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Wilburn, the Heir [TESTERS NEEDED please help !]


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HELP NEEDED FOR CODING !

I need fellow programmers to help me solve various issues with the mod in DST... The major problems are in the list at the end of this post. If anyone is willing to help, please contact me !

:spidercowers:

 

 

Official Wilburn mod page for Don't Starve. Last version is 0.9.5. No more crashes in DST.

 

***

 

*Download it here for DST*

Last DST version is 0.9.1. (Not ready)

 

 

Wilburn

The young Heir

for Don't Starve Together

8dedmQc.png

*Is used to a much easier life
*Will rule everything
*Hates ruling nothing
Edited by Sketchiverse
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First, bumping isn't even really allowed. Second, it's pretty ridiculous to bump something only 13 minutes after posting. As a very active forum-user myself, I only check the forums like... every 15 minutes at the most? Give it at least a day, people are in different time zones.

 

As for some actual help, the most likely problem you'll encounter is with his items/recipes. If you have the recipes in his character prefab file, you'll have to move them to the modmain, and use a system like what I use in DST RoG Characters to make them character-specific.

 

Other than that, there's the master/common postinit stuff which you have probably already encountered. Just look at how other character mods in DST are structured, or the Extended Character Template.

 

Some of the recipe code in the modmain of DST RoG Characters:

--#rezecib This is a fix for the recipe problem; you can no longer put recipes in character prefabs-- because then when the host creates the game, some recipes won't be loaded;-- when they do get loaded later, further connections will have garbled net data because the-- new recipes change the size of the data (that's my guess)--The approach here is to instead associate a tag with each recipe, then modify the function-- that checks if they can see it to check for those tagsif not GLOBAL.TheNet:IsDedicated() then    local OldIsRecipeValid = GLOBAL.IsRecipeValid    local function IsRecipeValid(recipe)        return OldIsRecipeValid(recipe) and            ((GLOBAL.ThePlayer and GLOBAL.ThePlayer:HasTag(recipe.name.."_builder")) or not recipe.tagneeded)    end    GLOBAL.IsRecipeValid = IsRecipeValidend --#rezecib Had to move all the recipes here to support the abovelocal Recipe = GLOBAL.Recipelocal RECIPETABS = GLOBAL.RECIPETABSlocal TECH = GLOBAL.TECH local recipes = {    Recipe("spidereggsack", {Ingredient("silk", 12), Ingredient("spidergland", 6), Ingredient("papyrus", 6)}, RECIPETABS.TOWN, TECH.NONE),    Recipe("wathgrithrhat", {Ingredient("goldnugget", 2), Ingredient("rocks", 2)}, RECIPETABS.WAR, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}, nil, nil, nil, nil, true),    Recipe("spear_wathgrithr", {Ingredient("twigs", 2), Ingredient("flint", 2), Ingredient("goldnugget", 2)}, RECIPETABS.WAR, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}, nil, nil, nil, nil, true),}--#rezecib this is a bit of a hack; hardcoding the sortkeys should avoid mod clashes-- due to different load order, but if a mod somehow declares sortkeys in this range in-- the same way, then problems will always occur with that modlocal sortkey = -9000for k,v in pairs(recipes) do    sortkey = sortkey - 1    v.sortkey = sortkey    v.tagneeded = trueend

 

Edit: Ah, okay. Understood.

Edited by rezecib
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First, bumping isn't even really allowed. Second, it's pretty ridiculous to bump something only 13 minutes after posting. As a very active forum-user myself, I only check the forums like... every 15 minutes at the most? Give it at least a day, people are in different time zones.

 

 

It was a mistake. I meant to bump, I admit, but on the other thread about Wilburn on the DS forum branch because I needed help on that mod and I didn't want to make a new thread. (I already made a few threads just to ask redundant questions ^^')

I ended up bumping this one by mistake, hence the 13 minute bump. Sorry.

 

 

As for some actual help, the most likely problem you'll encounter is with his items/recipes. If you have the recipes in his character prefab file, you'll have to move them to the modmain, and use a system like what I use in DST RoG Characters to make them character-specific.   Other than that, there's the master/common postinit stuff which you have probably already encountered. Just look at how other character mods in DST are structured, or the Extended Character Template.

 

 

Thank you, but I already took care of that... :wilson_dorky: I did use the code in your mod, it was very useful (thanks by the way). But that's not the help I'm looking for, I'm looking for other people to help me test it, since we're in multiplayer...

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