotic is bound to have some issues, but I think I can work around most of them.
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Affichage des commentaires 1 à 15 sur 23
pixelatedInadequacy  [dév.] 30 juil. 2020 à 16h42 
"The Sarge" reported a bug where monkeys would try to pick themselves up, resulting in a crash. For now, I just made it so monkeys aren't pickupable. I'll see if I can make a better fix eventually.
Summer 31 juil. 2020 à 21h17 
Picking Woby and puting it inside itself would crash the game
졍이 31 juil. 2020 à 23h57 
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Lure plants ate my celestial portal, too bad I noticed 5 days too late when the damn plant deleted it already... My wolrld is broken now!
Johs a écrit :
Lure plants ate my celestial portal, too bad I noticed 5 days too late when the damn plant deleted it already... My wolrld is broken now!

Well, that's what happens when the portal is an item. I'm sure the lureplant thought it was delicious. If you want to spawn in a new one, try using the console command
c_spawn("multiplayer_portal_moonrock")
the game crashes when i refuel a fire pit while its in my inventory
Wolfkey a écrit :
the game crashes when i refuel a fire pit while its in my inventory

Seems to work fine for me?
you can take a tentipillar and murder it in your inventory and it gets deleted making the atrium inacessable could you make it so that it gives you a slimy pit as an item instead
The Sarge a écrit :
you can take a tentipillar and murder it in your inventory and it gets deleted making the atrium inacessable could you make it so that it gives you a slimy pit as an item instead

Ooh, that one sounds tricky. Changing the murder loot would probably be a hassle. I'm considering making a "stable mode" that simply prevents you from picking up things that cause problems. Maybe also a "fire hazard mode" that lets you pick up burning things.

To be fair though, the mod does trust you and everything with an inventory to not destroy everything. Like, I'm pretty sure that Splumonkeys could just steal your ancient pseudoscience station. Lureplants of course can eat and digest anything. This is because rather than change the how the player's inventory works, the mod actually just turns every entity into an item.
Imagine how many exceptons you'd have to make fot these troublesome mobs. like:
--[[if global entity/prefab/instance "eyeplant" or "splumonkey" targets instances of "florid_postern", "eyeplant", "(itself, forlack of better description of a UUID)" or "(anything crashable)" then
return not ("(any of the above)") addtag:"pickable"
end]]
And same for killing linked entities within your inventory, like worholes or slimy pits, or giant tentacles 0-0..
Is it possible to make picking the extra items togglable for the lazy forager? I wouldn't like to be wasting its durability on tumbleweeds, when I'm gathering loot from dragonfly, for instance. Of course I'd use the amulet after I kill the boss, so as to not accidentally pick it up :/.
It's usefull,:DSTghost:
when you pick up a boat you get launched into the void beyond the map :/
LaedornUchiha569 a écrit :
when you pick up a boat you get launched into the void beyond the map :/
probably becuse the "force.data" segment is triggered while you're still on the boat/near the boat. that's causing the fling into the void farlands.
The "force.data" is also mentioned in the oar.xml and driftwood_oar.xml prefab files, due to them being used to propel the boat at sea.
When you try to enter a container to access it's inventory you end up picking it up instead. I'd suggest adding a button toggle to activate and deactivate this mod during gameplay, as to not interfere in normal play.

This mod also makes you pickup EVERYTHING around you while wearing the orange amulet. Not sure if it was intended or not though.
Dernière modification de Solo Swordsman; 29 sept. 2020 à 16h34
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