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About This File

Description:

These aren't free gifts, you've gotta work for them!

A 24 slot backpack you can build from your cave spoils! Get Spelunking!

20 Broken Shells

20 Slurtle Slime

1 Snurtle Shell Armor

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To install this mod:

Double-click downloaded ZIP file and DRAG enclosed directory into your dontstarve/mods directory.

Start game and enable mod on the mods screen.

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What's New in Version x   See changelog

Released

  • Nightmares version added

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Still works in nightmares, however there is a white border around the images, and the game closes when you quit a world. Not a big  deal, so If you're not worried about some minor things, you can still use this mod in the latest version.

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I noticed it doesn't count as a bag anymore for some reason? it takes up a armor slot despite the extra bag slot.....it also isn't able to be picked up only equiped

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Can we hope a RPG HUD patch/compatibility?

It's nearly the problem reported by kurobara...

 

I'll try to play with pririty setting but without real hope :(

Here's a way to make CaveBag RPG HUD Compatible:

Edit "..\DontStarve\mods\Caves Bag\scripts\prefabs\caves_bag.lua"

Replace line 68 to line 78 by this

Then, you will certainly need to edit the end of the line 85, to properly display the contener grid:

Report to @Skrzelik spoiler further.

	inst.components.inventoryitem.cangoincontainer = true	inst.components.inventoryitem.foleysound = "dontstarve/movement/foley/backpack"	    inst:AddComponent("equippable")	--Add support for RPG HUD by Kiopho	if EQUIPSLOTS["PACK"] then		inst.components.equippable.equipslot = EQUIPSLOTS.PACK	else		inst.components.equippable.equipslot = EQUIPSLOTS.BODY	end	-- / Add support for RPG HUD by Kiopho

@kurobara:

.....it also isn't able to be picked up only equiped

Let's try this:

Edit "..\DontStarve\mods\Caves Bag\scripts\prefabs\caves_bag.lua"

Replace

by

;)

    inst.components.inventoryitem.cangoincontainer = false
    inst.components.inventoryitem.cangoincontainer = true

@Skrzelik:

it's buggy beacuse you can't see half of the bag inventory (game just don't show it it's cut)

   Let's try this:

Edit "..\DontStarve\mods\Caves Bag\scripts\prefabs\caves_bag.lua"

Play with the first number into brackets:

I'm using RPG HUD (Default 55 slots) in 1680*1050 with a HUD Size in option/setting menu. When I replace 625 by 581, it's fitting like a charm. Good tip helps to wait after an update.

	inst.components.container.widgetpos = Vector3(625,-75,0)

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This is like tier 2 Krampus sack!!! Make it so that you need a Krampus sack to make it! Plz! It'd be more awesome that way!

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I modified the caves_bag.lua to make this mod working again, replace the content of the caves_bag.lua with the following:

 

print("Loading Caves Bag Prefab...")

local function OnEquip(inst, owner)
    owner.AnimState:OverrideSymbol("swap_body", "swap_cavepac_sack", "backpack")
    owner.AnimState:OverrideSymbol("swap_body", "swap_cavepac_sack", "swap_body")
    owner.components.inventory:SetOverflow(inst)
    inst.components.container:Open(owner)
end

local function OnUnequip(inst, owner)
    owner.AnimState:ClearOverrideSymbol("swap_body")
    owner.AnimState:ClearOverrideSymbol("backpack")
    owner.components.inventory:SetOverflow(nil)
    inst.components.container:Close(owner)
end

local function OnOpen(inst)
    inst.SoundEmitter:PlaySound("dontstarve/wilson/backpack_open", "open")
end

local function OnClose(inst)
    inst.SoundEmitter:PlaySound("dontstarve/wilson/backpack_close", "open")
end

local slotpos = {}
for y = 0, 7 do

    table.insert(slotpos, Vector3(3  -75, -y*75 + 265, 0))    --New 3rd col
    table.insert(slotpos, Vector3(3     , -y*75 + 265 ,0))    --2nd col
    table.insert(slotpos, Vector3(3  +75, -y*75 + 265 ,0))    --1st col at screen edge
    
end


local function fn(Sim)

    local inst = CreateEntity()

    inst.entity:AddTransform()
    inst.entity:AddAnimState()
    inst.entity:AddSoundEmitter()
    MakeInventoryPhysics(inst)
    
    inst.AnimState:SetBank("backpack1")
    inst.AnimState:SetBuild("swap_cavepac_sack")

    inst.AnimState:PlayAnimation("anim")
    inst:AddComponent("inspectable")
    inst:AddComponent("inventoryitem")
    inst.components.inventoryitem.imagename = "caves_bag"
    inst.components.inventoryitem.atlasname = "images/inventoryimages/caves_bag.xml"
    inst.components.inventoryitem.cangoincontainer = true
    inst.components.inventoryitem.foleysound = "dontstarve/movement/foley/backpack"
    
    inst:AddComponent("equippable")
    if EQUIPSLOTS["PACK"] then
        inst.components.equippable.equipslot = EQUIPSLOTS.PACK
    else
        inst.components.equippable.equipslot = EQUIPSLOTS.BODY
    end
    inst.components.equippable:SetOnEquip( OnEquip )
    inst.components.equippable:SetOnUnequip( OnUnequip )
    
    inst:AddComponent("container")
    inst.components.container:SetNumSlots(#slotpos)
    inst.components.container.widgetslotpos = slotpos
    inst.components.container.widgetpos = Vector3(-90,-50,0)
    inst.components.container.widgetanimbank = "ui_backpack_2x4"
    inst.components.container.widgetanimbuild = "ui_backpack_2x4"
    
    inst.components.container.widgetbgimage = "ui_caves_bag_7x3.tex"
    inst.components.container.widgetbgatlas = "images/inventoryimages/ui_caves_bag_7x3.xml"
    inst.components.container.widgetbgimagepos = Vector3(-65, -185, 0)
    inst.components.container.onopenfn = OnOpen
    inst.components.container.onclosefn = OnClose
    
    inst.components.container.side_widget = true
    inst.components.container.type = "pack"
    
    return inst
end

return Prefab( "common/inventory/caves_bag", fn, assets)

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