Don't Starve

Don't Starve

Pouches
291 Comments
404_coffee.exe Aug 9, 2024 @ 6:56am 
damn
Caufendra Sunclaws  [author] Aug 9, 2024 @ 3:43am 
It be borked ^^
Sorry
Venek Aug 8, 2024 @ 10:40am 
As the creator said, it's now outdated, and it's kind of glitchy (DS). If you craft something and the required material is in a pouch witch is not opened, it craft the item but the material isn't used.
404_coffee.exe Dec 18, 2022 @ 5:40pm 
man these are useful
Kenkire Mar 25, 2022 @ 3:46pm 
Thank you for responding. I loved the idea of pouches.
Caufendra Sunclaws  [author] Mar 25, 2022 @ 12:41pm 
It's probably broken, I haven't maintained it in forever. sorry
Kenkire Mar 24, 2022 @ 11:13am 
Your mod makes it so hounds never attack. They just sound off in the distance and I can't use sleeping gear.
Caufendra Sunclaws  [author] Apr 17, 2021 @ 4:09am 
Probably the entire mod ^^'
Stray Apr 15, 2021 @ 4:44pm 
The entire mod, or just for Hamlet?
Caufendra Sunclaws  [author] Apr 10, 2021 @ 7:42am 
Probably doesn't work anymore
I'm sorry :(
Stray Apr 9, 2021 @ 6:28pm 
Has anyone tried this with Hamlet?
Caufendra Sunclaws  [author] Jun 16, 2020 @ 11:39am 
I'm sorry but there will be no more update for this mod.
@Mania-Venom this feature used to work, I'm sorry
EMERL Jun 16, 2020 @ 4:02am 
"The mod also tweaks the way inventory work allowing picked up goods to be stored / stacked / used automaticly in the pouches as it'd in a regular backpack.
In order to keep UI clean, only one of the backpacks or pouches can be opened at the same time. However, even when closed, pouches will still work as if they were opened."

This part doesn't seem to be working for me as I have to manually place the items into the pouches, even when they're open
StrokeTermination Feb 9, 2020 @ 9:34am 
This is a good job.
StrokeTermination Feb 9, 2020 @ 9:33am 
I used to only play rog. Recently I started playing sw. Now I want to try hm, so goodbye.
Blusuri Feb 7, 2020 @ 7:15pm 
ooohhhh, yeah that makes sense. Thank you
Caufendra Sunclaws  [author] Feb 7, 2020 @ 4:45pm 
If you made your game shipwreck compatible (when you create your sandbox) it'll need shipwreck material sorry
Blusuri Feb 6, 2020 @ 10:35pm 
Just a quick thing, im playing with the mod and there is a problem. I was playing on dst and it required jungle seeds (from shipwrecked) meaning I couldn't make it. Then I went onto shipwrecked and then I needed different seeds (I forgot which). It might just be on purpose and im being dumb but idk
Fluxistence Dec 13, 2019 @ 3:07pm 
@Dracau: Here's a link to the modified mod after my fixes and additions:
PouchesPlus [www.dropbox.com]
I don't really remember everything I changed but it should be simple to see through file comparison or some diff program.
What I do remember that I changed is:
1. Fixed crash when using Wilba.
2. Made Wilba's necklace wearable in the necklace slot.
3. Added new Hamlet mining stuff to the mining pouch lists so you can place them there (iron ore and gold dust, I think).
4. Added a coin pouch (made it rather cheap to make; should probably be balanced better.)

There were probably a few more minor things.
Tell me if there's any way I can help; your mod is very useful. ^_^
BloodyAzalea Dec 13, 2019 @ 6:46am 
plase make for DST
i love mod you
Caufendra Sunclaws  [author] Nov 29, 2019 @ 9:45am 
If you're having issue, i'll need the log to look it up
Caufendra Sunclaws  [author] Nov 29, 2019 @ 9:42am 
I don't have Hamlet and didn't played much Shipwrecked but I just played a 5h game of RoG. Everything was ok.
If you send me your patches, I can look for a way too add them to a new update.
Fluxistence Nov 28, 2019 @ 10:47am 
Yeah, this hasn't been updated in a while.
I'm using my own modified version which supports Hamlet better (fixed the Wilba crash, added Wilba's necklace to the items that can go into the amulet slot, added new mining materials such as iron ore) and also has an extra coin pouch, but this is still Dracau's mod so I'm not gonna repost it under my own name.
Besides, I just patched it to work better with Hamlet. For all I know the changes I made break it without Hamlet (haven't tested it whatsoever).
If you wanna make it fully support Hamlet, I would also suggest changing some of the recipes in Hamlet because, for example, pine cones are much harder to come by in Hamlet, but I haven't done that myself.
Wanted to keep at least a small challenge in it. =P

Anyway, hopefully Macau will find the time to update this mod when he starts playing Hamlet. =)
Nov 28, 2019 @ 6:52am 
the food pouch can not work as ice box,I choese it.:steamsad:
Nov 28, 2019 @ 6:14am 
cool, is it works in HM?
Bjorksnase Jun 7, 2019 @ 1:50pm 
Ayo my boyo recently the mod has started breaking the game you might want to look into it a little as far as I have seen this only happens with wagstaff
Caufendra Sunclaws  [author] May 19, 2019 @ 8:52am 
Well this was asked alot but the client - server is alot more complicated than the Vanilla game.
I'm not quite comfortable enough with lua scripting to achieve that :/
Depression (NotFound.Tech) May 18, 2019 @ 3:22pm 
Any possibility for a DST Version of this mod? it would be great honestly there is no mod like this for that game!

thank you for taking the time to read this and hopefully Answering.
Alex May 3, 2019 @ 7:35pm 
I expect you could still feed them to a lure plant like most things.
Fluxistence May 3, 2019 @ 7:28pm 
I think there's a "burnable" option in the mod settings, no?
You probably just need to turn that on.
Depression (NotFound.Tech) May 3, 2019 @ 6:49pm 
just asking any way to remove the pouches i tried burning them but that didnt work.
Caufendra Sunclaws  [author] Apr 20, 2019 @ 1:07pm 
There are options for the backpack slot and the amulet slot in the settings of Pouches yes.

I'm not promising anything about the mod updates ^^'
Fluxistence Apr 20, 2019 @ 10:40am 
Oh, by the way, one more thing:
I also use a mod for adding a backpack and amulet slots, and when I use them both the inventory slots overflow from the inventory bar by two slots, as seen here:
https://steamcommunity.com/id/Clopen/screenshot/829135118407577635

I'm guessing one (or both) of the two mods set the width to a specific number rather than increasing it.
I see from your screenshots that the same doesn't happen to you.
Can you tell me which mod you use, or if I'm missing a setting or something?
Fluxistence Apr 20, 2019 @ 10:19am 
I thought you might already know what I was saying, but I figured it couldn't hurt to write it.
And yeah, Lua is a scripting language, run with an interpreter rather than being compiled.
No variable types with static type checks or anything.
"x = 7.
Ok, now x = 'abc'.
Now let's return x to really confuse the hell out of whoever is using this function."
So it can certainly get messy.

To be honest, they could have done things better - namely, actual documentation of their modding API is sorely needed - but even so, the way they made it, with most of the game functionality and logic being in the scripts just like the mods, makes this game extremely moddable, which is really very impressive.

Anyway, I made the changes I specified to keep the mod from crashing with Wilba (along with calling some function that wasn't there before the DLC, I think), but seeing as my changes will be overwritten when you next update your mod, please do include the fix for that too. =)
Caufendra Sunclaws  [author] Apr 19, 2019 @ 11:16am 
:) you can ask me if you have troubles with the source code of the mod
hyperjll Apr 19, 2019 @ 10:45am 
Sweet, thanks man :D
Caufendra Sunclaws  [author] Apr 19, 2019 @ 10:24am 
@HyperWilson
To add the extra crafting tab :

From modmain.lua
--#Region Tab

GLOBAL.STRINGS.TABS.BAG = "Bags"

GLOBAL.__Crafttab_Bag = {str = GLOBAL.STRINGS.TABS.BAG, sort=999, icon_atlas = "images/tabicon.xml", icon = "tabicon.tex"}

GLOBAL.__Extra_Crafttab_Added = false

local function TweakBuilder(inst)
if not GLOBAL.__Extra_Crafttab_Added then
inst:AddRecipeTab(GLOBAL.__Crafttab_Bag)
GLOBAL.__Extra_Crafttab_Added = true
end
end

AddComponentPostInit("builder", TweakBuilder)

--#Endregion

@Kyre
That's how i would have made it in my favorite language :) lua is so ...messy !
Fluxistence Apr 18, 2019 @ 1:20am 
This currently crashes when used with Wilba and you remove an item (happened when I crafted an axe, for me).
The reason for this is that when pushing the itemlose event, the item itself is not given.
For version 0.9-15 (latest one when writing this comment), you need to add ", item = item" before the closing curly bracket } on lines 856 and 871.

In general, in order to avoid such compatibility problems when the game changes, as well as other mods changing things, I try to never override existing functions completely, but rather only surround it with my own code.
I haven't looked into this specific function so I don't know if it's possible or not here, but in general my scheme is like this:
Fluxistence Apr 18, 2019 @ 1:20am 
local function myfunc_pre(param1, param2)
-- Do stuff before the existing game function is called
end

local function myfunc_post(result, param1, param2)
-- Do stuff after the existing game function is called
end

local function myfunc(param1, param2)
-- This is in case there wasn't an existing function in the first place
myfunc_pre(param1, param2)
myfunc_post(nil, param1, param2)
end

local fn = myfunction
local oldfn = object.SomeFunction
if oldfn ~= nil then
fn = function(param1, param2)
myfunction_pre(param1, param2)
result = oldfn(param1, param2)
return myfunction_post(result, param1, param2)
end
end
object.SomeFunction = fn
Fluxistence Apr 18, 2019 @ 1:20am 
This way, if the existing function is updated after you publish your mod, your code will use the updated existing function and you won't have to update yours to match it (unless the interface changes).
If you only need to do things before the existing functions, or only afterwards, you can skip the unused pre/post function.
In my case I only needed the pre- version so instead of the last two lines in fn above I just wrote: return oldfn(param1, param2)

Added note:
If there's a setter for the function you're overriding, it's better to use that.
For example, in my code, instead of:
inst.components.eater.OnEat = fn
I wrote:
inst.components.eater:SetOnEatFn(fn)

Not everything has that, but if it does then you should use it.

I hope this helps you some, or at least didn't bore you too much. =)
Great mod, by the way.
If possible, please also add a money pouch for Hamlet; I'm tired of walking back and forth when realizing I forgot to bring money. ^_^;
Fluxistence Apr 18, 2019 @ 1:20am 
(Message split into multiple comments because of character limit, and posted backwards for easier reading.)
hyperjll Apr 17, 2019 @ 4:09pm 
Just a question, how exactly did you make a custom tab? I've been trying my damnest to port DST mods to DS, and can't for the life of me figure out how to make a custom tab.
Caufendra Sunclaws  [author] Apr 17, 2019 @ 7:28am 
DST port is not planed sorry. Haven't played much DS since shipwrecked :/
hyperjll Apr 16, 2019 @ 1:49pm 
Will a DST port come out soon?
Caufendra Sunclaws  [author] Jan 21, 2019 @ 10:08am 
^^ great, thanks for the feedback
Fantacie Jan 20, 2019 @ 1:02pm 
It is working for me now - thank you!
Caufendra Sunclaws  [author] Jan 19, 2019 @ 4:29pm 
Tried to fix it today, now works for me, can anyone confirm please ?
Fantacie Jan 19, 2019 @ 8:34am 
this crashes for me too now :-( very sad
Hunter Jan 17, 2019 @ 9:12am 
It's not working anymore after the last game update. Could you update the mod please?
Cringe Isekai Enjoyer Jan 6, 2019 @ 8:34pm 
This mod is awesome!
But could I ask you how do you configure small and medium pouches size?
I want to change large pouch size to 4, medium to 2 and small to 1 (I already changed 1st pouch science pre-requisite to 0 and recipe from rope to cutgrass), but right now I can only find the configuration to change the large pouch size only.