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The in game bug crash screen though , it gave me to the workshop registered number in the Steam folder which match yours mod .
Documents\Klei\DoNotStarve\log.txt
And the best part is one can configure most of stuff in the mod!
Thank you, man. I appreciate your labor, great work!
thanks
I also added the ability to add sewable things to either custom repair tables and it will replace their ability to be repaired via sewing kit with whatever new repair action you assign them (nightmare fuel will still overwrite hammer repair tho).
I just pushed an update that's going to fix a bug that allowed hammers to repair different Hamlet structures when it shouldn't have been able to.
I also just noticed that I completely forgot to flag it to say it's compatible with Hamlet lol but that didn't make it into this update and I'd hate to push an update just for that, but rest assured that it is completely compatible with Hamlet!
You can check out the patch notes here if you're interested to see what's new (lots of previously requested features!) and I once again thank you all for your patience.
Just remember if you use the customdata.lua file with your own entries that you back up your current file, especially since this update actually changes the format of it a bit (meaning you will unfortunately have to manually add in entries instead of just replacing it with your old one)
Feel free to leave any questions or bugs you come across, if any arise with the new update I will try to fix them in a much more timely fashion.
- New Battery item to replace electrical doodads as electric fuel item (credit to Istara for the artwork!)
- Added alternative way to craft nightmare fuel and thulecite pieces (toggleable in the config)
- Expanded customdata.lua support for custom ingredients, custom values for any repair function, and custom hammers (yes, even infinite durability ones if you so desire ;) )
- Tons of more support for newer items/updates as well as many bugfixes!
I really am sorry for taking so long to update it, part of it has been there's been a lot of things going on irl that have to come first priority, part of it's been the next update I have planned has a quite a bit of additions/changes based on the new characters/revamps (3.0 is gunna have quite a changelog lol), and part of it's been I haven't wanted to spoil myself of anything Hamlet related until I've had a chance to sit down and play it myself lol I'm a gamer first, modder second ;P
I've had an indev version started that I'm going to force myself to sit down and work on a little bit every day this week, I still can't promise when the full release will be ready (I'm hoping for soon tho!) but my first priority is to at least fix the crash so the mod can work in everything but Hamlet and try to get that version uploaded asap
As far as the crashing goes, I'll try to take a look at it in the next few days to see if I can at least fix that. The next content update, however, probably won't be until closer towards the actual launch of Hamlet due to time restraints as well as I'm curious to see what Klei will do with Winona's new powers in DST. I know that DST is technically a different game, but this is just a carbon copy of the DST version of the mod, so anything that changes for Winona will specifically dictate what I should/shouldn't change in the next update.
Thank you all for your patience, I haven't forgotten about this project, I just haven't had the time to give it the love it deserves lol
I do plan on updating it to Hamlet as well as the last SW update that came in a while ago, tho I'm afraid I have no time frame on it right now. It will most likely be after Hamlet is out of EA some time in December.
I have a few other features I'm going to be adding as well, such as more customdata support to allow you guys to add the repair function to other custom hammers and ingredients, as well as several different requested configs for changing hammer durability, toggling whether the yellow amulet takes sanity to refill, adding a recipe for thulecite pieces and additional recipe for nightmare fuel, etc.
Lemme know of any other requests you guys have :)
As a bandaid fix, if you open the modmain.lua of my mod and go down to line 795, put two dashes (--) in front of the line (no spaces) and save the file, it should disable my mod from affecting the amulet's durability when it comes to crafting items. However, you might still run in to a crash when it comes to repairing items with it on. Try that tho and see if that works for you.
That's the message on crash whenever trying to craft something. It refers to the location of the Repair mod, but I can't make out of it much. Maybe you can?
It's funny, because these two mods were working together perfectly fine for months! And now it all happened like out of nowhere.
So that being said, it looks like my mod will not be compatible with the Better Thulecite mod :\ nor any other mod that overwrites/changes the functionality how the green amulet works.
Hope this helped, let me know if there's anything else I can help you with.
fix plz (shipwreck)
{LINK REMOVED}http://rgho.st/8vNswChTL
Next time this happens, would you mind copying your client_log.txt and your server_log.txt to separate pastebins and post them here for me? I'll happily take a look at them for you :)
I had originally scrapped the idea, but I saw your issue and decided the hell with it and implemented it anyway. I went in to a little bit more detail in the patch notes as to what I would ideally like to do with it in the future, but this should do the trick for now. Hope it helps :)