Don't Starve Together

Don't Starve Together

More Plantables [DST]
33 Comments
32359137 23 Jun, 2020 @ 6:25pm 
这个很好 谢谢大佬
Ricardo 27 Apr, 2020 @ 8:29am 
Hi, I found a problem when i was using wormwood. Using Wormwood with this mod will make Wormwood able to plant seeds closer(like flower) and it became weird while using Geometric Placement(it appear to be flower but actually other plants). So I wonder if it is possible to fix it? (maybe make plant seeds for flower not work for wormwood, i guess?)
Thanks for making this mod work for DST! Like it both in DS & DST.
Earl Sneakington 4 Oct, 2019 @ 4:19pm 
Yeah same for me too. Seeds aren't working for me ether.
kuroneko90 [NP] 19 Jul, 2019 @ 11:19am 
it wont let me plant seeds even through the option is enabled :(
bloopah 18 May, 2019 @ 1:36pm 
oh wait nvm its just a typo
bloopah 18 May, 2019 @ 1:35pm 
what does digreeds mean in the config menu?
s 14 Mar, 2018 @ 11:20am 
@Raw still in shipwrecked flowers can become jesus



(i mean they can be placed on water [with seeds])
mai20 2 Feb, 2018 @ 1:04pm 
love this mod
Cringe Isekai Enjoyer 2 Dec, 2017 @ 10:19pm 
Hi there! The main author of the mod just uploaded recently some bug fixes regarding banana seeds. Is this mod up to date with that as well? :) And thanks for the port! :D
Ronin 15 Nov, 2017 @ 6:15am 
Thanks Mr. Morback, so far there haven't been any errors! Great job.
Morback  [author] 11 Nov, 2017 @ 7:05am 
Hello NamelessRonin, I'm still maintaining the mod, or at least trying, but I haven't played in a while... If you encounter any errors, please submit.
Ronin 10 Nov, 2017 @ 6:48am 
Hi, will you be updating this mod for the forge patch? I know a couple of my other mods started to have errors, I just want to make sure this one doesn't ^^
Greed 27 Sep, 2017 @ 2:33am 
求中文翻译
Morback  [author] 16 Sep, 2017 @ 9:41pm 
I agree with you that the original code didn't do a null pointer check, but I disagree that it was necessarly bad coding...

It may have been a decision of the original programmer. Since he was the one setting the values and defining the prefab, he was sure that there was no null pointer to begin with... The null pointer was introduced with my mistake. If ever the game throwed a null pointer, then you may have worst problems with you installation and savegame...

If you decide to put extra null pointer checks for every possible variable, then the code would increase and also create overhead because of all the extra checks...

For me either way has its advantages and disadvantages, but I don't necessarly consider it a mistake, from my personal point of view...
seronis 16 Sep, 2017 @ 5:44pm 
Well in this case the original didnt do a null pointer check which is bad code, and why it crashed.

What you edited didnt fix THIS problem. It only circumvented it and left the actual bad code alone, which will still crash if that function ever handles a livingsapling with that variable still set to nil.
Morback  [author] 16 Sep, 2017 @ 4:57pm 
Yeah, I know, maybe I'll use it later, but I prefer for now to keep the code as "original" as possible...

I changed the code because I found a better way to define the requirements for the living sapling in the DST API and ended up making a mistake. Sorry for that...
seronis 16 Sep, 2017 @ 4:25pm 
Working now, both fueling and quitting no longer crash for me.

The fix listed below is still a useful way to let you do an assignment when you dont know the variable has already been initialized or not =-)
Morback  [author] 16 Sep, 2017 @ 4:14pm 
Beware I just uploaded 2 new versions, 3.56 and 3.57, the one corrected is 3.57
Morback  [author] 16 Sep, 2017 @ 4:10pm 
Hello seronis, thanks for the report.

I fixed something, please try if it works now...
seronis 16 Sep, 2017 @ 4:09pm 
fix:


inst.timesFueled = inst.timesFueled and inst.timesFueled+1 or 1
Ronin 15 Sep, 2017 @ 6:05pm 
that sounds good! I use this mod in conjunction with mining machine since i can't access caves
Morback  [author] 4 Sep, 2017 @ 2:27pm 
Hmmm, sorry to hear that, but I believe your new freeze is probably related to this mod also.

To get the crash dumps, I always check the log files, the server one is in the same folder as the server data.

Your idea about a craftable asporen is interesting, the same concept could be applied to the tallbird nest... You could craft a tallbird egg from 4 normal eggs and a nightmare fuel...
Ronin 4 Sep, 2017 @ 7:57am 
The mushtree's work perfectly now ^^ I encountered another freeze, but I'm not sure if it had to do with other mods (I didn't have webconsole open at the time to record it).

Anyways it occured after I planted living logs, then I fueled it with nightmare fuel, then server crapped out. Thanks again, and would it be possible to make asporens a craftable recipe? I cant host caves on my server because it's only a single server :( and I'm not a big fan of spawning things through debug.. could asporens be craftable by maybe mixing 3 mushroom caps together with a nm fuel? Anyways, thanks again!
Ronin 3 Sep, 2017 @ 3:00pm 
Awesome, I appreciate it! This mod will continue to be a staple in my dedicated server :)
Morback  [author] 3 Sep, 2017 @ 1:32pm 
Thanks NamelessRonin for the bug report!

It was a change in the programming between old DS and new DST code...

No problem running a bunch of mods together... I do too on my servers.

I had to redo a lot of code for the asporen and it should be pretty much bugfree by now.

Please report if you find anything wrong or strangely behaving.

Thanks again and I hope you enjoy it!

PS: about the tallbird nest requirements, you suggest activating the nest, I think it is a good idea and can be done, but not without some modifications... I will try to take a look at it in the next 15 days...
Ronin 2 Sep, 2017 @ 11:58am 
this could definitely be it conflicting with another mod, but I'm not good at coding so :) plus i run quite a bit of mods on my server
Ronin 2 Sep, 2017 @ 8:22am 
scripts/update.lua:170 in () ? (Lua) <149-228>
dt = 0.033333335071802
tick = 7757
i = 7757

[00:06:54]: [string "../mods/workshop-1125024230/scripts/prefabs..."]:12: variable 'GetClock' is not declared
LUA ERROR stack traceback:
=[C]:-1 in (global) error (C) <-1--1>
scripts/strict.lua:23 in () ? (Lua) <21-26>
../mods/workshop-1125024230/scripts/prefabs/asporen.lua:12 in (upvalue) getSize (Lua) <11-20>
../mods/workshop-1125024230/scripts/prefabs/asporen.lua:26 in (field) fn (Lua) <22-33>
scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207>
scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377>
scripts/update.lua:170 in () ? (Lua) <149-228>

..\tier1\fileio.cpp (4002) : Assertion Failed: m_nNumRegisteredWriters == 0
threadtools.cpp (3633) : Assertion Failed: Illegal termination of worker thread 'CFileWriterThread'
Ronin 2 Sep, 2017 @ 8:22am 
Major server error with Asporen and mushtrees:

[00:06:54]: [string "../mods/workshop-1125024230/scripts/prefabs..."]:12: variable 'GetClock' is not declared
LUA ERROR stack traceback:
=[C]:-1 in (global) error (C) <-1--1>
scripts/strict.lua:23 in () ? (Lua) <21-26>
t = table: 1009A358
n = GetClock
../mods/workshop-1125024230/scripts/prefabs/asporen.lua:12 in (upvalue) getSize (Lua) <11-20>
../mods/workshop-1125024230/scripts/prefabs/asporen.lua:26 in (field) fn (Lua) <22-33>
inst = 105960 - asporen (valid:true)
scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207>
self =
running = table: 06A97A80
waitingfortick = table: 06A97AA8
tasks = table: 06A978F0
waking = table: 215BF540
attime = table: 06A97F08
hibernating = table: 06A97B98
tick = 7757
k = PERIODIC 105960: 258.583407
v = true
already_dead = false
scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377>
Ronin 2 Sep, 2017 @ 8:00am 
Please let me know if you improve on the tallbird nest, it'd be way too easy placing 20 of these things down. I have to disable it until then ^^
Ronin 1 Sep, 2017 @ 4:30pm 
Oh it was something people were commenting on in the RoG/DS version, I haven't had it in particular.

One more suggestion, creating a whole tallbird nest from just 1 wool seems a bit OP, could you change it somehow? Maybe make it require you to place down wool for nest AND supply the tallbird egg as well to "activate" it?
Morback  [author] 1 Sep, 2017 @ 4:19pm 
It's not thoroughly tested yet.

I had a report of a bug from a friend when we were playing last night, I'm trying to hunt the bug, but it hasn't ocurred to me so I'm still looking for it...

I'm not familiar with the banana glitch, I would be grateful if you could elaborate.
Ronin 1 Sep, 2017 @ 8:07am 
Is the banana glitch fixed on this version?
Ronin 1 Sep, 2017 @ 8:07am 
sweet!