orian34 Posted August 5, 2014 Share Posted August 5, 2014 but the cost of spells never changed? isn't it? Link to comment Share on other sites More sharing options...
DeathDisciple Posted August 5, 2014 Share Posted August 5, 2014 Its supposed to drop at 20, I'll have to check what's going on. Link to comment Share on other sites More sharing options...
kraken121 Posted August 5, 2014 Author Share Posted August 5, 2014 Its supposed to drop at 20, I'll have to check what's going on. I'm still trying to figure out what I want for the capstone ability anyway. Link to comment Share on other sites More sharing options...
orian34 Posted August 6, 2014 Share Posted August 6, 2014 for you DD :local DAGGER_PROC_T1=0.5local DAGGER_PROC_T2=0.15local DAGGER_PROC_T3=0.30 find the typo 2 Link to comment Share on other sites More sharing options...
orian34 Posted August 6, 2014 Share Posted August 6, 2014 erhm, i never was good to find the 7 differences but...is this similar?fn=function(eater)local talk=GetString(eater.prefab, "FA_WONDER_ITEMDAMAGE")if(talk and eater.components.talker) then eater.components.talker:Say(talk) end--yawn... can i merge them without breaking anything?local merged=MergeMaps(eater.components.inventory.itemslots,eater.components.inventory.equipslots) for k,v in pairs(merged) do if v.components.fueled then v.components.fueled:SetPercent(v.components.fueled:GetPercent()/2) elseif v.components.armor then v.components.armor:SetPercent(v.components.armor:GetPercent()/2) elseif v.components.finiteuses then v.components.finiteuses:SetPercent(v.components.finiteuses:GetPercent()/2) end endend},{fn=function(eater)local talk=GetString(eater.prefab, "FA_WONDER_ITEMREPAIR")if(talk and eater.components.talker) then eater.components.talker:Say(talk) endlocal merged=MergeMaps(eater.components.inventory.itemslots,eater.components.inventory.equipslots) for k,v in pairs(merged) do if v.components.fueled then v.components.fueled:SetPercent(v.components.fueled:GetPercent()/2) elseif v.components.armor then v.components.armor:SetPercent(v.components.armor:GetPercent()/2) elseif v.components.finiteuses then v.components.finiteuses:SetPercent(v.components.finiteuses:GetPercent()/2) end 1 Link to comment Share on other sites More sharing options...
DeathDisciple Posted August 6, 2014 Share Posted August 6, 2014 heh yeah, I thought I checked those effects specifically tho... apparently not enough 1 Link to comment Share on other sites More sharing options...
soul Posted August 10, 2014 Share Posted August 10, 2014 log.txt Link to comment Share on other sites More sharing options...
DeathDisciple Posted August 10, 2014 Share Posted August 10, 2014 hmm can you try this1. turn off all other mods but rpghud and hitd and see if it crashes.2. go to HeroInTheDark/modinfo.lua, find priority=-1 line and change it to priority=-1000 or something (in case there is something else running behind me messing stuff up), see if that does anything I guess it's 45 neat/6.71? Can't read the exact ver from log... I should put the logging of that crap back on. Link to comment Share on other sites More sharing options...
orian34 Posted August 10, 2014 Share Posted August 10, 2014 sort inventory and pickypickypicky Link to comment Share on other sites More sharing options...
soul Posted August 10, 2014 Share Posted August 10, 2014 hmm can you try this1. turn off all other mods but rpghud and hitd and see if it crashes.2. go to HeroInTheDark/modinfo.lua, find priority=-1 line and change it to priority=-1000 or something (in case there is something else running behind me messing stuff up), see if that does anything I guess it's 45 neat/6.71? Can't read the exact ver from log... I should put the logging of that crap back on. yea 45 neat... and i tried the steps..it still crasheslog.txt Link to comment Share on other sites More sharing options...
orian34 Posted August 10, 2014 Share Posted August 10, 2014 can you tell us what this mod is :mods/workshop-181688924 ? Link to comment Share on other sites More sharing options...
DeathDisciple Posted August 10, 2014 Share Posted August 10, 2014 (edited) I'm going to throw a very wide guess that the inventory sort thing caused save game corruption by placing items outside of 'inventory bar' range due to modifications of either rpghud or me or both. I'm quite sure that all of us here use some version of rpghud so if it's hud + hitd issue it would've crashed us to high hell. There are quite a bunch of changes, including the fact that it autoplaces items in containers if inventory is full now, which could've totally break the sorting system. If it expects the check if there is free place to return true only if there is free space on inventory but not in containers in it, it can cause corruption like that easily etc. So there is a good chance Orian is right and it's one of those 2 mods. I'm not that concerned if they don't work with HitD, tough luck, what I'm concerned about is how to prevent savegame corruption... whatever the cause is. Can you find out which savegame it is and upload the save itself? I'd like to know exact inventory state on the corrupted save. Edited August 10, 2014 by DeathDisciple 1 Link to comment Share on other sites More sharing options...
soul Posted August 11, 2014 Share Posted August 11, 2014 can you tell us what this mod is :mods/workshop-181688924 ?...i don't know... So there is a good chance Orian is right and it's one of those 2 mods. I'm not that concerned if they don't work with HitD, tough luck, what I'm concerned about is how to prevent savegame corruption... whatever the cause is. Can you find out which savegame it is and upload the save itself? I'd like to know exact inventory state on the corrupted save.how do i do that?? find the savegame?? Link to comment Share on other sites More sharing options...
orian34 Posted August 11, 2014 Share Posted August 11, 2014 ...i don't know... how do i do that?? find the savegame?? then you'll know after that : go to your don't starve/mods file, go to your workshop mod with the numbers i said, open the modinfo.lua and tell us what name it is.about the saves, it's only hat your save is dead, corrupted...try to redo your actions before crash on a new save without the mod. Link to comment Share on other sites More sharing options...
DeathDisciple Posted August 11, 2014 Share Posted August 11, 2014 Uh, trying to redo the actions will just corrupt it again, I need to know exactly what got corrupted so i can try to block the action causing it. Now, I'm not sure where saves are or what may steam be doing with them, but on standalone they're in My Documents/Klei/DoNotStarve/save . If you're outdoors, survival1 - survival5 depending on save slot number, otherwise you'll have to find out which exact cave slot. Link to comment Share on other sites More sharing options...
orian34 Posted August 11, 2014 Share Posted August 11, 2014 it will not corrupt again if the mod is the guilty Link to comment Share on other sites More sharing options...
orian34 Posted August 11, 2014 Share Posted August 11, 2014 while testing some things, i found 2 bugs with the blue totem : 1 : if you kill a goblin wearing a pot, it will drop a pot hat with 135%~i think it's do because of the additionnal damage with electric : it does more damage but increase durability instead of decreasing it 2 : you can kill shadow creatures that does not are physical(when you're mid sanity) 1 Link to comment Share on other sites More sharing options...
DeathDisciple Posted August 11, 2014 Share Posted August 11, 2014 (edited) while testing some things, i found 2 bugs with the blue totem : 1 : if you kill a goblin wearing a pot, it will drop a pot hat with 135%~i think it's do because of the additionnal damage with electric : it does more damage but increase durability instead of decreasing it 2 : you can kill shadow creatures that does not are physical(when you're mid sanity) Ha, good catch! And I think I read you could do 2. with force attack even non modded. Edit: I actually put a comment about it but used the wrong check... lol Edited August 11, 2014 by DeathDisciple Link to comment Share on other sites More sharing options...
orian34 Posted August 13, 2014 Share Posted August 13, 2014 (edited) in the mobxp table, you added the deciduous root but it is invincible...and why don't add the poison birchnut? and what is that story about silver resistance and light resistance(aka werepig and tentacle) Edited August 13, 2014 by orian34 Link to comment Share on other sites More sharing options...
DeathDisciple Posted August 13, 2014 Share Posted August 13, 2014 (edited) I wasn't sure if there is no 'direct way' to kill it when I wrote it, the namings of those things in code is a bit ambiguous. Mix that with the fact that kraken can't use prefab names but puts 'strings' in xp sheets instead, and yeah, it's highly possible I mixed prefabs here and there. Especially in a zone I usually ignore altogether. As for silver/light, there's no such thing in code - light = holy for now, silver does not exist at all. EDIT about putting poison birchnuts, they cant be killed regularly from what I'm reading, I don't think cutting down will even trigger 'killed', it would prob need to be dealt with in different manner. Edited August 13, 2014 by DeathDisciple Link to comment Share on other sites More sharing options...
kraken121 Posted August 18, 2014 Author Share Posted August 18, 2014 I wasn't sure if there is no 'direct way' to kill it when I wrote it, the namings of those things in code is a bit ambiguous. Mix that with the fact that kraken can't use prefab names but puts 'strings' in xp sheets instead, and yeah, it's highly possible I mixed prefabs here and there. Especially in a zone I usually ignore altogether. As for silver/light, there's no such thing in code - light = holy for now, silver does not exist at all. EDIT about putting poison birchnuts, they cant be killed regularly from what I'm reading, I don't think cutting down will even trigger 'killed', it would prob need to be dealt with in different manner.that is something I overlooked heh Link to comment Share on other sites More sharing options...
Scootaloo Posted August 18, 2014 Share Posted August 18, 2014 I put the folder "The hero in the dark" in my mod_config_data folder (Because i cant find any other folder) and the mod is not showing in my mods folder in-game i also tried putting it outside of the mod_config_data folder but that didnt work either. Please help Link to comment Share on other sites More sharing options...
orian34 Posted August 18, 2014 Share Posted August 18, 2014 ...perhaps it's because the mod is inside a file that's inside this file?... Link to comment Share on other sites More sharing options...
DeathDisciple Posted August 19, 2014 Share Posted August 19, 2014 I put the folder "The hero in the dark" in my mod_config_data folder (Because i cant find any other folder) and the mod is not showing in my mods folder in-game i also tried putting it outside of the mod_config_data folder but that didnt work either. Please help mod_config_data has just mod configurations, I don't know which OS you're on but I'm quite sure that mods are not supposed to load from there. In general, on all windows systems I saw (as well as gog linux tarball distribution) mod folder is in main game folder, e.g. dont_starve/mods/ wherever you installed the game. If you're on mac or the above doesn't help you, you might want to check this thread and try to figure out where it is. Link to comment Share on other sites More sharing options...
soul Posted August 19, 2014 Share Posted August 19, 2014 (edited) 181688924 is RPG HUD neat 45 .....and i only have saveindex file in save folder...do u want that?? https://docs.google.com/file/d/0B6AxuURT1N5CYzJTaW42ZmFPaWM/editalso i hadn't done anything special to repeat again...was just playing in the goblin cave.. Edited August 19, 2014 by soul Link to comment Share on other sites More sharing options...
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