greenglacier Posted January 18, 2016 Share Posted January 18, 2016 So, yes I admit. I've mislead you, this isn't a mod but a mod request. I got a good reason to say that auto-equip is a fairly awesome mod that makes Don't Starve much more comfortable. Here we go. Please make this mod compatible with Shipwrecked. I did peek into the files but I'm far too clumsy to make it work. I even crashed DS-SW a few times with my string manipulation. Welp! Link to comment https://forums.kleientertainment.com/forums/topic/62778-mod-auto-equip/ Share on other sites More sharing options...
Arkathorn Posted January 18, 2016 Share Posted January 18, 2016 Is @boon okay with this? Link to comment https://forums.kleientertainment.com/forums/topic/62778-mod-auto-equip/#findComment-710953 Share on other sites More sharing options...
greenglacier Posted January 18, 2016 Author Share Posted January 18, 2016 (edited) 52 minutes ago, Arkathorn said: Is @boon okay with this? I sincerely doubt he'd have or will have a problem with it. Edited January 18, 2016 by greenglacier Link to comment https://forums.kleientertainment.com/forums/topic/62778-mod-auto-equip/#findComment-710963 Share on other sites More sharing options...
Mobbstar Posted January 18, 2016 Share Posted January 18, 2016 Did you try adding "shipwrecked_compatible = true" to modinfo.lua? Link to comment https://forums.kleientertainment.com/forums/topic/62778-mod-auto-equip/#findComment-710986 Share on other sites More sharing options...
greenglacier Posted January 18, 2016 Author Share Posted January 18, 2016 (edited) 4 hours ago, Mobbstar said: Did you try adding "shipwrecked_compatible = true" to modinfo.lua? Well, you see, no. But I've seen as much to know that wouldn't solve the Shipwrecked problems since there is a list of objects within the code that determine when and what tool should the character use automatically. local function FindWorkableEntity(inst, action, radius) return FindEntity(inst, radius, function(entitiy) return (action ~= ACTIONS.NET or (entitiy.components.health and not entitiy.components.health:IsDead())) and (action ~= ACTIONS.DIG or (entitiy.prefab ~= "berrybush" and entitiy.prefab ~= "berrybush2" and entitiy.prefab ~= "grass" and entitiy.prefab ~= "rabbithole" and entitiy.prefab ~= "sapling")) and entitiy.components.workable and entitiy.components.workable.action == action I got no idea what am I supposed to do with the code. I ain't no coder. Edited January 18, 2016 by greenglacier Link to comment https://forums.kleientertainment.com/forums/topic/62778-mod-auto-equip/#findComment-711102 Share on other sites More sharing options...
Jespercal Posted January 22, 2016 Share Posted January 22, 2016 Are you still looking for a version compatible with Shipwrecked? Link to comment https://forums.kleientertainment.com/forums/topic/62778-mod-auto-equip/#findComment-712513 Share on other sites More sharing options...
greenglacier Posted January 22, 2016 Author Share Posted January 22, 2016 8 hours ago, Jespercal said: Are you still looking for a version compatible with Shipwrecked? Yes, I am. Link to comment https://forums.kleientertainment.com/forums/topic/62778-mod-auto-equip/#findComment-712689 Share on other sites More sharing options...
Jespercal Posted January 23, 2016 Share Posted January 23, 2016 1 hour ago, greenglacier said: Yes, I am. Alright. I fixed up the mod to work with Don't Starve, ROG and Shipwrecked and I am posting it in the original mod's comment section now. Link to comment https://forums.kleientertainment.com/forums/topic/62778-mod-auto-equip/#findComment-712713 Share on other sites More sharing options...
greenglacier Posted January 23, 2016 Author Share Posted January 23, 2016 8 hours ago, Jespercal said: Alright. I fixed up the mod to work with Don't Starve, ROG and Shipwrecked and I am posting it in the original mod's comment section now. Bless you. Link to comment https://forums.kleientertainment.com/forums/topic/62778-mod-auto-equip/#findComment-712841 Share on other sites More sharing options...
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