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Yikes. Any intention on fix this?
Fixed the nil errors I found related to combat.
Will not auto-equip ranged weapons with F.
Will not auto-replace ranged weapons with F.
Added a configurable button (H by default, can't be set to F) to instantly equip a weapon which will be chosen on a priority list that can be found within modmain.lua.
This list can be text-edited as you wish. By default it equips Battlespear > Goldenspear (if you have that mod) > Spear only.
Instructions included.
Mod works host-only and is disabled on guests clients.
Tested on DST v170618. Might be working on DS RoG as well.
If you want to use this with SW, just add the compatibility flag yourself.
Machete actions are not handled in this code, though.
I won't add more featutes or SW compatibility, as I'll now see what might be improved on Auto-Actions by Jespercal, which is similar to Handymanness, but works on guests clients as well.
drive.google.com/open?id=0B5VdLchci4O4WHdaNEVNTVdDbE0
I fixed some nil errors that happened on several occasions when using the attack button and also added rules that prevent replacing ranged weapons and equipping stronger ranged weapons, because I did not like wasting darts on weak enemies.
I also tried to add a key to instantly equip a spear type weapon, but I can't get that feature to work yet.
If you are interested in seing my improvements and you might consider helping me with the instant-spear-equip-button, please add me to your friendslist and send me a message.
I'm almost through here, will upload momentarily...
Primarily, just put the
if GLOBAL.TheNet:GetIsServer() then
Wrapping the entire modmain so that the mod turns itself off when someone isn't the host. This way players won't spontaneously have crashes and be confused as to why it's being caused.
As for getting it to work as a server sided mod that communicates with clients, as much as I love the quality of life this mod provides, that might be a little too advanced for me to handle. I only know very basic techniques for netvariables, and it's alot harder to test client sided mods as that requires me to test on a dedicated server which requires alot of setup time compared to testing directly off the client with CTRL + R
I will add the fixes you pointed out now, shouldn't take long...
BTW, there is a SACKLOAD of bugs in the mod. I wrote it and published it to get feedback, which oddly never came. People like the mod, use it, rate it positively, but I can count on my fingers the bugs people found. Maybe I'm just naïve regarding how much of a "community" is the "steam community". Last week I played some Don't Starve for the first time in many many months, and my todo list in this mod is quite long. I'm still baffled by the number and severity of the bugs I found.
if GLOBAL.TheNet:GetIsServer() then
This will prevent anybody whos running on a client from crashing from this mod being enabled. It still won't work on client but at least they don't have to keep disabling it when they aren't hosting.
I noticed that when I had 2 dark swords in my inventory and I tried to hold F to attack, it would swap rapidly between the two darkswords instead of just picking 1 to stick with.
I also noticed it crashed when being used client side but I noticed that was a known problem. It's possible to make it work as a server mod through proper communication using netvariables, Though that would take a bit of work and would lower the convenience of the mod.
In the meantime, I'd suggest fixing the crash that occur's when the mod is used on client side. Client's don't have the combat component and your code should prevent itself from attempting to index a nil value
if components.combat.target then
should instead be
if components.combat and components.combat.target then
Even though it won't work outside of being the host, it would still be more convenient if it doesn't crash from being used as a client.
Blame the summer heat.
Now the lighting stuff in the engine is the opposite, it couldn't be any uglier - hence the delay. But it is just a delay... Patience is good - say both Yoda and Varoufakis. ;)
Thanks for the praise. :) That was pretty much my intention with this mod. I just felt annoyed when clearing a forest to stock up on logs.
Beefalo milking makes total sense to add, I'll look into it later. But it makes little sense to add that without first looking into bug catching.
Extra actions from that other mod are not really compatible with this mod, either by game interface or by purpose. A handyman is a guy that is good with tools, so the thing here is optimizing tool usage/minimizing tool-related micromanagement. That is why I said the combat stuff should be moved to another mod.