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Found 11 results

  1. Hi, I've looked everywhere but I can't see to find some code that can change the size of a backpack, or more specifically, the Chef Pouch that Warly has. I am making a mod that improves Warly, and I want the Chef Pouch to be viable. The code I am using always crashes. It says the number of slots is read-only, but I can't figure out how to change it. Code to change it: function spicepackpostinit(inst) inst.components.container:SetNumSlots(10) end AddPrefabPostInit("spicepack", spicepackpostinit) End of log: [00:01:40]: error calling PrefabPostInit: spicepack in mod balancedwarly (Balanced Warly WIP): [string "scripts/class.lua"]:38: Cannot change read only property LUA ERROR stack traceback: =[C] in function 'assert' scripts/class.lua(38,1) in function '?' scripts/class.lua(30,1) scripts/components/container.lua(85,1) in function 'SetNumSlots' ../mods/balancedwarly/modmain.lua(35,1) =(tail call) ? =[C] in function 'xpcall' scripts/mods.lua(162,1) in function 'mod' scripts/mainfunctions.lua(267,1) =[C] in function 'SpawnPrefab' scripts/mainfunctions.lua(306,1) in function 'SpawnPrefab' scripts/components/builder.lua(440,1) =(tail call) ? scripts/bufferedaction.lua(25,1) in function 'Do' scripts/entityscript.lua(1313,1) in function 'PerformBufferedAction' scripts/stategraphs/SGwilson.lua(5040,1) in function 'ontimeout' scripts/stategraph.lua(554,1) in function 'UpdateState' scripts/stategraph.lua(611,1) in function 'Update' scripts/stategraph.lua(128,1) in function 'Update' scripts/update.lua(228,1) [00:01:40]: Disabling balancedwarly (Balanced Warly WIP) because it had an error. [00:01:40]: [string "scripts/class.lua"]:38: Cannot change read only property LUA ERROR stack traceback: =[C] in function 'assert' scripts/class.lua(38,1) in function '?' scripts/class.lua(30,1) scripts/components/container.lua(85,1) in function 'SetNumSlots' ../mods/balancedwarly/modmain.lua(35,1) =(tail call) ? =[C] in function 'xpcall' scripts/mods.lua(162,1) in function 'mod' scripts/mainfunctions.lua(267,1) =[C] in function 'SpawnPrefab' scripts/mainfunctions.lua(306,1) in function 'SpawnPrefab' scripts/components/builder.lua(440,1) =(tail call) ? scripts/bufferedaction.lua(25,1) in function 'Do' scripts/entityscript.lua(1313,1) in function 'PerformBufferedAction' scripts/stategraphs/SGwilson.lua(5040,1) in function 'ontimeout' scripts/stategraph.lua(554,1) in function 'UpdateState' scripts/stategraph.lua(611,1) in function 'Update' scripts/stategraph.lua(128,1) in function 'Update' scripts/update.lua(228,1) [00:01:40]: [string "scripts/class.lua"]:38: Cannot change read only property LUA ERROR stack traceback: =[C] in function 'assert' scripts/class.lua(38,1) in function '?' scripts/class.lua(30,1) scripts/components/container.lua(85,1) in function 'SetNumSlots' ../mods/balancedwarly/modmain.lua(35,1) =(tail call) ? =[C] in function 'xpcall' scripts/mods.lua(162,1) in function 'mod' scripts/mainfunctions.lua(267,1) =[C] in function 'SpawnPrefab' scripts/mainfunctions.lua(306,1) in function 'SpawnPrefab' scripts/components/builder.lua(440,1) =(tail call) ? scripts/bufferedaction.lua(25,1) in function 'Do' scripts/entityscript.lua(1313,1) in function 'PerformBufferedAction' scripts/stategraphs/SGwilson.lua(5040,1) in function 'ontimeout' scripts/stategraph.lua(554,1) in function 'UpdateState' scripts/stategraph.lua(611,1) in function 'Update' scripts/stategraph.lua(128,1) in function 'Update' scripts/update.lua(228,1) [00:01:40]: Warning: Widget:SetFocusFromChild is happening on a widget outside of the screen/widget hierachy. This will cause focus moves to fail. Is ScriptErrorWidget not a screen? [00:01:40]: stack traceback: scripts/widgets/widget.lua:605 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:624 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:624 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:656 in (method) SetFocus (Lua) <629-665> scripts/widgets/menu.lua:83 in (method) SetFocus (Lua) <74-85> scripts/widgets/scripterrorwidget.lua:109 in (method) OnUpdate (Lua) <102-119> scripts/update.lua:90 in () ? (Lua) <33-129>
  2. Hello. I am pretty much new to the modding community here, and lua coding/format. However I still have basic knowledge of coding and tried to release my few first mods on the Steam workshop! So here we go: ❤ Inventory Backpacks With this mod you are able to store your backpacks inside your inventory, or even inside other backspacks or containers. You also have options to choose if you want your backpacks to be not burnable or waterproof etc. Compatible with all backpacks such as skins, piggyback, crampus' sack, etc. Planed: With more experience I want to add an optional feature to make backpacks not go inside other packs, or add limits and similar features. However this is for another time when (and if) I get more into coding. ❤ Insulated Pack The default insulated pack seems boring, so let's add more options to it. This mod allows you to make the insulated pack waterproof, fireproof and an actual portable fridge with the option to keep your food fresh and cool down thermal stones. Everything optional. Planed: Nothing yet. ❤ Downloads Inventory Backpacks Insulated Pack If you want to change the perish time of item/food inside the insulated pack, then get this mod: Icebox Parish Settings Planed: Update logos for all my mods and upload some other mods I was working on. I tried to code some more complex stuff. (Well more complex for me.)
  3. I'm trying to set to backpack finite uses. I'm adding inst:AddComponent("fueled") inst.components.fueled.fueltype = FUELTYPE.USAGE inst.components.fueled:InitializeFuelLevel(TUNING.TOPHAT_PERISHTIME) inst.components.fueled:SetDepletedFn(--[[generic_perish]]inst.Remove) It's not working. Backpack shows 100 percents, but the number doesn't changes. If someone'll give me help, i'll give him some skins: Buckled Backpack and Silk robe!
  4. Edit: This mod is temporarily postponed while I finish my Cartography mod. As of the moment I'm searching how to make a backpack repel nearby items while it contains items. Then when no objects are in a minimum range, it drops it's contents and ceases to repel items until the backpack is filled with an item. When it is repelling I want to put a visible aura around it to show the minimum range. (Aura like those in LOL or AoE effects) The aura needs to not overlay above items and objects such as pickaxes or trees. Any help is appreciated as I am unfamiliar with Don't starve Together's various options available still. I will continue to check and update this topic unless otherwise stated. I'm available on the Klei forums, Steam, and by personal email. My contact information is neahxx on the Klei forums, thenoahxx on steam (Screen name is modnation675), and through email at modnation675@gmail.com. If you are interested you can provide feedback on my other project that i need guidance for making. (Making custom pseudo marketplace skin/clothes items) The original topic text is confusingly stated however The top few comments clarify things very well. Edit: It is unknown if custom clothes/skins will be create-able. Klei staff say there are considering community made items depending on popularity and quality of results.
  5. Hello all,I have dropped my backpack very close to the fire pit and can't seem to pick the backpack up now. Is there any way to pick up the backpack?
  6. Hi guys! I have a new video up!! This time I have found a new partner Sir Julian. Watch us as we raid the spider's territory in search of the spider queen. Unexpected things happen halveway through our quests...Watch till the end!! Spiderhats is the key
  7. One thing I don't like about the backpack is that you can store it in a chest/inventory. I understand that you shouldn't be able to do that with items in it, because it would be like extra storage. What I was thinking of is that if the backpack has no items in it, then you should be able to put it in a chest or your inventory. This would make things 10x easier, because I usually switch to a logsuit when fighting, and a backpack when exploring, but that's kind of difficult when I have to drop my backpack instead of just storing it. Not sure if this has been said, but just wanted to get this out there.
  8. So i like the size of the new map i generated and it has tons of resources albeit tons of spider nests as well. But the coding as far as bridges and there placement might require a look i died before i completed the map but here is a picture. So many bridges when land masses are so close i can see them.(Still love the game.) Ok now to the suggestions. 1. I know the game is trying to kill me but would it be possible to have the trees have a chance to drop a pine cone when they hit the dead stage so that we can build up a stock for when we decide to murder trees till a guardian decided the genocide must stop? 2. It seems silly that i cant when my backpack on the back of my armor or amulet. (mind you i am aware the armor amulet would be OP and make the danger pointless.) My suggestion is to have an armor slot and backpack slot. the armor slot is where the amulet goes as well so you can have one or the other not both. 3. Please please i like more pokey things like everyone else but i like anti pokey things to add stone and gold armor...and weapons so i don't have to sac 5 pigs to get a spike. That is it thanks for making a great game and even in beta it runs great and is fun as hell.
  9. As I was playing I came to the idea that I should be able to view and rearrange the contents of a backpack that is placed on the ground. Although it isn't a necessity, I think being able to manage a backpack while it is not being worn by the player is enormously helpful in terms of time management and also it is just less of a hassle. In essence all I am suggesting is that a backpack have a "RMB View Contents" option while sitting on the ground, the traditional "LMB Pick up" would remain untouched. Positives: Less micro-management of the inventory and rearrangement when trying to grab something out of a backpack. Negatives: Backpacks all of the sudden become more like an alternative to chests, at the cost of only one inventory slot. The only way I can think of lessening this effect is by adding some kind of durability to Backpacks which is a whole other issue. Overall I think the addition of being able to manage backpacks without equipping them is a good thing, and does not carry too many bad attributes with it (other than that stated above). What do you think, is it too aesthetic, not practical enough, or is there more to it?
  10. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number Nov27 Issue title You can research ANYWHERE Steps to reproduce Step one, highlight item not researched and x'd out in red (signifying you are not near a Science Machine or Alchemy Engine.) Step two, click it. CLICK IT. And bamf, researched. Describe your issue So I accidently clicked an item I hadn't researched yet - in this case, the Blowdart gun - and was able to do so without being near any machines. It still took the research points, but seems like it shouldn't be happening that way. It was X'd out at the time, not green, stating you needed a Science Machine, etc. Very weird.
  11. Okay, so I crafted a backpack, switching my log suit to my main inventory, and then went about harvest resources as usual. Now I've started to carry my resources in my backpack because I mainly use them for crafting, so that frees up my main inventory for tools and food. However I've encountered an odd annoyance. Okay, so I've got less than a full stack of a resource in my main inventory, I move it into the backpack, and then I collect some more of that very same resource... only it creates a new stack of sai resource in my main inventory instead of adding it to the existing stack in the backpack. It only seems to stack directly to the backpack if you main inventory is full. It goes without saying that I think items should automatically stack with any existing stack that is not at its maximum, whether it's in your main inventory or inside the backpack. Thoughts?
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