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regarding the boat duplication, i realized it only happens if player 2 presses the input button first.
And the disappearance of my inventory happened once... since my last comment, this bug hasn't happened again. the last time it happened was in RoG
Sometimes when picking up food, plants, or seaweed, the character does the pickup animation, but nothing actually happens. Occasionally, the 'Eat' button doesn’t work — this has happened twice. When that occurs, I have to exit and re-enter the world for it to function again.
When I try to craft something, the character sometimes says the space is full, even when it’s not. Also, once a red dot appeared in my inventory that couldn’t be dropped, but it disappeared after the game autosaved
I hope I've helped, I really liked your mod, amazing, excellent work.
What it does is that if p2 enters darkness and doesn't return to light in 4 seconds, they will automatically equip light item (if one is present in inventory)
I sent you the code in PM
P2 was able to give items if they were very close to the mob, but I increased the range a bit. You can now also befriend mobs if you enable the experimental settings.
P2 is already able to light stuff on fire, you need to equip e.g. a torch and be near something to burn.
I added a combat option that more resembles playing with a keyboard, maybe for some it feels better. But p1 works like that as well if using a controller; if you run away to dodge and then press attack, they just punch the air. They'd need to move and face the enemy after dodging to prevent that.
Lantern and others can now be unequipped and turned off. I also took your code and modified it a bit; I didn't like how it updated in real-time (the item to fuel could change just as you're about to click), or not having the option to fuel what you want. Now you can press the Modify Actions to cycle between valid fuelable items.
1) Unequip action turns the lantern in/off instead, therefore it's not possible to unequip a lantern lol
2) It's not possible to fuel a lantern unless it's dropped on the ground, I suggest adding Fuel action to the inventory items similar to Cook action, action would be directed to the hand/body/head equipped item, if there are no other targets available
1) If P1 and P2 are fighting a monster it's not clear whom monster is targeting (they also tend to change target), this results in it being unclear who should be dodging right now and what point its safe to run up to the monster
2) A difference in how the Attack button is handled for P2, essentially P2 attacks what is directly next to it and can miss because of that.
Example:
- P1: P1 approaches a monster, baits an attack, dodges (by running away), presses F (P1 will spin around, automatically approach the monster and attack it), repeat
- P2: P2 approaches a monster, baits an attack, dodges (by running away), presses Attack (P2 will attack the air and miss an attack) -> so to actually hit a monster you need to run up to the monster using move buttons and land an attack on it
Both points 1 and 2 get especially bad while fighting Sanity creatures because they also teleport.
- It seems P2 can not use fishing rod to get fish, or I don't see the prompt for it
1) give meat to pigmen to befriend them, for simplicity of dealing with leader component this can be coded so that if P2 gives meat the pig gets loyalty P1. Action itself can be to the same button as "Cook", with prompt "Befriend"
2) setting things ablaze with a torch, can be a life-saver, Action button I guess?
Crashlog:
[00:06:11]: Tried to add build [twigs] from file [../mods/workshop-3162063736/anim/piratehat_p3.zip] but we've already added a build with that name!
[00:06:11]: ...amapps/common/dont_starve/data/scripts/saveindex.lua:867: SaveIndex:GetSaveData: Load failed for file [cave_2_1_1] please consider deleting this save slot and trying again.
LUA ERROR stack traceback:
=[C]:-1 in (global) assert (C) <-1--1>
C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua:867 in () ? (Lua) <866-879>
load_success = false
str =
--------------------
P2 was able to go from p1's boat into an empty one (if you were close enough), but now you can swap boats freely. I'm aware of that small visual bug where p2 disappears for 0.1 seconds but that's whatever. Also, the boating code is very messy so...
Mounting any nearby boat / jumping onto land instead of sinking is a solid idea, I'll consider adding that if I can make it work.
I personally haven't had any issues with p2 combat, and the thought about adding a dodging mechanism is meh. Maybe for Wheeler if nothing else. I may experiment with something like that, or just add some i frames, idk.
- It shouldn't be possible for P2 to sink if there is P1 on a boat nearby - P2 should automatically jump to P1's boat, similarly if there is any boat nearby P2 should try to mount it instead of sinking :(, as a fallback.
- I suggest first launching "Mount P1 boat" sequence, then "Disembark To Land" sequence, then "Disembark to Nearby Boat" sequence upon sinking is triggered to avoid unfortunate deaths due to controls being clunky :(.
- While boating with P1, P2 position is not updated while P2 is crafting, P2 is teleported after craft anim is finished.
- P2 shouldn't spawn a Skeleton upon sinking in the sea
- "Mount" button hint shouldn't be visible if P2 is already on a boat (while boating same boat with P1)
It would be nice if p2's crafting was 1:1 with p1, but it's intentional the way it is now. Look at the tooltips when crafting; p2 can "learn", "build" or "learn & build". If you've crafted something before, you can just build it. If a recipe is new and you're not near a prototyper, you can still choose to learn it, but you'll lose the ingredients and not get anything in return. Being near a prototyper both learns it and gives you the output item.
- In SW if P2 and P1 are driving the same boat and P1 disembarks P2 will mount P1 boat but will not be able to disemark. What happened is: the island shore is very small, P1 jumps off onto the land, P2 tries to disembark but fails and as a fallback P2 mounts the P1 boat back, after this P2 is unable to disembark. "Dismount" control hint is visible, but you can not disembark. Reloading save let P2 disembark.
- While planting a Tree Seed. Upon pressing "Deploy" on the last Jungle seed the tree plant appeared, but the item was not deleted from the inventory. After this trying to plant that seed again resulted in the planted tree being moved around.
- Crafting bug: recipes that shouldn't normally be availble (aka a shovel w/o Science M) are visible as Green and upon crafting them the character will say something like "Learnt it". I was using P2 Warly (stats default to Wilson). I think something is wrong with recipes unlocking logic.
- P2 turns into a ghost after dying if "ghost mode" setting is set to No.
- P2 can plant trees into the water in SW while being aboard the boat (the deploy action requirements for planting tree seeds doesn't account for water, needs a review.)
- P2 Maxwell sword somestimes causes other items to be not equippable.
Also proper UI for crafting is really cool, playing with a gamepad is really handy! Good job!
For example the "arrnum" says: up = KEY_UP
You would change this line to: up = KEY_W
KEY_DOWN = KEY_S
KEY_LEFT = KEY_A
KEY_RIGHT = KEY_D
Then save the file and use the profile you just edited (e.g. arrnum) in both the mod's config files and DS Controller.
The file may revert and undo the changes you've done, so you'll just have to do it again.