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Rapporter et oversættelsesproblem






Not true. Tried to destroy it with deerclops vanilla and rog - not destroyed. Dragonfly also can't destroy it and can't put on fire."
Good for you. Because I just watched deerclops stomp mine down. I came here to double check it acted as a fridge, didnt even know it wasnt supposed to be able to be destroyed until I read it.
Not true. Tried to destroy it with deerclops vanilla and rog - not destroyed. Dragonfly also can't destroy it and can't put on fire.
The only thing I really, really don't like is that every single time I open it up, one second later, Wilson feels the need to comment on it. Usually, I open it and then move around so the talking sounds won't happen. But again, it takes a second to even start, so sometimes, I misjudge the timing, and Wilson talks anyway. I was wondering if you could remove that or at least make it configurable.
Thanks to all who support me and for your patience.
Search in Steam/stremapps/common/dont_starve/mods , search the file containing this mod ( i searched for "cellar" using windows explorer), copy all its contents, create a new folder in /mods, paste the contents, and modify modmain.lua (Preferably using notepad++ or any other programming text editor) with the code pbc posted below, but i made a minor tweak:
paste this below lane 21 :
local cellar_recipe = Recipe("cellar",
{
Ingredient("cutstone", 20),
Ingredient("goldenshovel", 1),
Ingredient("turf_woodfloor", 20),
},
RECIPETABS.TOWN, TECH.NONE, GLOBAL.RECIPE_GAME_TYPE.COMMON, "cellar_placer", 1)
cellar_recipe.atlas = "images/inventoryimages/cellar.xml"
cellar_recipe.sortkey = 1
Then, modify this sentence:
if GLOBAL.IsDLCEnabled(GLOBAL.CAPY_DLC) then
To:
elseif GLOBAL.IsDLCEnabled(GLOBAL.CAPY_DLC) then
That would be all, i suggest changing the mods name in modinfo.lua so you can tell which one is the one you created from the official one.
Please, add the follwing code to modmain.lua,
----
if GLOBAL.IsDLCEnabled(GLOBAL.PORKLAND_DLC) then
local cellar_recipe = Recipe("cellar",
{
Ingredient("cutstone", 20),
Ingredient("goldenshovel", 1),
Ingredient("turf_woodfloor", 20),
},
RECIPETABS.TOWN, TECH.NONE, GLOBAL.RECIPE_GAME_TYPE.COMMON, "cellar_placer", 1)
cellar_recipe.atlas = "images/inventoryimages/cellar.xml"
cellar_recipe.sortkey = 1
----
Was playing reign of giants and the deerclops destroyed my storm cellar. TT
Is there a mod setting to modify to not let giants destroy it?
I never will update the pictures.