Don't Starve Together

Don't Starve Together

Yearly Seasonal Events
41 Comments
Hunkydoodle 14 Oct @ 4:48am 
Hi, I tried setting up a 4 shard dedicated server using island adventures and this mod, and it caused my islands and volcano shards to crash. Are you able to make this mod compatible with island adventures?
Monstah  [author] 11 Aug @ 2:04pm 
It is
wherethesunnoshine 10 Aug @ 4:40pm 
the crash happens when the autumn is over, in event_utils.lua it would be safer to have in line 351
if inst:HasTag("burnt") or inst:HasTag("stump") or inst.components.container==nil then return end.
I haven't tried the new version yet so im not sure, maybe is already solved
Monstah  [author] 31 Jul @ 8:19am 
Oh, understood. Well, it doesn't specifically check for that, but it instantiates them as components of unique prefabs that SHOULD (at least in the base game) be associated with the main forest and cave shards. IA probably reuses these prefabs in some way, I'll look into it (tho I can't guarantee a deadline). Thanks for the explanation!
BA 31 Jul @ 5:06am 
There are ways to host new shards. For example, I got a 4 shards server which runs extra shipwrecked & volcano shard. That's why I was suggesting checking if the shard is Forest or Caves to avoid incompatibility.
Monstah  [author] 30 Jul @ 9:55am 
Well, as it is, it's specifically created on components of the forest and cave shard... is it incompatible because of the caves, or does the mod make new shards? I've never played with it
BA 27 Jul @ 11:16am 
About the imcompat with IA mentioned below... Can you limit the event to happens on shards of Forest?
Monstah  [author] 22 Jul @ 3:00pm 
Couple bug fixes. Thanks @wherethesunnoshine! It was probably a burnt or chopped down halloween tree, shouldn't happen again :DSTskull:
Xiivait 1 Jul @ 3:28pm 
The mod is icompatible with Island Adventures btw
Xiivait 28 Jun @ 2:16pm 
Nice man
Utlamo 3 Jun @ 1:52pm 
Very good mod! Its possible to add config? I mean disable Special Event. Eg. Hallowen Eve is poor imo - spam random items without value items.
wherethesunnoshine 19 May @ 1:55pm 
a crash happened when the halloween season started
wherethesunnoshine 19 May @ 1:55pm 
[Yearly Seasonal Events] Attempting stop none
[02:54:54]: [Yearly Seasonal Events] Starting event hallowed_nights
[02:54:54]: [string "../mods/workshop-2934824468/scripts/utils/eve..."]:315: attempt to index field 'container' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-2934824468/scripts/utils/event_utils.lua:32 in (global) _iterLivtrees (Lua) <27-37>
fn = function - ../mods/workshop-2934824468/scripts/utils/event_utils.lua:311
arg = nil
_iterlist = table: 0xba33d8a0
GUID = 116577
inst = 116577 - livingtree_halloween (valid:true)
../mods/workshop-2934824468/scripts/utils/event_utils.lua:311 in (global) _startHa
Polygonetwo 22 Apr @ 4:24pm 
Fair enough! It's a very nice mod as is, anyhow. :D
Monstah  [author] 22 Apr @ 6:49am 
Lol yeah, I've played my shade of It's Always Year Of The Catcoon, and the amount of pouches gets ridiculous quickly.

Like disabling, I've also thought of setting for how long things remain active. I'm just a little tired of working on this at the moment, possibly when there's a new Year Of event and I need to make changes anyway :)
Polygonetwo 20 Apr @ 7:30pm 
Would be nice if there's a config option to toggle which events are in the list to be cycled in/out, for the sake of blacklisting unwanted events. That said, this sounds like a fantastic alternative to just having *all the things* enabled *all the time*, which gets annoying. (Looking at you, catcoons barfing up red pouches!)
Darian Stephens 7 Mar @ 2:03am 
Hey, I'd rather frequent updates vs issues left standing!
Monstah  [author] 6 Mar @ 7:07pm 
Argh, I seem to have uploaded last version with a debug mode turned on x.x
Sorry to keep updating this, I promise I'll leave it be soon!
Monstah  [author] 2 Mar @ 6:10pm 
There was (zero) a delay already but... yeah, I dunno. There were some some net_vars involved, probably? I can't reproduce it, so its hard to tell.

Anyway, some minor fixes. Also, I uploaded the previous version with all the game scripts in a .gitignored folder for easy reference, so it was a huge mod for no reason. Sorry about that.
Darian Stephens 2 Mar @ 5:51pm 
If it's a concern about injecting at the wrong time, you might be able to just delay it until the player is fully loaded.
Although, I'm not 100% certain how to detect that... Just give it a big delay after they connect?
Like, 10 or 20 seconds.
Monstah  [author] 2 Mar @ 7:08am 
Heh, yeah, I'm happy too! I didn't just want to MAKE a mod, I made it because I wanted to PLAY with it! :))

Anyway, the lunacy overlay bug at startup is still happening (sometimes)... But it's nothing serious, seems to be just UI. If it happens, just disconnect and join again. I'm probably messing with the UI if I add the bat overlay at the wrong time at startup, but since the bug isn't easily reproducible I can't tell when it's fixed or not :((
Darian Stephens 2 Mar @ 4:56am 
Wooo, I was just thinking of this mod!
Glad to see you got it sorted, and that there are no longer any worries about playing with friends or caves.
Monstah  [author] 1 Mar @ 9:10pm 
IT'S ALIVE!!

Caves and multiplayer are (finally) working!! Also, added the missing Year Of events (sorry about that, I was very frustrated that I couldn't get it to work and abandoned it. :DSTskull: But it's back! :DSTportal:).

Also, it won't explode again next time they launch new Year Of events, tho if two or more are added before I patch it, results might be unpredictable (code has no way of knowing which order they go in, unless I tell it, just that they go after what I already listed).

It would have saved me a TON of disappointment and frustration if I had found this a year ago:
https://forums.kleientertainment.com/forums/topic/70025-help-with-net_events/?do=findComment&comment=811802
Darian Stephens 22 Nov, 2024 @ 9:35pm 
Is there any progress on the caves compatibility?
If it's as simple as setting a value on a player, you can iterate through them with the global 'AllPlayers' table.
also theres year of carrot year of pig and year of beefalo
what about year of gobbler and year of varg
BlueCorvid 30 Jul, 2023 @ 3:58pm 
This is exactly what I was looking for! It sounds like it's quite a difficult idea to implement, so thank you for your hard work.

I wonder if the tech level problem could be solved by having a special crafting station (like an event board), that enables the correct stuff when you check it, so that if you were off-world when the event started, you could update manually? (Or maybe giving that function to an existing object would work? I don't know what, though. The Moondial seems thematically appropriate, perhaps?) Or maybe you could just enable the tech levels all the time -- having too much craftables isn't as big a problem anymore with the crafting menu rework.

Best of luck working on this mod!
MirenBlacksword 8 May, 2023 @ 12:34am 
Hey, I just wanted to thank you for your work! Really appreciate this.
Monstah  [author] 22 Mar, 2023 @ 1:39pm 
Hi, y'all! So, this is a little harder than I expected, caves still aren't working properly. But, at least, they won't crash the game anymore :DSTtophat:

What will happen now is, events will trigger properly, but I haven't figured yet how to change tech levels on remote players (and, on a game with caves enabled, even with a single player you're still "remote"), so you won't be able to build special structures.

@Muffintiem: No, I haven't set up one. This is my first mod and I didn't even consider that; you think there's demand for one? I could set one, I'm just really relapse and wouldn't be online much anyway :DSTskull:
Muffintiem 6 Mar, 2023 @ 7:45pm 
is there a discord for this mod?
c0l_cr4yton 28 Feb, 2023 @ 6:24pm 
Thanks for the extra info! Yeah, if it doesn't interfere / force us to do anything, that's cool then. As I said, being new,we've got more important things to dedicate resources to so if we've not forced and can just enjoy small aspects of it, that's cool - like I remember this winter event, something was dropping cookies on the ground. We were too busy to try playing the event but seeing it and getting the random +1 heal or hunger was nice, haha.

As for my idea, that's really all I meant lol. Playing with friends or like me, with my gf, we could mark our first won boss fight, day some funny thing happened, etc. Just really personal things lol. Thanks for entertaining the idea and good luck with the bug!
Monstah  [author] 28 Feb, 2023 @ 10:26am 
Oh, and also planned are settings to change how long events last (they are currently 25% of a season for Feast and nights, and 50% for Carnival - because I am Brazilian and Carnaval here is a big deal, tho it is not *quite* the same holiday as here)
Monstah  [author] 28 Feb, 2023 @ 10:25am 
Oh, they're not disruptive at all :) They just introduce new temporary mechanics, so, for example, on Hallowed Nights you can go hunting for candy and build a mad scientist lab with some spooky-themed experiments, and on Winter's Feast you can make a gift wrap to bundle items for other players, or set-up a feast table which gives a little in-game boost after you feast (together).

A custom holiday could definitely be done, but apart from a message to all I don't know what I'd do with it :) (I didn't program any new mechanics, I just made it so the game enables pre-existing ones based on in-game calendar, rather than enabling, say, Winter's Feast when it's Christmas season in real life)
c0l_cr4yton 25 Feb, 2023 @ 10:50pm 
Considering how still fairly new my gf and I are to this game, how to trigger those events is beyond us and not really a concern while we're trying to, you know, not starve. :P So if this somehow activates them for us to engage with them if we choose to, that sounds pretty cool!

If they're potentially disruptive (positively or negatively!) in any way, maybe it could be good to have the option to pick every year, every other year, etc.

Also, just to throw out a random idea (because this is actually what I thought when I read the name), what about a mod to mark a day of the year as some special event? Imagine if we could set up custom anniversaries the server could put out an AllChat message for! :steamhappy: I know, pretty random, no idea how many people would care, but since it's what I thought, I figured I'd share, haha.
Monstah  [author] 24 Feb, 2023 @ 4:06pm 
Thanks for the heads up, I'll look into it
OB_king 23 Feb, 2023 @ 6:19am 
The game crashes when I go to the cave
stack:
carnivalevent is nil in modmain.lua:49 (TheWorld.components.carnivalevent:OnPostInit())
watchoutalien 22 Feb, 2023 @ 5:22am 
this is an absolute genius idea !
leafy loaf 18 Feb, 2023 @ 5:11pm 
-nods-
Monstah  [author] 18 Feb, 2023 @ 7:39am 
Haha, thanks! This is my first DST mod and you've made me happy. I've also had this idea for years, just didn't try to do it until now. There's probably some polishing to be done, but it works :DSTportal:

Another TODO: if the player has disabled winter, find the next best season to trigger new year's.

:DSTskull: Backup your saves!! :DSTskull:
This goes for every server mod always, but I put a couple values on worldstate, so this might break heavily modded saves if someone uses the same variable name as me (TODO! put a namespace on these variables)
leafy loaf 18 Feb, 2023 @ 2:28am 
oh! i have been hoping for this mod for two years, heck yeah!
Monstah  [author] 17 Feb, 2023 @ 3:44pm 
TODO: spawn jack-o-lanters on Hallowed Nights. Maybe some Year Of setups? I don't know, I haven't tested this extensively yet. Haven't tested it on multiplayer, either. It's an all clients mod because of the bat overlay used, but I'll study some way to push building it from the server side :)