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Don't Starve Together

Found 6 results

  1. Hi everyone. I can't see ammo for ranged weapon on my friend's server (when it is mine server then everything is alright). Everything works nearly fine, but I can't see bullets in the equipment and they are blocking my slots as invisible entities. I don't know where the problem might be located so I uploaded whole mod folder in .zip form. Ammo name is m16blt, if this will help to find out the source of the problem. Thank you in advance for any clues.
  2. I understand why os.execute function has been taken out of lua. What I do not understand is why is TheSystemService:StartDedicatedServers hardcoded to work with only 2 servers (1 master and 1 shard). As a fellow developer I have gone trough fair length to try to get info on the function in question and finally decided to decompile your exe ( do not ban me ;P) To find out the server config generation has been hardcoded. Has anybody else tried to figure out or hack around the limitation? As far as I have gathered when creating a world it creates folders and ini files to save folder and although we can't os.execute we can create files, but everything i have tried will still result only 2 servers being launched. What I am trying to achieve is to launch third world (or any number really above that) besides the two that allready exist. well there is way to do this with dedicated server launch commands but as os.execute is nowhere to be found can't emulate that either. dontstarve_dedicated_server_nullrenderer -console -cluster MyClusterName -shard Master dontstarve_dedicated_server_nullrenderer -console -cluster MyClusterName -shard Caves
  3. Basically, I'm trying to get the active wormhole when the player uses it from the client side. I was trying to hook into the player's stategraph and get it with FindEntities, but it says that sg is nil with the following: AddPlayerPostInit(function(inst) print(inst.sg) end) Am I missing something? Also, is there an easier way to do this? The wormhole pushes some events to the doer but I'm not sure if you can listen to them as a client. EDIT: Forgot AddStategraphPostInit is a thing. Also, FindEntities. Got it all working now. I'm still interested in the events though, to optimize things.
  4. Version 2.0.0

    429 downloads

    This mod improves upon the Lua console in Don't Starve Together. It was started as a collaboration between this author and @squeek. Major Features Extended and configurable command history. Each history line is editable (that is, scrolling past a previous line will save any modifications to it), and the command history is preserved saved between game sessions. Console log is scrollable Console keeps focus when you'd expect it to Console doesn't close after each line entered Added basic CTRL+A select all support (hitting backspace after CTRL+A will delete all the text) Added support for multi-line inputs (useful for e.g. function definitions and for loops) Many general useability improvements, bugs that have been fixed, and small but useful tweaks Better, more informative and less cluttered error handling Minor features Technical features Dedicated server support This mod has essentially two elements: extending the console UI and extending the processing and execution of Lua code. The former makes sense only in a client, and requires only the client to cooperate, and this is why this is a client mod. However, it may still be enabled in servers, including dedicated servers (though force enabling from modsettings.lua may be required). If that is done, the extensions to the execution of Lua code (including syntax extensions and all that was discussed in the "Technical features" section) will be applied to the server, both for code transmitted to it via a remote console by an admin user and for code read by a dedicated server from its terminal input. Get involved Repository on GitHub (branch together)
  5. Hello everyone! I'm trying to port a DS mod to DST, figured out how to solve a lot of different problems, but a lot more remain, and I don't know exactly how I should treat them. The mod's called Craft Pot, and what it does is basically I. Find all crock pot prefabs 1. Iterate all prefabs ingame (AddPrefabPostInitAny) 2. Find those that have stewer component II. Adding custom crock pot event handlers 3. Save the following original events: open, close, give item, take item, finish cooking 4. Change binded handlers for those events to custom ones (injecting modded code) + calling the original ones as the first line III. Processing current inventory content 5. Track down crock pot inventory content 6. Pass it down to mod components 7. Redrawing the crock pot food scroll And now the yet unsolved issues, that I could really use some help or a direction with: I. CrockPots only have stewer and container components on the mastersim side, so I've lost a way to track down crock pots on a client II. Even if i somehow managed to get crockpot prefabs, I don't see a way I could modify container/stewer components (locally) in order to pass custom event handlers (as they simply do not exist??) on the client. III. Client is drawing container, all of the local icons, does that mean there should be some sort of a dirty replica for container on a client somwhere? I'm a decent programmer, just point me in the right direction, or onto some other client mod that could help me find a solution to those problems. The way I see it, if it comes to the worst, I would have to rewrite crock pot prefabs adding dirty stewer, dirty container, and somehow sync raw data with the 'real' stewer/container on the server. Hope it doesn't go that far thou.
  6. Working on adapting a pre-existing crock-pot/food mod of mine to work on DST. Together Version here: ( mod http://forums.kleientertainment.com/files/file/1068-waiter-101-together/ ) But I have trouble playtesting it since it seems to work for me fine by myself (as host). Other players report that when they host a game with the mod, it crashes if a client player attempts to make a food item. Is there a way to playtest a mod as both the host and a client?