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Sorry
I'm sorry :(
@Mania-Venom this feature used to work, I'm sorry
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
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. ^_^
i love mod you
If you send me your patches, I can look for a way too add them to a new update.
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. =)
I'm not quite comfortable enough with lua scripting to achieve that :/
thank you for taking the time to read this and hopefully Answering.
You probably just need to turn that on.
I'm not promising anything about the mod updates ^^'
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?
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. =)
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 !
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:
-- 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
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. ^_^;
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.