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File Comments posted by tehMugwump
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Wow, most of tehMug's stuff rolled into one. Bravo!
Just change api_version = 4 to 6 in modinfo.lua and post back here if there are any problems.
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Works great here. Thanks for this, Simplex. I was just digging into bobbyblade's CampRes to update it again and saw your version. Much better!
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I've 'adopted' this mod to keep it current until @zkm2erjfdb returns...
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Thanks @stanley32, rolling in the fix.
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+1 here!
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Hey, thanks for updating this! Is it current?
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Oh, yeah, now we're talking!
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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)
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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.
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@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
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@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 = ownerself.base_scale = .6self.selected_scale = .8self: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 = nilself.cursor = self:AddChild(Image( HUD_ATLAS, "slot_select.tex"))self.cursor:Hide()self.repeat_time = .2--this is for the keyboard / controller inventory controlsself.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 slotsself: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.equipslotinfotable.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) dov:Kill()endfor k,v in pairs(self.equip) dov:Kill()endself.inv = {}self.equip = {}local num_slots = self.owner.components.inventory:GetNumSlots()local num_equip = #self.equipslotinfolocal W = 64local SEP = 12local INTERSEP = 28local y = 132/2local num_intersep = math.floor(num_slots / 5) + 1local total_w = (num_slots + num_equip)*(W) + (num_slots + num_equip - 2 - num_intersep) *(SEP) + INTERSEP*num_intersepfor k, v in ipairs(self.equipslotinfo) dolocal 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)endfor k = 1,num_slots dolocal 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)*SEPslot:SetPosition(x,y,0)endself.actionstring:MoveToFront()self.cursor:MoveToFront()self.rebuild_pending = falseendfunction Inv:Update(dt)if self.rebuild_pending == true thenself:Rebuild()self:Refresh()endif not self.open then return endif self.repeat_time > 0 thenself.repeat_time = self.repeat_time - dtendif self.repeat_time <= 0 thenif TheInput:IsControlPressed(CONTROL_FOCUS_LEFT) thenself:CursorLeft()elseif TheInput:IsControlPressed(CONTROL_FOCUS_RIGHT) thenself:CursorRight()elseif TheInput:IsControlPressed(CONTROL_FOCUS_UP) thenself:CursorUp()elseif TheInput:IsControlPressed(CONTROL_FOCUS_DOWN) thenself:CursorDown()elseself.repeat_time = 0self.reps = 0returnendself.reps = self.reps and (self.reps + 1) or 1if self.reps == 1 thenself.repeat_time = 6/30elseif self.reps < 2 thenself.repeat_time = 4/30elseself.repeat_time = 3/30endendendfunction Inv:OffsetCursor(offset, val, minval, maxval, slot_is_valid_fn)if val == nil thenval = minvalelselocal idx = vallocal start_idx = idxrepeatidx = idx + offsetif idx < minval then idx = maxval endif idx > maxval then idx = minval endif slot_is_valid_fn(idx) thenval = idxbreakenduntil start_idx == idxendreturn 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 endif self.open thenif not down thenif control == CONTROL_ACCEPT thenself.inv[self.active_slot]:Click()endendendendfunction Inv:OpenControllerInventory()if not self.open thenif not self.active_slot thenself:SelectSlot(1)endself:UpdateCursor()self.open = trueself:ScaleTo(self.base_scale,self.selected_scale,.2)TheFrontEnd:LockFocus(true)self:SetFocus()endendfunction Inv:CloseControllerInventory()if self.open thenself.open = falseself.cursor:Hide()self.actionstring:Hide()self.owner.components.inventory:ReturnActiveItem()if self.active_slot thenself.inv[self.active_slot]:DeHighlight()endself: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 thenself.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!")elseself.actionstring:Hide()endendfunction Inv:SelectSlot(idx)if self.active_slot and self.active_slot ~= idx thenself.inv[self.active_slot]:DeHighlight()endself.active_slot = idxself:UpdateCursor()endfunction Inv:UpdateCursor()if self.active_slot and self.hovertile thenself.hovertile:SetPosition(self.inv[self.active_slot]:GetPosition() )endif self.active_slot thenself.cursor:Show()self.inv[self.active_slot]:AddChild(self.cursor)self.inv[self.active_slot]:Highlight()if self.inv[self.active_slot].tile thenprint (self.inv[self.active_slot].tile:GetDescriptionString())endelseself.cursor:Hide()endself:UpdateActionText()endfunction Inv:Refresh()for k,v in pairs(self.inv) dov:SetTile(nil)endfor k,v in pairs(self.equip) dov:SetTile(nil)endfor k,v in pairs(self.owner.components.inventory.itemslots) doif v thenlocal tile = ItemTile(v, self)self.inv[k]:SetTile(tile)endendfor k,v in pairs(self.owner.components.inventory.equipslots) doif v thenlocal tile = ItemTile(v, self)self.equip[k]:SetTile(tile)endendself:OnNewActiveItem(self.owner.components.inventory.activeitem)endfunction Inv:Cancel()local active_item = self.owner.components.inventory:GetActiveItem()if active_item thenself.owner.components.inventory:ReturnActiveItem()endendfunction Inv:OnItemLose(slot)if slot thenself.inv[slot]:SetTile(nil)endendfunction Inv:OnBuild()if self.hovertile thenself.hovertile:ScaleTo(3, 1, .5)endendfunction Inv:OnNewActiveItem(item)if self.hovertile thenself.hovertile:Kill()endif item and self.owner.HUD.controls thenif self.open thenself.hovertile = self:AddChild(ItemTile(item, self))self:UpdateCursor()self.hovertile:SetScale(1.8)elseself.hovertile = self.owner.HUD.controls.mousefollow:AddChild(ItemTile(item, self))endself.hovertile:StartDrag()endendfunction Inv:OnItemGet(item, slot, source_pos)if slot and self.inv[slot] thenlocal tile = ItemTile(item, self)self.inv[slot]:SetTile(tile)tile:Hide()if source_pos thenlocal 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)elsetile:Show()--tile:ScaleTo(2, 1, .25)endendendfunction Inv:OnItemEquip(item, slot)self.equip[slot]:SetTile(ItemTile(item, self))endfunction Inv:OnItemUnequip(item, slot)if slot and self.equip[slot] thenself.equip[slot]:SetTile(nil)endendreturn Inv -
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"
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Initial upload had invisible graphix (wrong conversion). Should be ok now.
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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)
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Yup, I noticed that as well. But I havent figured out yet why its there and what it actually is
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...
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All, kiopho has been out of town with no word on his return. This looks to be a lot of work to upgrade to 'Moderatly Friendly', so it may be awhile. (A LOT has to be reworked).
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10 stack on right click =
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Keep it civil folks. I'll keep my personal opinion of 'bronies' out of this, but suffice it to say this is nothing to get heated over.
Either make a better one or get over it.
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I'm gonna go ahead and give this my:
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Added a screen shot for you.
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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.
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Seems like cool!
It's a small, not very 'deep' mod and perhaps is should be rolled into something else, but I throw it out there for who wants it.
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OK, boys and gals, it bothered me that with infinite food, you couldn't use a fridge, so I made the fridge a storage container. Woot!
Let me know if you find any issues.
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Infinite Tools
in Game Modifications
4994 6Posted
Thanks for keeping this current mate!