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Klei Bug Tracker

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Everything posted by GraySloth

  1. Woot! I did it guys, I updated it to RoG! and only had to completely rewrite it, well I say "rewrite" but what I mean is not be super lazy and just overwrite files and actually write it properly like I should have done from the beginning if I had known what I was doing. What do you guys think of the changes and new features, do you love them or do you think they are dumb and want me to get sat on by a Bearger for changing it?
  2. All right so this is a bit if a test update, just to fix the chilled amulet crash and try out some new ideas. I plan to basically rewrite this mod for it's next update, it will be functionally the same but the plan is to make the code more module and customizable. Basically make it easy to alter the purpose of it, if you wanted to make spears repairable with flint, I want that to be something easy to do.
  3. So the Morning Star and Weather Pain are items in the same vain as the staffs in terms of function, but the are more technology than magic. Does not seem right to charge them with magic, but maybe I should just add the ability to repair them with Electrical Doodads?
  4. So I have looked into this and it is an easily fixable problem, but I am left with a question. The only purpose the chilled amulet serves in Base Don't Starve is to restore sanity, but it was pretty lame at that and my mod buffed it, but in RoG it now has the additional function of cooling you from overheating, thus my buff seems unnecessary to me. So what does everyone think, should I keep the sanity buff option for RoG? Should I create to separate config options for base and RoG? Thoughts? I am leaning to two separate options and having them default to false so it can just be something people have to make the choice to turn on. A temporary solution before I release a patch would just be to set very_dapper_blue_amulet to false Also has anyone else experienced RoG related bugs?
  5. This mod has not been updated since before the DLC, an update will come in the future, ETA soon™ but probably like next week or something.
  6. This mod has not been updated since before the DLC, an update will come in the future, ETA soon™ but probably like next week or something.
  7. I just want to let anyone who is interested know that I do plan I updating my mods to RoG, but it is going to take some time for me to get back into it. No later than May 9th I will start putting out updates.

    1. svogtos


      Great ! Thank you for your work, those mods are trully amazing !

  8. The Hands don't cause any problems code-wise, they will take a bit of flame and the light will flicker for a moment but then come right back on.
  9. Meh... I don't find it so op, I just always found trying to uncover the whole map a bit tedious and it never felt worth it in the end, so for me this just smooths out an aspect of the game that I never found very engaging in the first place. Different strokes I guess, but I will consider adding an optional durability of some sort, thanks for the suggestion.
  10. Could you tell me what update specifically? Like a version number. I don't follow patches very closely so it is possible I am behind.
  11. I don't own Don't Starve on steam, so I was not the one hosting the one you were using, and while I don't have a problem with it, it looks like steam did not think it was kosher. Sorry about the inconvenience. I believe all you have to do is put the folder from the zip file in: <your programs folder>\steam\steamapps\common\dont_starve\mods Then just enable it in the mods menu in game. Good luck.
  12. Interesting idea, but the Totally Normal Tree can't fight back so it makes Living Logs a little too easy to farm. I think maybe the implementation of a Totally Normal Pine Cone might make more sense, that might be better for a separate mod. Though I think there will still have to be a catch to it, because the point of the TNT is to give a few easy Living Logs early on as a reward for exploring, but still force you to rely on killing Treeguards as the main source.
  13. It should function for the current version of DS. Problems tend to be related to mod conflicts, could you provide me a list of mods you are using?
  14. As of this post all my mods have been loosely tested with build 1.90423, but I have come to the point where I think I am done modding Don't Starve, at least for awhile anyway. It was a great experience and I learned a lot, I am not calling my mods abandoned just yet as I may throw in a quick bug fix or update patch, but for the most part my mods have reached their final forms. Thanks to everyone who used, enjoyed, and praised my mod, and a special thanks to those criticized my mods and said they could be better, because of you, they did get better.

  15. Yes, sorry, I don't use steam for much, but I have accepted your invite. Thanks for the list, though would you mind putting it in a spoiler?
  16. I don't know where to start with this one, could you provide me with a list of ALL the mods you are using.
  17. It looks like the game did not know where your character was at the time, do you know why that might be? What was happening at the time of the crash?
  18. Yes, that mod has been the bane of my existence for a while, a fix like I gave you will be included in the next update to my mod, though that may not be for a little while...
  19. Try this: local all_ghost_extra_loot = { {item = "nightmarefuel", chance = 1/5}, {item = "ectoplasm", chance = 1/3}, } This will effect regular and my special ghosts btw.
  20. It should be noted that the ghost from the ghosts and graves mod are wholly separate entities from regular ghost and my mod only effects regular ghosts. As to your crash, did you try adding something to the all_ghost_extra_loot config option? If so you may have done it improperly.
  21. ಠ_ಠ Well since it is not supposed to do that by default, what ever mod adds that feature is likely the one causing the conflict with mine.
  22. =D Glad to hear it, this one was my favorite to make.
  23. Line 80 should be empty, it should look like this: if not inst.components.lootdropper then inst:AddComponent("lootdropper")endif item then inst.components.lootdropper:SpawnLootPrefab(item)endSorry I was not more clear.
  24. So I still don't know what is causing your problem but I think I know what the problem is. It seems that graves have forgotten they drop items. You could try a quick and dirty fix if your up to it, just open up <Don't starve folder>\mods\Revenge of The Dead\modmain.lua in notepad++ or your prefered text editor and starting on line 80 add: if not inst.components.lootdropper then inst:AddComponent("lootdropper")endIt may cause more weirdness since something is altering graves for some reason but it's worth a try.