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About This File

Versions:

  • Backpack
  • Amulet
  • Backpack and Amulet

 

NOTE: This mod does not support the small texture option.

NOTE 2: I've only updated the BackPack and Amulet mod. No point in doing anything less (IMO).

BackPad mod and BackPack and Amulet mod available. DO NOT ENABLE MORE THAN ONE!

These Mods add 1 or two slots in equip slot depending on the download.

So, now armor and backpack have different slots to equip plus Amulet.

A big thanks goes out to kiopho for the Amulet code!

Installation:

Double-click the downloaded mod. DRAG the enclosed directory into your dontstarve/mods directory and enable on the games Mod screen.

Again, DO NOT RUN MORE THAN ONE VERSION AT A TIME!

More info, link below :

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What's New in Version .   See changelog

Released

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For those who still haven't got it:

 

THIS MOD DOESN'T WORK FOR DST! DAMN IT!

And I don't think there ever will be an update as the author doesn't look active since mid 2014.

 

With the version from DevilXD and my workaround at least it works flawless in DS and ROG.

 

You all are invited to improve your coder skills and adapt this wonderful mod for DST. ;)

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Can you please up dat this mod because when I play it the tab is out of line comper it to the photo and you see the difference so can you please update for all the people that are saying please update it

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/!\ Important thing on this mod /!\

It blocks the respawn from a touchstone when being in the caves.

Tested with: WX-78

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I got a prolem with this mod. When I active it, start my game, the game is always shut down. It seems that the mod doesn't work. How do I fix this problem? 

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I second @Sifalot claim about resurrection issues from caves. I just died in a cave, and had a touchstone activated and a meat effigy, but still died a definitive death. This mod is the only one I had installed (on the classic don't starve, non-steam but up-to-date, without extensions).

EDIT: The code might just miss this to find a resurrector outside of the cave:

local res = self:FindClosestResurrector()
if SaveGameIndex:CanUseExternalResurector() then
    res = SaveGameIndex:GetResurrector()
end

 

Edited by Youen

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@tehMugwump I just made some tests with the debug console and

1) confirmed the bug only happens in caves, and does not happen without the mod

2) found the fix (largely inspired from original game file scripts/components/resurrectable.lua). Here is the patched version of function inst.CanResurrect:

	inst.CanResurrect = function (self)
		local player = GLOBAL.GetPlayer()
		local item = nil
		if self.inst.components.inventory then
			item = self.inst.components.inventory:GetEquippedItem(GLOBAL.EQUIPSLOTS.NECK)
		end
		
		if item and item.prefab == "amulet" then
			return true
		end

		local res = false

		if GLOBAL.SaveGameIndex:CanUseExternalResurector() then
			res = GLOBAL.SaveGameIndex:GetResurrector() 
		end

		if res == nil or res == false then
			res = self:FindClosestResurrector()
		end
		
		if res then
			return true
		end
	end

This fixes the bug for me. Maybe there is a smarter way to call the game code instead of copy/pasting it, so that it would be more robust to further game code changes...

You might note I haven't changed function DoResurrect. That's because the game doesn't check for SaveGameIndex:CanUseExternalResurector() in this function either. Apparently, the reason is that the surface level is loaded before DoResurrect is called. There just needs to be a check for resurrection possibility before doing so (because if no resurrection is possible, the game over popup is displayed without loading the surface level).

Edited by Youen
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Hello, I'm quite new here, can you make this mod usable for the Shipwrecked DLC ? because it would be really good if you could, btw thanks for the mod, really helpful ^^.

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For ShipWrecked support: edit addon file "modinfo.lua". Add line "shipwrecked_compatible = true" in second paragraph. Not tested. Sorry, i'm russian and not support english language =)

Pic.JPG

Edited by ImyaStas
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