tehMugwump

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File Comments posted by tehMugwump


  1. If this isn't working for anyone, it's one of a very few problems.  I've just run it on the newest preview and it works perfectly, so you have something messed up on your end:

     

    Check these things and report back here:

    • You have the latest version of the game.
    • You have the latest version of the mod.
    • You have the mod installed under your Don't Starve install directory in /mods.
    • There is no double mod directory (i.e. /CJBMods_TMI/CJBMods_TMI)

  2. I cannot seem to get this mod to work, i have installed it and in the mod menu it says that it has been installed but it also says that "it crashed on last start up, automatically disabled". how do i fix this?. oh and i am using a cracked version of don't starve.

    You get no support with a cracked version of the game.  Plain and simple.  It's cheap enough for such a great game so save up your lunch money and do the right thing.


  3. @tehMugwump @everybody Please I'm looking for inventory.lua from Moderately Friendly build. I don't want to go through torrents so if anybody has it, I need it.

    Thanks in advance, I'll continue trying to find it (my wife has the game from the Klei site, does it update all at once or build by build ?)

    Let's try again:

     

    require "class"local InvSlot = require "widgets/invslot"local TileBG = require "widgets/tilebg"local Image = require "widgets/image"local Widget = require "widgets/widget"local EquipSlot = require "widgets/equipslot"local ItemTile = require "widgets/itemtile"local Text = require "widgets/text"local HUD_ATLAS = "images/hud.xml"local Inv = Class(Widget, function(self, owner)    Widget._ctor(self, "Inventory")    self.owner = owner	self.base_scale = .6	self.selected_scale = .8    self:SetScale(self.base_scale)    self:SetPosition(0,-16,0)    self.inv = {}    self.equip = {}    self.equipslotinfo =    {	}    self.bg = self:AddChild(Image(HUD_ATLAS, "inventory_bg.tex"))    self.bg:SetVRegPoint(ANCHOR_BOTTOM)    self.bg:SetScale(1.1,1,1)    self.hovertile = nil	self.cursor = self:AddChild(Image( HUD_ATLAS, "slot_select.tex"))	self.cursor:Hide()		self.repeat_time = .2	--this is for the keyboard / controller inventory controls	self.actionstring = self:AddChild(Widget("actionstring"))	self.actionstring:SetScale(2)	self.actionstringtitle = self.actionstring:AddChild(Text(TITLEFONT, 40))	self.actionstringtitle:SetRegionSize(250, 50)	self.actionstringtitle:SetVAlign(ANCHOR_BOTTOM)	self.actionstringtitle:SetPosition(0,125)	self.actionstringtitle:SetColour(1,0,1,1)	self.actionstringbody = self.actionstring:AddChild(Text(BODYTEXTFONT, 25))	self.actionstringbody:SetRegionSize(200, 100)	self.actionstringbody:EnableWordWrap(true)	self.actionstringbody:SetPosition(0,50)    self.actionstringbody:SetVAlign(ANCHOR_TOP)    self.actionstringbody:SetHAlign(ANCHOR_LEFT)	self.actionstring:Hide()	--default equip slots	self:AddEquipSlot(EQUIPSLOTS.HANDS, HUD_ATLAS, "equip_slot.tex")	self:AddEquipSlot(EQUIPSLOTS.BODY, HUD_ATLAS, "equip_slot_body.tex")	self:AddEquipSlot(EQUIPSLOTS.HEAD, HUD_ATLAS, "equip_slot_head.tex")    self.inst:ListenForEvent("builditem", function(inst, data) self:OnBuild() end, self.owner)    self.inst:ListenForEvent("itemget", function(inst, data) self:OnItemGet(data.item, data.slot, data.src_pos) end, self.owner)    self.inst:ListenForEvent("equip", function(inst, data) self:OnItemEquip(data.item, data.eslot) end, self.owner)    self.inst:ListenForEvent("unequip", function(inst, data) self:OnItemUnequip(data.item, data.eslot) end, self.owner)    self.inst:ListenForEvent("newactiveitem", function(inst, data) self:OnNewActiveItem(data.item) end, self.owner)    self.inst:ListenForEvent("itemlose", function(inst, data) self:OnItemLose(data.slot) end, self.owner)end)function Inv:AddEquipSlot(slot, atlas, image, sortkey)	sortkey = sortkey or #self.equipslotinfo	table.insert(self.equipslotinfo, {slot = slot, atlas = atlas, image = image, sortkey = sortkey})	table.sort(self.equipslotinfo, function(a,b) return a.sortkey < b.sortkey end)	self.rebuild_pending = trueendfunction Inv:Rebuild()    for k,v in pairs(self.inv) do    	v:Kill()    end    for k,v in pairs(self.equip) do    	v:Kill()    end    self.inv = {}    self.equip = {}    local num_slots = self.owner.components.inventory:GetNumSlots()    local num_equip = #self.equipslotinfo    local W = 64    local SEP = 12    local INTERSEP = 28    local y = 132/2        local num_intersep = math.floor(num_slots / 5) + 1         local total_w = (num_slots + num_equip)*(W) + (num_slots + num_equip - 2 - num_intersep) *(SEP) + INTERSEP*num_intersep    for k, v in ipairs(self.equipslotinfo) do        local slot = EquipSlot(v.slot, v.atlas, v.image, self.owner)        self.equip[v.slot] = self:AddChild(slot)        local x = -total_w/2 + (num_slots)*(W)+num_intersep*(INTERSEP - SEP) + (num_slots-1)*SEP + INTERSEP + W*(k-1) + SEP*(k-1)        slot:SetPosition(x,y,0)    end        for k = 1,num_slots do        local slot = InvSlot(k, HUD_ATLAS, "inv_slot.tex", self.owner, self.owner.components.inventory)        self.inv[k] = self:AddChild(slot)        local interseps = math.floor((k-1) / 5)        local x = -total_w/2 + W/2 + interseps*(INTERSEP - SEP) + (k-1)*W + (k-1)*SEP        slot:SetPosition(x,y,0)    end	self.actionstring:MoveToFront()	self.cursor:MoveToFront()	self.rebuild_pending = falseendfunction Inv:Update(dt)	if self.rebuild_pending == true then		self:Rebuild()		self:Refresh()	end	if not self.open then return end		if self.repeat_time > 0 then		self.repeat_time = self.repeat_time - dt	end		if self.repeat_time <= 0 then		if TheInput:IsControlPressed(CONTROL_FOCUS_LEFT) then			self:CursorLeft()		elseif TheInput:IsControlPressed(CONTROL_FOCUS_RIGHT) then			self:CursorRight()		elseif TheInput:IsControlPressed(CONTROL_FOCUS_UP) then			self:CursorUp()		elseif TheInput:IsControlPressed(CONTROL_FOCUS_DOWN) then			self:CursorDown()		else			self.repeat_time = 0			self.reps = 0			return		end				self.reps = self.reps and (self.reps + 1) or 1				if self.reps == 1 then			self.repeat_time = 6/30		elseif self.reps < 2 then			self.repeat_time = 4/30		else			self.repeat_time = 3/30		end			end	endfunction Inv:OffsetCursor(offset, val, minval, maxval, slot_is_valid_fn)	if val == nil then		val = minval	else				local idx = val		local start_idx = idx		repeat 			idx = idx + offset						if idx < minval then idx = maxval end			if idx > maxval then idx = minval end			if slot_is_valid_fn(idx) then 				val = idx				break			end		until start_idx == idx	end		return valendfunction Inv:CursorLeft()	self:SelectSlot( self:OffsetCursor(-1, self.active_slot, 1, #self.inv, function(idx) return self.owner.components.inventory:GetItemInSlot(idx) or self.owner.components.inventory:GetActiveItem() end ) )endfunction Inv:CursorRight()	self:SelectSlot( self:OffsetCursor(1, self.active_slot, 1, #self.inv, function(idx) return self.owner.components.inventory:GetItemInSlot(idx) or self.owner.components.inventory:GetActiveItem() end ) )endfunction Inv:CursorUp()endfunction Inv:CursorDown()endfunction Inv:OnControl(control, down)	if Inv._base.OnControl(self, control, down) then return true end		if self.open then		if not down then 			if control == CONTROL_ACCEPT then				self.inv[self.active_slot]:Click()			end		end	end	endfunction Inv:OpenControllerInventory()	if not self.open then		if not self.active_slot then			self:SelectSlot(1)		end		self:UpdateCursor()		self.open = true		self:ScaleTo(self.base_scale,self.selected_scale,.2)		TheFrontEnd:LockFocus(true)		self:SetFocus()	endendfunction Inv:CloseControllerInventory()	if self.open then		self.open = false		self.cursor:Hide()		self.actionstring:Hide()		self.owner.components.inventory:ReturnActiveItem()		if self.active_slot then			self.inv[self.active_slot]:DeHighlight()		end				self:ScaleTo(self.selected_scale, self.base_scale,.1)		TheFrontEnd:LockFocus(false)	endendfunction Inv:UpdateActionText()	local item = self.owner.components.inventory:GetActiveItem() or (self.active_slot and  self.owner.components.inventory:GetItemInSlot(self.active_slot))	if item and self.active_slot then		self.actionstring:Show()		self.actionstring:SetPosition(self.inv[self.active_slot]:GetPosition() + Vector3(0,100,0))		self.actionstringtitle:SetString(item.name)	    self.actionstringbody:SetString("body text showing actions!")	else		self.actionstring:Hide()	endendfunction Inv:SelectSlot(idx)	if self.active_slot and self.active_slot ~= idx then		self.inv[self.active_slot]:DeHighlight()	end	self.active_slot = idx	self:UpdateCursor()endfunction Inv:UpdateCursor()	if self.active_slot and self.hovertile then		self.hovertile:SetPosition(self.inv[self.active_slot]:GetPosition() )	end	if self.active_slot then		self.cursor:Show()		self.inv[self.active_slot]:AddChild(self.cursor)				self.inv[self.active_slot]:Highlight()		if self.inv[self.active_slot].tile then			print (self.inv[self.active_slot].tile:GetDescriptionString())		end	else		self.cursor:Hide()	end	self:UpdateActionText()endfunction Inv:Refresh()		for k,v in pairs(self.inv) do		v:SetTile(nil)	end	for k,v in pairs(self.equip) do		v:SetTile(nil)	end	for k,v in pairs(self.owner.components.inventory.itemslots) do		if v then			local tile = ItemTile(v, self)			self.inv[k]:SetTile(tile)		end	end	for k,v in pairs(self.owner.components.inventory.equipslots) do		if v then			local tile = ItemTile(v, self)			self.equip[k]:SetTile(tile)		end	end		self:OnNewActiveItem(self.owner.components.inventory.activeitem)endfunction Inv:Cancel()    local active_item = self.owner.components.inventory:GetActiveItem()    if active_item then        self.owner.components.inventory:ReturnActiveItem()    endendfunction Inv:OnItemLose(slot)	if slot then		self.inv[slot]:SetTile(nil)	endendfunction Inv:OnBuild()    if self.hovertile then        self.hovertile:ScaleTo(3, 1, .5)    endendfunction Inv:OnNewActiveItem(item)    if self.hovertile then        self.hovertile:Kill()    end    if item and self.owner.HUD.controls then    	    	if self.open then        	self.hovertile = self:AddChild(ItemTile(item, self))        	self:UpdateCursor()        	self.hovertile:SetScale(1.8)        else        	self.hovertile = self.owner.HUD.controls.mousefollow:AddChild(ItemTile(item, self))        end        self.hovertile:StartDrag()    endendfunction Inv:OnItemGet(item, slot, source_pos)    if slot and self.inv[slot] then		local tile = ItemTile(item, self)        self.inv[slot]:SetTile(tile)        tile:Hide()        if source_pos then			local dest_pos = self.inv[slot]:GetWorldPosition()			local im = Image(item.components.inventoryitem:GetAtlas(), item.components.inventoryitem:GetImage())			im:MoveTo(source_pos, dest_pos, .3, function() tile:Show() tile:ScaleTo(2, 1, .25) im:Kill() end)        else			tile:Show() 			--tile:ScaleTo(2, 1, .25)        end        	endendfunction Inv:OnItemEquip(item, slot)    self.equip[slot]:SetTile(ItemTile(item, self))endfunction Inv:OnItemUnequip(item, slot)    if slot and self.equip[slot] then		self.equip[slot]:SetTile(nil)	endendreturn Inv 


  4. @tehMugwump @everybody Please I'm looking for inventory.lua from Moderately Friendly build. I don't want to go through torrents so if anybody has it, I need it.

    Thanks in advance, I'll continue trying to find it (my wife has the game from the Klei site, does it update all at once or build by build ?)

     

    require "class"
    local InvSlot = require "widgets/invslot"
    local TileBG = require "widgets/tilebg"
    local Image = require "widgets/image"
    local Widget = require "widgets/widget"
    local EquipSlot = require "widgets/equipslot"
    local ItemTile = require "widgets/itemtile"
    local Text = require "widgets/text"
     
    local HUD_ATLAS = "images/hud.xml"
     
    local Inv = Class(Widget, function(self, owner)
        Widget._ctor(self, "Inventory")
        self.owner = owner
     
    self.base_scale = .6
    self.selected_scale = .8
     
        self:SetScale(self.base_scale)
        self:SetPosition(0,-16,0)
     
        self.inv = {}
        self.equip = {}
     
        self.equipslotinfo =
        {
    }
     
        self.bg = self:AddChild(Image(HUD_ATLAS, "inventory_bg.tex"))
        self.bg:SetVRegPoint(ANCHOR_BOTTOM)
        self.bg:SetScale(1.1,1,1)
     
        self.hovertile = nil
     
    self.cursor = self:AddChild(Image( HUD_ATLAS, "slot_select.tex"))
    self.cursor:Hide()
     
    self.repeat_time = .2
     
    --this is for the keyboard / controller inventory controls
    self.actionstring = self:AddChild(Widget("actionstring"))
    self.actionstring:SetScale(2)
     
    self.actionstringtitle = self.actionstring:AddChild(Text(TITLEFONT, 40))
    self.actionstringtitle:SetRegionSize(250, 50)
    self.actionstringtitle:SetVAlign(ANCHOR_BOTTOM)
    self.actionstringtitle:SetPosition(0,125)
    self.actionstringtitle:SetColour(1,0,1,1)
     
    self.actionstringbody = self.actionstring:AddChild(Text(BODYTEXTFONT, 25))
    self.actionstringbody:SetRegionSize(200, 100)
    self.actionstringbody:EnableWordWrap(true)
    self.actionstringbody:SetPosition(0,50)
        self.actionstringbody:SetVAlign(ANCHOR_TOP)
        self.actionstringbody:SetHAlign(ANCHOR_LEFT)
    self.actionstring:Hide()
     
     
    --default equip slots
    self:AddEquipSlot(EQUIPSLOTS.HANDS, HUD_ATLAS, "equip_slot.tex")
    self:AddEquipSlot(EQUIPSLOTS.BODY, HUD_ATLAS, "equip_slot_body.tex")
    self:AddEquipSlot(EQUIPSLOTS.HEAD, HUD_ATLAS, "equip_slot_head.tex")
     
        self.inst:ListenForEvent("builditem", function(inst, data) self:OnBuild() end, self.owner)
        self.inst:ListenForEvent("itemget", function(inst, data) self:OnItemGet(data.item, data.slot, data.src_pos) end, self.owner)
        self.inst:ListenForEvent("equip", function(inst, data) self:OnItemEquip(data.item, data.eslot) end, self.owner)
        self.inst:ListenForEvent("unequip", function(inst, data) self:OnItemUnequip(data.item, data.eslot) end, self.owner)
        self.inst:ListenForEvent("newactiveitem", function(inst, data) self:OnNewActiveItem(data.item) end, self.owner)
        self.inst:ListenForEvent("itemlose", function(inst, data) self:OnItemLose(data.slot) end, self.owner)
    end)
     
     
    function Inv:AddEquipSlot(slot, atlas, image, sortkey)
    sortkey = sortkey or #self.equipslotinfo
    table.insert(self.equipslotinfo, {slot = slot, atlas = atlas, image = image, sortkey = sortkey})
    table.sort(self.equipslotinfo, function(a,b) return a.sortkey < b.sortkey end)
    self.rebuild_pending = true
    end
     
    function Inv:Rebuild()
     
        for k,v in pairs(self.inv) do
        v:Kill()
        end
     
        for k,v in pairs(self.equip) do
        v:Kill()
        end
     
        self.inv = {}
        self.equip = {}
     
        local num_slots = self.owner.components.inventory:GetNumSlots()
        local num_equip = #self.equipslotinfo
     
        local W = 64
        local SEP = 12
        local INTERSEP = 28
        local y = 132/2
        
        local num_intersep = math.floor(num_slots / 5) + 1 
        
        local total_w = (num_slots + num_equip)*(W) + (num_slots + num_equip - 2 - num_intersep) *(SEP) + INTERSEP*num_intersep
        for k, v in ipairs(self.equipslotinfo) do
     
            local slot = EquipSlot(v.slot, v.atlas, v.image, self.owner)
            self.equip[v.slot] = self:AddChild(slot)
            local x = -total_w/2 + (num_slots)*(W)+num_intersep*(INTERSEP - SEP) + (num_slots-1)*SEP + INTERSEP + W*(k-1) + SEP*(k-1)
            slot:SetPosition(x,y,0)
        end    
     
        for k = 1,num_slots do
            local slot = InvSlot(k, HUD_ATLAS, "inv_slot.tex", self.owner, self.owner.components.inventory)
            self.inv[k] = self:AddChild(slot)
            local interseps = math.floor((k-1) / 5)
            local x = -total_w/2 + W/2 + interseps*(INTERSEP - SEP) + (k-1)*W + (k-1)*SEP
            slot:SetPosition(x,y,0)
        end
     
    self.actionstring:MoveToFront()
    self.cursor:MoveToFront()
     
    self.rebuild_pending = false
    end
     
     
    function Inv:Update(dt)
     
    if self.rebuild_pending == true then
    self:Rebuild()
    self:Refresh()
    end
     
     
    if not self.open then return end
     
    if self.repeat_time > 0 then
    self.repeat_time = self.repeat_time - dt
    end
     
    if self.repeat_time <= 0 then
    if TheInput:IsControlPressed(CONTROL_FOCUS_LEFT) then
    self:CursorLeft()
    elseif TheInput:IsControlPressed(CONTROL_FOCUS_RIGHT) then
    self:CursorRight()
    elseif TheInput:IsControlPressed(CONTROL_FOCUS_UP) then
    self:CursorUp()
    elseif TheInput:IsControlPressed(CONTROL_FOCUS_DOWN) then
    self:CursorDown()
    else
    self.repeat_time = 0
    self.reps = 0
    return
    end
     
    self.reps = self.reps and (self.reps + 1) or 1
     
    if self.reps == 1 then
    self.repeat_time = 6/30
    elseif self.reps < 2 then
    self.repeat_time = 4/30
    else
    self.repeat_time = 3/30
    end
     
    end
    end
     
     
    function Inv:OffsetCursor(offset, val, minval, maxval, slot_is_valid_fn)
    if val == nil then
    val = minval
    else
     
    local idx = val
    local start_idx = idx
     
    repeat 
    idx = idx + offset
     
    if idx < minval then idx = maxval end
    if idx > maxval then idx = minval end
     
    if slot_is_valid_fn(idx) then 
    val = idx
    break
    end
     
    until start_idx == idx
    end
     
    return val
    end
     
     
     
    function Inv:CursorLeft()
    self:SelectSlot( self:OffsetCursor(-1, self.active_slot, 1, #self.inv, function(idx) return self.owner.components.inventory:GetItemInSlot(idx) or self.owner.components.inventory:GetActiveItem() end ) )
    end
     
    function Inv:CursorRight()
    self:SelectSlot( self:OffsetCursor(1, self.active_slot, 1, #self.inv, function(idx) return self.owner.components.inventory:GetItemInSlot(idx) or self.owner.components.inventory:GetActiveItem() end ) )
    end
     
    function Inv:CursorUp()
     
    end
     
    function Inv:CursorDown()
     
    end
     
     
    function Inv:OnControl(control, down)
    if Inv._base.OnControl(self, control, down) then return true end
     
    if self.open then
    if not down then 
    if control == CONTROL_ACCEPT then
    self.inv[self.active_slot]:Click()
    end
    end
    end
     
    end
     
     
    function Inv:OpenControllerInventory()
    if not self.open then
    if not self.active_slot then
    self:SelectSlot(1)
    end
    self:UpdateCursor()
    self.open = true
    self:ScaleTo(self.base_scale,self.selected_scale,.2)
    TheFrontEnd:LockFocus(true)
    self:SetFocus()
    end
    end
     
    function Inv:CloseControllerInventory()
    if self.open then
    self.open = false
    self.cursor:Hide()
    self.actionstring:Hide()
     
    self.owner.components.inventory:ReturnActiveItem()
     
    if self.active_slot then
    self.inv[self.active_slot]:DeHighlight()
    end
     
    self:ScaleTo(self.selected_scale, self.base_scale,.1)
    TheFrontEnd:LockFocus(false)
    end
    end
     
     
    function Inv:UpdateActionText()
    local item = self.owner.components.inventory:GetActiveItem() or (self.active_slot and  self.owner.components.inventory:GetItemInSlot(self.active_slot))
    if item and self.active_slot then
    self.actionstring:Show()
    self.actionstring:SetPosition(self.inv[self.active_slot]:GetPosition() + Vector3(0,100,0))
    self.actionstringtitle:SetString(item.name)
       self.actionstringbody:SetString("body text showing actions!")
    else
    self.actionstring:Hide()
    end
    end
     
    function Inv:SelectSlot(idx)
    if self.active_slot and self.active_slot ~= idx then
    self.inv[self.active_slot]:DeHighlight()
    end
    self.active_slot = idx
     
    self:UpdateCursor()
    end
     
    function Inv:UpdateCursor()
     
    if self.active_slot and self.hovertile then
    self.hovertile:SetPosition(self.inv[self.active_slot]:GetPosition() )
    end
     
    if self.active_slot then
     
    self.cursor:Show()
    self.inv[self.active_slot]:AddChild(self.cursor)
     
    self.inv[self.active_slot]:Highlight()
    if self.inv[self.active_slot].tile then
    print (self.inv[self.active_slot].tile:GetDescriptionString())
    end
    else
    self.cursor:Hide()
    end
     
    self:UpdateActionText()
     
    end
     
    function Inv:Refresh()
     
    for k,v in pairs(self.inv) do
    v:SetTile(nil)
    end
     
    for k,v in pairs(self.equip) do
    v:SetTile(nil)
    end
     
    for k,v in pairs(self.owner.components.inventory.itemslots) do
    if v then
    local tile = ItemTile(v, self)
    self.inv[k]:SetTile(tile)
    end
    end
     
    for k,v in pairs(self.owner.components.inventory.equipslots) do
    if v then
    local tile = ItemTile(v, self)
    self.equip[k]:SetTile(tile)
    end
    end
     
    self:OnNewActiveItem(self.owner.components.inventory.activeitem)
     
    end
     
     
    function Inv:Cancel()
        local active_item = self.owner.components.inventory:GetActiveItem()
        if active_item then
            self.owner.components.inventory:ReturnActiveItem()
        end
    end
     
    function Inv:OnItemLose(slot)
    if slot then
    self.inv[slot]:SetTile(nil)
    end
    end
     
    function Inv:OnBuild()
        if self.hovertile then
            self.hovertile:ScaleTo(3, 1, .5)
        end
    end
     
    function Inv:OnNewActiveItem(item)
        if self.hovertile then
            self.hovertile:Kill()
        end
     
        if item and self.owner.HUD.controls then
       
        if self.open then
            self.hovertile = self:AddChild(ItemTile(item, self))
            self:UpdateCursor()
            self.hovertile:SetScale(1.8)
            else
            self.hovertile = self.owner.HUD.controls.mousefollow:AddChild(ItemTile(item, self))
            end
     
            self.hovertile:StartDrag()
        end
     
    end
     
    function Inv:OnItemGet(item, slot, source_pos)
        if slot and self.inv[slot] then
    local tile = ItemTile(item, self)
            self.inv[slot]:SetTile(tile)
            tile:Hide()
     
            if source_pos then
    local dest_pos = self.inv[slot]:GetWorldPosition()
    local im = Image(item.components.inventoryitem:GetAtlas(), item.components.inventoryitem:GetImage())
    im:MoveTo(source_pos, dest_pos, .3, function() tile:Show() tile:ScaleTo(2, 1, .25) im:Kill() end)
            else
    tile:Show() 
    --tile:ScaleTo(2, 1, .25)
            end
            
    end
    end
     
    function Inv:OnItemEquip(item, slot)
        self.equip[slot]:SetTile(ItemTile(item, self))
    end
     
    function Inv:OnItemUnequip(item, slot)
        if slot and self.equip[slot] then
    self.equip[slot]:SetTile(nil)
    end
    end
     
    return Inv


  5. what can I do about the above error

    Can you post what the error screen said on crash?  Also, you can post about the last page of info from your log file.txt:

    "C:\Users\**yourID**\Documents\Klei\DoNotStarve\log.txt"

  6. how to enable this mod using modsettings.lua ? can anybody tell me?

    The game doesn't use modsettings any more for enabling modes.  Hasn't for a good while.  You download the mod, put it in the correct place, and enable it on the mod loading screen.

     

    What version of the game are you on?  (hit backspace with game running and it will be in the lower left corner of the game window)


  7. Yup, I noticed that as well. But I havent figured out yet why its there and what it actually is :razz:

    I had this spawning problem with Test Tools at one point.  It was some 'remove/hide' code, I believe, that didn't actually remove the item, just stowed it close to off screen.  Had to actually kill it.  Don't remember how though.  That was a few revisions ago...


  8. Yeah I'm aware of the situation, but I'm on vacation and really doing all I can to put RPG HUD on the workshop as soon as possible. I'm just trying to find the easiest way to have all the versions in the same mod with an easy way to switch/choose the version you wanna use. I'm pretty sure it will be on the Steam WS in a week at max.

    @kiopho, I really think you should request the other dude take down your mod, he's not doing anyone a service here but to confuse the issue and take credit for something you did.  Plain and simple.

    Another issue comes next Tuesday when the new update to DS drops and this guy starts trying to update YOUR mod.

    I've complained until I'm blue in the face, but it's up to you to take ownership back.  Just letting it sit over there is not a good thing.

    I would at least have one of the mods here upload your mod so you know it's in safe hands until you get back.